Happinet has announced that Apopia: Sugar Coated Talewill release on PC via Steam on March 3. A demo is available now as part of Steam Next Fest.
The game will cost $14.99. The demo will be available until March 2, and will feature the Apopia‘s prologue chapter. It is unknown whether the game will eventually release on other platforms. Check out the latest trailer for Apopia: Sugar Coated Tale below:
Recently, Final Weapon had a chance to preview the first three chapters of the game before it releases on March 3. The Steam page describes Apopia: Sugar Coated Tale as follows:
HOOK
A sugar‑coated fairy tale that may break your heart. Explore a warm, hand‑drawn world — then step into the Dark Worlds beneath it. Solve, listen, and choose: can you stitch back your lost memory and… identity?
Why you’ll care?
We made Apopia for players who love character‑driven indie stories with surprising emotional weight. If you enjoyed titles that mix charm with slow-burning darkness and powerful character moments, you’ll find a lot to love here: heartfelt writing, unique gameplay shifts, and a world full of odd, memorable faces.
FEATURES
A charming, hand‑drawn world with 100+ bespoke animations.
A unique “mind reading” system that turns thoughts into playable spaces.
Adventure + puzzle + rhythm + light action — a variety of gameplay to keep each chapter fresh.
Rich, character‑first writing: every NPC has personality, secrets, and purpose.
Original soundtrack and carefully timed animation to heighten emotional beats.
Quiet, meaningful moments balanced with surprising, high‑energy sequences.
Cute things you can play as (and YES, you can play as the CAT!).
Recently, I had the opportunity to play through the first three chapters of Apopia: Sugar Coated Tale. At first glance, Apopia is a simple adventure game. However, upon taking a deeper look, I uncovered a more personal journey. Each chapter got me more invested in the world, and when I finally reached the end of the third chapter, I was excited to see what’s next. It’s a fantastic experience so far, suffering from only a few small issues very rarely.
Apopia begins with the protagonist, Mai, falling into the world of Yogurt while exploring a mountain with her mother, with the ultimate goal of getting home. The land of Yogurt is a puzzle-filled dreamland, as Mai and a mysterious cat named Nico tackle a variety of challenges and meet numerous colorful characters in hopes of finding an escape and eventually getting home.
The gameplay of Apopia involves solving puzzles or fetching items to advance the story. Each drastically differs from the other, with the scenario in Chapter 3 being one of my favorites. Scattered in between are smaller bite-sized trials, which keep Apopia fresh and creative. One minute, I was roaming the world learning clues about a singer, and the next, the game turned into a dating sim where I tried to gain her favor so I could advance the plot.
One aspect teased early on, and granted to you soon after, is the ability to enter Dark Worlds. Dark Worlds are where Apopia’s developers showcase their creativity. Each world is a representation of a character’s overall consciousness and being. Once inside, you’re able to find clues important to the plot or their memories. Certain memories are buried deep within the world, such as those depicting tragedies within the subject’s life. It’s amazing to see the change in artstyle between worlds. While little exploration is done during these sections, I found myself wanting to explore as many worlds as I could and learn more about what makes each so unique.
What caught me off guard was the emotional core hidden beneath the surface of Apopia. Mai sees her mother as a kind and caring person; however, hidden in her Dark World are the aspects she forced herself to forget. Apopia pulls you between the two aspects of Mai’s mother, with one wanting to protect her and the other wanting to hurt her. The struggle in Mai’s mind between both sides of her mother paints a complex picture. I am looking forward to seeing how this develops throughout the rest of the game.
For the most part, Apopia ran very well. However, there were some small segments with stuttering near the end of Chapter 2. There were also some problems with the controls in one specific section. At one point, while using Nico’s tail, I had to swing from hooks to chase a robot. On my first attempt, I did it with ease, but upon my second run, the controls felt slippery. This led me to fail the sequence over and over again. Thankfully, these control and frame rate issues were few and far-between.
That said, there is one major concern I have that became apparent during Chapter 3. I entered an important NPC’s dark world, and once inside, I had to pause to do some errands. I made sure the game had auto-saved while inside the dark world, then I closed it. Later, after reopening it, I found myself enveloped in darkness.
I walked around for a few minutes and quickly realized I was sent out of bounds. I tried to escape a few more times, but soon, I had no other option but to restart the entire game from the beginning. This threw a fork in my enjoyment of Apopia thus far. While I was able return to where I left off after a few hours of gameplay, the fact that I had to replay the entire game at all was quite frustrating.
Even still, I really enjoyed my time spent with Apopia. It’s filled with charming characters, fun gameplay, and a story I cannot wait to see unfold. While some notable concerns lowered my overall enjoyment, the moments I had fun far outweighed the bad.
Apopia: Sugar Coated Tale releases on March 3rd on PC via Steam. If you can’t wait that long, be sure to play the demo for yourself!
Ubisoft has announced that the Assassin’s Creed franchise will have a new leadership team to “steer its future.” The new team includes Martin Schelling, Jean Guesdon, and François De Billy.
In a new Reddit post, Ubisoft outlines the new members of the leadership team for the Assassin’s Creed franchise:
Martin Schelling is appointed Head of Brand. He will lead the franchise team, as well as the overall strategy, long‑term vision, and development of Assassin’s Creed. Martin previously worked as a Producer and Senior Producer on many defining titles in the series, including Revelations, Black Flag, Origins, and Valhalla.
Jean Guesdon is appointed Head of Content. He will lead the creative direction of the franchise, support ongoing projects, and help shape the franchise’s future while ensuring it remains true to its DNA. You probably remember Jean for his work as Creative Director on Assassin’s Creed IV Black Flag and Assassin’s Creed Origins. But his history with the series goes all the way back to Assassin’s Creed II. His contribution to the brand is immense, and we are delighted to see him return to help shape this next exciting chapter.
François De Billy becomes Head of Production Excellence. He will support our teams by strengthening production practices and execution across the franchise. François recently worked as Senior Director, Global Production, and contributed to several major Assassin’s Creed titles, including Revelations and Black Flag, and more recently as Production Director on AC Origins and AC Valhalla.
The most recent entry in the franchise, Assassins Creed Shadows, is available now on PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC via Steam, Epic Games Store, and Ubisoft Store. The franchise’s next entry will presumably be CodenameHexe and will focus on the witch trials during the Holy Roman Empire.
As Steam Next Fest is on the horizon, I’ve found a desire to check out more demos for games releasing far into the future. I’ve been blown away by many of the games I’ve seen highlighted, whether they’re a horror game, a platformer, or something else entirely. In terms of that second category, the most recent game that I played a demo for was LUCID, an upcoming title from The Matte Black Studio and Apogee Entertainment. So far, this is easily my favorite demo I’ve played in the prelude to Steam Next Fest.
LUCID focuses on a “crystal-punk world” where you play as Oenn, a young boy part of an order known as the Sentinels. As part of the order, he will need to resurrect a giant to uphold the balance, but before then, he needs to go through a ritual that completes his ascension into the role of a true Sentinel. This is the scenario that the demo thrusts you into, as you take control of Oenn, making his way to the temple and completing the ritual before it comes to an end.
LUCID‘s story is more of a means to motivate your progression, especially in the context of this demo, but the little that is there is compelling. That’s mostly due to the world that the game introduces, titled Aedyn. The demo takes place in mostly underground caves that are teeming with crystals and mysterious inhabitants, some friendly, some neutral, and some extremely dangerous. The atmosphere is immaculate because of how energetic yet beautiful the soundtrack is, and partly because of the stunning pixelated visual style.
The gameplay is, of course, the main attraction, and what an attraction it is. It takes a lot of influence from games like Celesteand Mega Man, with fast-paced action where you’re jumping between platforms in quick succession. You’ll need to have quick reaction time and think on your feet in order to adapt to the game’s challenges. Thankfully, the controls feel as smooth as butter, making its demands feel manageable.
There are a lot of different mechanics that LUCID throws in your direction. You’ll need to dash back and forth, use momentum to your advantage, fire small projectiles, use a melee weapon, and this doesn’t account for the unique level mechanics that each section of the world provides. Yet, due to the responsive feel of the control and how fun the actual act of jumping around is, I never found myself overwhelmed.
This applies even to the exploration. I’ve never been a huge fan of the metroidvania genre, so I was admittedly a little cautious when I first discovered that LUCID fit into this category. Yet, due to just how interesting the world was and how fun the gameplay is, I never had any issues with backtracking in order to find the way forward. While I definitely missed a ton of collectibles in my first run through the demo, I definitely want to go deeper into its many secrets at a later time.
Further, even though its not a major feature of the gameplay, the combat is really fun too. There are only a few moments where you’ll find yourself needing to fight enemies, but the few you do feel great. This applies to the two boss fights you encounter throughout the demo, which manage to be both challenging and enjoyable at the same time. I think my only issue with the demo is that the frame rate, particularly in the demo’s final boss, stuttered quite a bit. However, this was a minor issue compared to just how good the overall demo was.
After playing the demo, LUCID went from being a game that I’d never heard of to being one that I am eagerly awaiting. I cannot wait to hear more details about this game in the future, and to see how its many areas are brought to life in the full release when it eventually comes to PC via Steam. For now, though, I definitely recommend trying the demo out for yourself, even if you’re not a huge fan of platformers or metroidvanias.
The Crunchyroll Warehouse Sale enters the third week with major deals and discounts on hundreds of new items and merchandise, including Blu-rays, manga, apparel, collectibles, and much more for fan-favorite anime. Fans can save up to 70% off on select anime merch during the latest Crunchyroll Warehouse Sale, lasting through March 1 in the Crunchyroll Store with over 3,000 discounted items.
The anime featured in the Crunchyroll Warehouse Sale include but are not limited to Frieren: Beyond Journey’s End, Mobile Suit Gundam, SPY x FAMILY, BLUE LOCK, JUJUTSU KAISEN, Solo Leveling, Dragon Ball, Demon Slayer: Kimetsu no Yaiba, Naruto, My Hero Academia, One Piece, Yu Yu Hakusho, DARLING in the FRANXX, and Cowboy Bebop.
Here are some standout deals from the sale (while supplies last):
Fans can expand their manga reading experience with Crunchyroll Manga for iOS, Android, and web browsers in the U.S. and Canada. Crunchyroll Ultimate Fan subscribers can enjoy Crunchyroll Manga at no extra cost, along with additional benefits like 15% off select products, Crunchyroll Game Vault, and more. All tiers include unlimited ad-free reading across mobile, tablet, and web, along with the ability to download chapters for offline reading, toggle light or dark mode, view full 2-page spreads, and build a personalized reading list with curated recommendations.
Ever since I was a kid, I have been fascinated with the act of representation. I always believed there was a unique magic in portraying different cultures, concepts, and types of people from all walks of life in various media. Sadly, when it comes to mythology and folklore in particular, we usually only see the same sources adapted into films, books, TV shows, and video games: namely Norse and Greek. Occasionally, we’ll get something like Japanese or Egyptian mythology, but we rarely see Hindu, Buddhist, or Latin American folklore brought to life.
However, one such game recently has sought to create an experience that brings together Spanish folklore with the horror genre, and that’s Crisol: Theater of Idols. Crisol is another release from Blumhouse‘s initiative to highlight indie developers and their horror experiences, with this game in particular being from Vermila Studios. It pulls from various influences from throughout the horror game genre, all with a story inspired by Spanish mythology. All of these elements come together to make a game that has some high highs and low lows.
A Matter of Faith
Crisol: Theater of Idols places you into the role of Captain Gabriel Escudero, a soldier loyal to the mysterious deity known as “The Sun.” The Sun sends the Captain on a mission to the island of Tormentosa, deep within the heart of the dark version of Spain, simply titled “Hispania,” to kill The Sun’s rival god, The Sea. Along the way, though, Gabriel encounters statues that have been reconfigured into deadly enemies, forcing him to call on his God for direct assistance.
The Sun provides that assistance in the form of his very blood, which Gabriel can use as ammo for the many weapons he will find on his journey. He will also need to call on the help of the Solari, an organization of devout Sun-worshippers like him. All this is in the service of his ultimate goal: to absorb the blood of The Sun’s descendants, thwart The Sea’s followers, and seal the dark god away, once and for all.
I loved this premise, as well as the broader narrative that it’s in service of. Crisol utilizes Spanish folklore to great effect, which immediately drew me in even though I knew absolutely nothing about the subject. The themes of religion are engaging enough even without context, as I quickly picked up similarities between The Sun and The Sea in what they ask of their followers and in the faithful fanaticism they inspire in Gabriel and the game’s main villain, Father Arroyo.
On the subject, I loved the game’s characters. Gabriel, due to his upbringing as a zealot and a soldier, is very muted for most of the game. However, in his reactions with Mediodía, the bubbly leader of the Solari, he begins to come out of his shell a little bit more and look beyond his faith. Mediodía in particular provides a reprieve from the game’s dark tones with her charming personality. There are also the game’s side characters, such as Herminia Espina and Lorenzo Hierro, who serve as temporary foils in Gabriel’s journey. There are a few more, however, I won’t spoil them for you as I think they’re worth experiencing for yourself.
That said, as much as I liked the characters, I wasn’t a huge fan of the game’s voice direction. A lot of the performances feel dry and lack any deeper emotion in their delivery, most notably in the case of Gabriel himself. There were a few performances I did like, such as AmaLee as Mediodía, but I was often taken out of the experience by certain characters delivering lines that felt devoid of any life, or others speaking in an accent that made no sense for the region.
As a result, though, I ended up trying to play the game with Spanish voice acting and English subtitles. While there was no indication that this was the intended way to hear the characters speak, their performances brought so much more life to the experience and immersed me further into the world of Hispania. Mario García, the voice of Gabriel in Spanish, did a phenomenal job of conveying his character as someone who starts out as a numb devotee that slowly turns into a person whose entire worldview and sense of self is turned upside down. I highly recommend playing Crisol: Theater of Idols with Spanish voice acting, as I’d argue it’s the definitive way to experience it.
The visuals are also absolutely fantastic. Each section of Tormentosa is dark and grungy as rain pours in from the sky. Every building has old posters in Spanish, and you can just faintly get the sense that people once lived on this island, but were snuffed out by the dark force invading it. I especially loved the game’s hub: The Fair. I’ve always been a fan of abandoned amusement park settings in fiction, and the atmosphere that radiates from this specific example perfectly unsettled me, even though it’s meant to serve as a place of temporary comfort for Gabriel.
That said, the game has a few issues regarding performance, at least on PlayStation 5. Before I would kill an enemy, for example, the screen would completely freeze before going back to normal. There is also some really bad input delay in the menus in particular, with there being several points where I would mash the X button over and over again to try and save my game, and it takes almost a minute before Crisol registers my inputs. While there were very few instances where these issues ruined my game, it did slightly detract from my overall enjoyment of it.
Despite these issues, I still loved the story and overall presentation of Crisol: Theater of Idols. It did a great job of bringing Spanish history and mythology to life, while creating an intriguing narrative that captivated me despite not being familiar with the subject, thanks to its great characters and world. On the flipside, though, while the gameplay does have some moments of great fun, it has just as many extremely frustrating problems.
Blood, Sweat, and Tears
It’s worth noting that one of my favorite game franchises of all time is Bioshock. I always adored its approach to worldbuilding and storytelling, but further, I also loved how it handled gameplay and exploration. Gunplay always felt fun and responsive, while navigating the world of Rapture or Columbia was thrilling thanks to the many secrets and rewards you could discover on your journey. Needless to say, then, when I found out that Crisol: Theater of Idols was directly inspired by Bioshock, I was elated.
Crisol is unapologetically similar to Bioshock. The gunplay, with each gun having a great sense of weight and impact, feels identical to the types of pistols you’d find in that game. The exploration formula, where you enter an area, have to collect several key objects, before confronting a final figure at the end, is the exact type of structure you’d see in Bioshock 1 and 2 in particular. This isn’t a bad thing, by any means, as plenty of modern games pull elements from a specific muse of the past.
That’s not to say that Crisol doesn’t do anything unique, though, as its most important mechanic is unlike anything I’ve ever seen. As previously mentioned, The Sun has directly blessed Gabriel with his blood. As such, his weapons have been modified to take a unique form of ammo: that very same blood. You don’t scrounge for ammo in crates; instead, you simply need to hold the reload button, and the gun in Gabriel’s hand will absorb his blood to make more ammo.
To balance the fact that you don’t need to hunt down ammo, health is now the most important resource in the game. Reloading drains your health, with certain guns like the shotgun and sniper taking more ammo than others. In order to regenerate health, you must find either Plasmarine, a syringe which Gabriel uses to refill his blood, or animal/human corpses to absorb. It’s a fittingly grim mechanic, but it’s easily one of my favorite parts of the entire game.
The emphasis on blood as a resource doesn’t just add to the worldbuilding; it makes the gameplay feel more tense. Even though I never had to find ammo, in between encounters with enemies, I was desperately looking for any sources of blood in order to regenerate my health. There is also a great degree to it. Let’s say you encounter a chicken corpse that you can absorb. Sure, it will regenerate your health, but it won’t help as much as the body of a bigger animal, such as a horse, pig, or even a human. Even if you use that chicken to replenish your health a bit, you’ll still need to be careful as you approach any subsequent encounter until you find something better to gain more blood.
Of course, the act of resource gathering would be meaningless if the actual combat wasn’t fun. For the most part, fighting against living statues feels pretty great. Each gun has a great sense of weight behind it, with the pistol especially being a lifesaver. You can aim at each statue’s limbs to make them weaker and slow them down, adding even more strategy to the gunplay. Additionally, you can upgrade your weapons to increase their reload speed, damage, fire rate, and ammo capacity. There’s even a knife that you can use in a pinch, but you’ll need to find gasoline in order to resharpen it, as its durability can run out pretty quickly.
Certainly, gunplay isn’t perfect. Aside from the aforementioned issues with the frame rate, aiming feels slightly off. Something about actually pointing and shooting at enemies felt clunky, and a lot of times I felt like I would be aiming directly at an enemy, and the shot would completely miss. Further, certain enemies in particular were extremely frustrating to fight, such as the strange, crawling enemies that would populate the darker areas. Even still, combat was a great time, thanks to both its similarities and differences to Crisol‘s biggest inspiration.
The exploration mechanics, though, have far more egregious issues. While each level looks beautiful, the actual gameplay sequences you go through are extremely monotonous. Every area, you do the same exact same thing: enter a section of the map, find a key item while navigating past enemies, use it to open another area, then rinse and repeat until you’re able to progress. In between these sections, you have to solve a seemingly endless number of puzzles that completely killed any of the momentum and tension that the game provided.
Take the second area of the game, for instance. You need to find Lorenzo Hierro’s four family members in order to get access to the lower depths of the mines he used to manage. Each area requires you to solve a major puzzle, such as navigating through a shadowy maze, walking past mines, and outrunning one of the Crisol‘s major antagonists, who will frequently chase you throughout the game, Dolores. You need to do this over and over again, and at a certain point, I just found myself exhausted from the sheer repetition of it all.
This is one aspect in which Crisol doesn’t reach the same heights as Bioshock. Yes, Bioshock has many areas that require you to find a major item in order to progress and confront a key figure in the story. However, Bioshock doesn’t rely as much on puzzles and repetitive gameplay encounters, and each decision you make with these key figures impacts the direction of your story. Here, the story of Crisol is very linear and has no incentive for replayability.
That is the biggest issue at the core of Crisol: Theater of Idols. Even if the issues with the frame rate, exploration, and gunplay aren’t game-breaking in a vacuum, when put together, I found myself with no desire to replay the game at any point in the future. This game pulls its DNA directly from Bioshock to the point that, if you’re a fan of the series, you will notice the similarities immediately. Due to the game’s issues, though, there were a lot of points where I found myself wishing I were playing Bioshock instead.
I had a great time when I was absorbing bodies, figuring out the best way to conserve health, fighting enemies, watching the cutscenes, and listening to the dialogue between Gabriel and Mediodía. However, I was borderline miserable when solving puzzles, wandering through the same areas of the map over and over again, fighting certain enemies in shadowy mazes, and doing these things over and over again. Even the small issues, such as the game freezing when I would defeat an enemy, would add up, and by the end, I couldn’t wait until the credits rolled.
Most of all, despite this being a horror game, I was never really scared. The moments where I was running from Dolores were tense, but that tension would go out the window when I’d have to stop to solve a puzzle, or run around to find a collectible that was key to progression. Instead, every time I’d be ambushed by an enemy out of nowhere, I wouldn’t be terrified or on edge as I tried to figure out how to fight past them; I’d simply be annoyed.
There were countless moments where I was having a great time with the gameplay of Crisol: Theater of Idols. Consequently, there were just as many points where I was deeply irritated by having to do the same frustrating tasks over and over again. This created an experience that, while fun, left me very conflicted.
A Conflicting Experience
Crisol: Theater of Idols is a deeply complicated experience. The narrative is fantastic, and conveys its themes of religious fanaticism beautifully, thanks to a great cast of characters. The visuals are absolutely beautiful, with each area of Tormentosa being rendered in beautiful detail. Further, the gunplay feels great, and strikes a great balance between pulling ideas from other games while creating others that are wholly unique. In theory, this should make for an incredible horror game, but the game’s issues are far too glaring to ignore.
Yes, the narrative is great, but the English voice acting is very lackluster. While this issue could be easily fixed by switching to Spanish voices, the same can’t be said for the stuttering frame rate. Additionally, even though the combat feels great, the actual act of exploration feels like a chore. This isn’t helped by the over-reliance on puzzles, dark mazes, and chase sequences, which made each scary moment feel more like an irritating inconvenience rather than a terrifying encounter to battle through.
Because of all these moments when Crisol is both incredibly fun and very frustrating, I found myself really conflicted when I was sent back to the menu after the credits ended. On the one hand, this is a fantastic experience that uses Spanish folklore to tell a great story, with strong mechanics and fun combat. On the other hand, the previously stated issues plague the experience and left me desperately waiting for the game to end.
At the end of the day, I’d say that Crisol: Theater of Idols is definitely a game worth playing if you’re a fan of titles like Bioshock and interested in the prospect of a great narrative inspired by Spanish mythology. However, I don’t think it’s worth replaying the game due to how prevalent those issues were. While this is an overall good showing from both Blumhouse Games and Vermila Studios, it’s definitely not without problems that prevent it from being truly great.
Disclaimer: Blumhouse Games provided a PlayStation 5 copy of Crisol: Theater of Idols for review purposes.
Absolum was a surprise hit last year. Even as a fan of Dotemu, beat ‘em ups, and roguelites, the games still caught me off guard. It quickly became one of the most fun and repetitive games I touched last year, and a perfect combination of its respective genres. The game has been a major success for Dotemu, surpassing 500,000 copies sold and receiving a physical release. With an animated series also in the works, there seems to be no end to the success of Absolum. This carries over to the game as well with the recent 1.1 Threads of Fate update.
Threads of Fate is the first major post-launch update of Absolum. This update introduces new endgame content through corrupted biomes and ordeals. Alongside some more cosmetics, and fixes/reworks you would expect in a new patch. The main focus is to increase its already high replayability and offer a challenge for those who have already beaten the game. Well, I can say the challenge kept me coming back. While I wish there was a bit more in this update, it’s still a solid addition to an already great game.
Return to Talamh
The two biggest additions in Threads of Fate are the corrupted biomes and mythic ordeals. The corrupted biomes appear after beating Azra for the first time. These are changes to the rifts that appear pre-patch after beating Azra, and are spots on the map that spawn waves or difficult enemies. Their locations change each run and are visible, so you can completely avoid them if you don’t want the challenge. Those who tackle them and succeed will be given better upgrades and rewards to help you on your run. While it’s essentially optional, waves of enemies are still a fun challenge and a welcome addition to the endgame.
The mythic ordeals offer a bigger change to Absolum. These only appear after you defeat the true final boss, and if you’ve already done that, then after your first run with corrupted biomes. After you meet the requirements, Maugis will appear and start to offer you the mythic ordeals in your sanctuary. These are difficulty modifiers you can equip at the start of a run. It’s similar to the pact of punishment and heat offered in Hades. You can even make custom ordeals and share them with your friends. These are a lot of fun and my favorite addition to the game.
The ordeals really open up the endgame. Their modifiers range from increasing the waves of enemies, increasing damage taken and dealt, and even doing the run twice. They feel extremely rewarding, and I couldn’t help but want to try more of them. I especially enjoyed ordeals that had you prioritize counters or glass-cannon ones. The addition of custom ordeals is also great, and being able to share them is a plus. I can’t wait to see what my friends end up making.
Ordeals aren’t just fun, but they unlock more things. After finishing one ordeal, the soul tree opens up again. The soul tree is the permanent unlock progression of the game, and more items have been added to it. These additions include ordeal modifiers and new cosmetics for the characters. While some of the additions to the tree are minor, it’s still nice to see it open up more. The corrupted biomes and mythic ordeal give a much-needed revamp to the endgame and are a welcome addition to Absolum.
More of the Same
Threads of Fate brings a few more additions. Earlier, I brought up cosmetics, and while it’s minor, more customization options are always welcome. On top of skins, each character gets new emotes as well. Mounts have also been upgraded and are still a great help, especially with the huge waves of enemies the corrupted biomes bring. Outside of that, the only other additions are tweaks and bug fixes you expect from a standard patch.
If I had to say any issues I have with this update, it’s that it all feels optional. While this is a welcome update for the endgame, you can still avoid it. It’s easy to avoid corrupted biomes, and you will want to sometimes. Mythic Ordeals are great, but also completely optional. This isn’t a major criticsm and it never hurt the update for me, but it does make me think there should’ve been a bit more.
I still highly recommend Absolum, and Threads of Fate is a welcome update. The additions to the endgame are not only needed but a lot of fun. Corrupted biomes are a fun change to the map, and ordeals are a great time. Being able to make your own ordeals and share them is a great addition too. I can’t wait to see what others do with it. The other changes, while minor, are fun and add to the experience. This is a much-needed update for endgame content and people who have beaten the game. While I wish there was a bit more here, I can’t deny that this was still a great time and a welcome reason for those to come back to Absolum.
Disclaimer: Dotemu provided a PC (Steam) copy of Absolum for review purposes.
While it is unknown how long the event will last, it will feature hands-on gameplay for both games. You will be able to watch the stream on Nintendo’s YouTube and Twitch accounts. Check out the full announcement post below:
Join us on Feb 24 at 2pm PT for a new Nintendo Treehouse: Live presentation featuring hands-on gameplay of #SuperMarioBrosWonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park and #PokemonPokopia.
Additionally, Camp Central is a new training camp offered by the Toads, which feature new challenges for players to sink into. It also adds new levels where you must hunt the Koopalings, Rosalina and Co-Star Luna as new playable characters, and an assist mode. Those who already own the original version of Wonder will only have to pay $20 to upgrade to the Switch 2 edition.
Pokémon Pokopia will release for the Nintendo Switch 2 on March 5, 2026 for $69.99. More details about the game will also surface during the upcoming Pokémon Presents, confirmed for February 27. Lastly, here’s an overview of the game, via Nintendo:
Play as a Ditto – who has transformed to look like a human – to shape an empty land into a beautiful space for a variety of Pokémon. Learn new moves from Pokémon you meet to expand and create a paradise. Collect berries, rocks and wood, build furniture, grow vegetables in fields you’ve tilled, create homes for Pokémon you meet, and more!
While there are little details about the anime’s story, cast, and release date, the recent Evangelion event did confirm some of its staff members. Yoko Taro, most known for his work on the NieR franchise, is the series script supervisor and scriptwriter. The directors are Kazuya Tsurumaki and Tōko Yatabe, both of whom have worked on the Rebuild of Evangelionfilms. The music composer will be Keiichi Okabe, who has also worked on the NieR franchise. The studios developing the anime will be Studio Khara (Mobile Suit Gundam GQuuuuuuX and Rebuild of Evangelion films) and CloverWorks (My Dress Up Darlingand SPY X FAMILY).
Update: February 25 – Studio Khara is now streaming the anime’s teaser trailer:
Recently, a new Neon Genesis Evangelion anime short from series creator Hideaki Anno premiered during the festival event. The event took place at the Yokohama Arena from February 21 to 23. The new anime short, played on the arena’s massive 59 feet x 49 feet LED screen, featured an alternate reality where beloved character Asuka married protagonist Shinji and had a daughter.
The original Neon Genesis Evangelion anime premiered from 1995 to 1996. The manga of the same name released in 1994. The anime is available to watch on Netflix, while the manga is available via Viz Media. Lastly, Viz describes the manga as follows:
In 2015, the “Angels” have returned, and Shinji Ikari, a fourteen year-old child of the new Earth, is forced by his father Gendo–commander of the secret organization NERV–to pilot the monstrous biomechanical weapon called “Evangelion” to match the Angels’ fearsome power…
Pre-orders for the PARANORMASIGHT: The Seven Mysteries of Honjo / The Mermaid’s Curse Official Guidebook are available now in the Square Enix e-Store in Japan. According to the listing, the book also contains a special interview with staff members, including the director, sound composer, and character designer of both games. More details about the guidebook will be revealed at a later date.
Previously, Square Enix launched a manga adaptation for PARANORMASIGHT: The Seven Mysteries of Honjo, dubbed PARANORMASIGHT: File 25 – Reikan Shōjō Kurosuzu Mio no Kaigō (PARANORMASIGHT: File 25 – The Chance Encounter of Psychic Girl Mio Kurosuzu), by Hinase Momoyama. The new PARANORMASIGHT manga is being serialized on Square Enix’s Manga Up! platform.
PARANORMASIGHT: File 25 – The Chance Encounter of Psychic Girl Mio Kurosuzu features an original story set after the events of the game in Tokyo’s Sumida ward. In the story, two girls investigate a legend surrounding northern Tokyo. The story was created by staff of the original game.