Crunchyroll to Stream One Piece Final Egghead Arc English Dub Episodes Ahead of Elbaph Arc Premiere

One Piece Elbaph Arc

Crunchyroll has announced that the final batch of English dub episodes for One Piece Egghead Arc will begin streaming on March 24 ahead of the Elbaph Arc premiere on April 5. The latest round of English dub releases for One Piece Egghead Arc covers episodes 1144 through 1155 as the series shifts to a seasonal format. 

The One Piece anime will continue to stream on Crunchyroll in the United States, Canada, Australia, New Zealand, South Africa, India, Southeast Asia, and Latin America.

©Eiichiro Oda/Shueisha, Toei Animation

As previously announced in October, the One Piece Elbaph arc anime will air with a new two-cour structure featuring a maximum of 26 episodes. This change to the seasonal model aims to bring improvements in story pacing and animation quality. Once the Egghead arc concludes this year, One Piece will go on a three-month hiatus from January to March 2026. Among one of the anime’s new cast additions is Kenjiro Tsuda, who voices Shamrock—the Figarland family leader and twin brother of pirate Shanks in the One Piece world.

An anime adaptation of Jun Esaka and Sayaka Suwa’s One Piece: Heroines light novel series is also coming soon. One Piece: Heroines was serialized in issues of One Piece Magazine in 2019. Shueisha publishes the novel series in Japan, and VIZ Media publishes the series in English outside Japan.

The One Piece manga has been serialized since July 1997, and fans can read the One Piece manga weekly on VIZ Media and Manga Plus in English.

Assassin’s Creed Shadows ‘Claws of Awaji’ Expansion Releases for Switch 2 on March 10

Assassin's Creed Shadows 'Claws of Awaji' Expansion Releases for Switch 2 on March 10

Ubisoft has confirmed that the first expansion for Assassin’s Creed Shadows, “Claws of Awaji,” will release for Nintendo Switch 2 on March 10. You can also purchase the premium edition of Shadows on Switch 2 alongside the expansion’s release. 

“Claws of Awaji” initially released for all other platforms in September 2025. This includes PlayStation 5, Xbox Series X|S, and PC via Steam, Epic Games Store, and Ubisoft Store. It will likely be available for Switch 2 at the same price as it is on other systems: $24.99. The Steam page describes the DLC as follows:

EXPLORE A MYSTERIOUS ISLAND

Embark on a new adventure as Naoe and Yasuke and travel across the bay of Osaka, to the mysterious island of Awaji.

As the pair scour this land in search of a lost artifact, they must navigate deadly ambushes and evade the traps set by powerful new foes.

UNLOCK NEW WEAPONS AND SKILLS

Get legendary Bō weapons for Naoe and unlock fresh skills, outfits, and perks for both protagonists. All new gear can be carried back into the main game to expand your arsenal.

A NEW CHAPTER IN THE ASSASSIN’S CREED SHADOWS STORY

Become Naoe and Yasuke once again, and discover this new chapter of their stories as they follow the path of a mysterious shinobi and face the dangerous Sanzoku Ippa clan.

Lastly, Assassin’s 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. Recently, we interviewed one half of the duo behind the game’s soundtrack: The Flight. Further, Final Weapon had the chance to review Assassin’s Creed Shadows.

Sonic the Hedgehog 1 and 2 Delisting Soon on Mobile Devices

Sonic the Hedgehog 1 and 2 Delisting Soon on Mobile Devices

SEGA announced that it will delist both Sonic the Hedgehog 1 and 2 on mobile devices via a new in-app message. It is currently unknown when it will delist both. 

In a message released via the official app, SEGA states the following: “Support for the game will be discontinued, but you can continue playing offline! If you’d like to learn about more great SEGA games to play, please click the link below!” Based on a new update for the iOS version, it seems that in-app purchases will no longer be available to purchase. SEGA has not yet confirmed its reason for the decision. Check out the store links for both games below:

Recently, SEGA and Realm released the first ever Sonic the Hedgehog audio drama, titled Sonic the Hedgehog Presents: The Chaotix Casefiles. The podcast features Sonic the Hedgehog and the members of Team Chaotix in a noir-themed detective story. The cast includes Roger Craig Smith as Sonic the Hedgehog, Keith Silverstein as Vector the Crocodile, and Matthew Mercer as Espio the Chameleon. It also features Colleen O’Shaughnessey as Charmy Bee.

Ian Jones-Quartey (OK K.O.! Let’s Be Heroes, Steven Universe) is the director, Dan Jolley (Transformers, Dying Light, Superman) is the lead writer, Ian Flynn and Evan Stanley are members of the writers’ room, and Charlie Rosen of The 8-Bit Band is the composer. Lastly, the most recent entry in the Sonic series, Sonic Racing: CrossWorlds, is available now for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2, and PC via Steam.

Trails in the Sky 2nd Chapter is Getting New Merchandise from Bracer Guild

Bracer Guild has announced that officially licensed merchandise of GungHo Online Entertainment and Nihon Falcom‘s Trails in the Sky 2nd Chapter is coming soon with pre-orders set to open in March and run through April 1. Orders for the new Trails in the Sky 2nd Chapter merchandise are expected to ship out between May and June during the first production wave. 

Here’s a breakdown of the new merchandise: 

Trails in the Sky 2nd Chapter Bracer Guild merchandise

  • Trails in the Sky 2nd Chapter Keychains:
    • Estelle Bright
    • Joshua Astray
  • Trails in the Sky 1st Chapter Pins:
    • Estelle Bright
    • Joshua Bright
    • Scherazard Harvey
    • Olivier Lenheim
    • Kloe Rinz
    • Tita Russell
    • Agate Crosner
    • Cassius Bright
    • Zin Vathek
    • Anelace Elfead
    • Alan Richard
    • Lorence
  • Trails in the Sky 2nd Chapter Pins:
    • Estelle Bright
    • Joshua Astray
    • Renne

The keychains and enamel pins were designed in collaboration with Fluffy Animal and Shye from Studio Pom.

Trails in the Sky 2nd Chapter is coming to Nintendo Switch, Nintendo Switch 2, PlayStation 5, and PC via Steam in fall 2026. Players can transfer their save data from Trails in the Sky 1st Chapter to receive bonuses in Trails in the Sky 2nd Chapter, and more details about pricing, editions, and a release date will be announced at a later date on the game’s official website.

Guardian Tales Launches Collaboration with Clevatess Anime

Guardian Tales x Clevatess

Kakao Games has announced that mobile RPG Guardian Tales is now collaborating with the popular Clevatess anime series, which is getting a second season in July 2026. The collaboration brings new characters and scenarios that should be familiar to fans who watched the first season of Clevatess as well.

The new Guardian Tales and Clevatess collaboration event runs through March 17 and features a new short story, which sees Klen’s party drawn into the world by a mysterious power. New limited-time heroes “Lord of Dark Beasts Klen” and ‘Kind Wet Nurse Nelluru” were also added. 

A new special live event is also now available with event missions that award in-game items and resources. Players will be able to earn Kind Wet Nurse Nelluru from this event, along with an exclusive weapon, a limited sticker pack, and Latent Awakening Stones. 

Meanwhile, the pickup event for Lord of Dark Beasts Klen will be available until March 17. From March 3 to March 17, a new pickup event will introduce limited-edition hero “Risen Hero Alicia” and another exclusive weapon.

What’s more, players can challenge bosses featured in the collaboration short story collection and earn rewards based on their score in Boss Rush from March 3 to March 17. Players can choose from three difficulty levels to earn various rewards.

Guardian Tales is available now on iOS, Android, and Nintendo Switch, and more details about upcoming updates and events can be found at official website. The first season of Clevatess is streaming with English subtitles and an English dub on Crunchyroll.

Medabots Card Robattle RB is Coming to Switch in Japan

Medabots Card Robattle RB

Imagineer has announced Medabots Card Robattle RB, a new card battle game launching on June 25 for Nintendo Switch in Japan. There will be Kabuto and Kuwagata versions of Medabots Card Robattle RB will be available for 5,478 yen each, and a Deluxe Edition with both versions will be available for 17,600 yen. The Deluxe Edition also includes an 80-page guide, a two-player card game with play mat and markers, and an “Sound Collection” CD, contained in a deluxe box.

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

Medabots x Card Game

A new Robattle where ingenuity and strategy collide is about to begin!

The history and excitement built up by Medafighters.

That story now begins anew as a card game.

Three Modes

      • Versus Battle – From friends to unmet rivals, challenge other players in both “Network” and “Local” battles.
      • Robattle Challenge – Challenge Medacardfighters awaiting you in a variety of terrains, including forests and rocky areas. Build your strategy based on the terrain and your opponent’s deck.
      • Robattle Tower – Aim for continued victory and battle your way to the top of Robattle Tower! The Medacardfighters and terrain on each floor change at random each time you play, so choose a deck that best suits the situation. There are four towers, each corresponding to a difficulty level (“Easy,” “Normal,” “Hard,” and “Endless.”) If you lose, you will start again from the first floor.

Collect Cards and Form a Strategy for Victory

      • Collect Medabots, Parts, Tactics, Medafighters, Medaforce, and more—gather from over 400 cards to build your own unique deck.
      • The flow of battle can shift dramatically depending on what cards you use and when you use them. Utilize each Medabot’s unique abilities and traits to win!
      • A single move can determine the outcome—a card game experience unique to Medabots!

Version Differences

In Medabots Card Robattle RB Kabuto Version, players will receive a shooting-type deck after completing the tutorial at the start of the game. In Medabots Card Robattle RB Kuwagata Version, players will receive a fighting-type deck. Additionally, there are some cards that are exclusive to each version. These cards can be obtained in the other version via Versus Battle mode.

Digimon Story Time Stranger Additional Digimon & Episode Pack 3: Anti-ParadoX Releases in March 2026

Digimon Story Time Stranger Additional Digimon & Episode Pack 3 Anti-ParadoX

Bandai Namco has announced that Digimon Story Time Stranger Additional Digimon & Episode Pack 3: Anti-ParadoX will launch in March 2026. The Additional Digimon & Episode Pack 3: Anti-ParadoX DLC introduces a new special quest line that “transcends time and space” and five Digivolution routes for new Mega Digimon in Digimon Story Time Stranger. The DLC is included with the Season Pass and copes of the Deluxe and Ultimate Editions of Digimon Story Time Stranger.

Bandai Namco previously released the Digimon Story Time Stranger Additional Digimon & Episode Pack 2: GAKU-RAN DLC on January 22. Additional Digimon & Episode Pack 2: GAKU-RAN includes new Digivolution routes for Mega Digimon including BanchoLillymon, BanchoStingmon, BanchoGolemon, BanchoMamemon and Omnimon: Merciful Mode. What’s more, the new DLC includes a special questline where players delve into an alternate dimension to meet the Banchos and rescue Hiroko Sagisaka from Parallelmon.

Digimon Story Time Stranger is available now worldwide for PlayStation 5, Xbox Series X|S, and PC via Steam, and the Nintendo Switch and Nintendo Switch 2 versions launch on July 10. Final Weapon reviewed Digimon Story Time Stranger and gave it a 4.5/5 score, noting that the game is “the boldest entry in the franchise to date, delivering a thrilling narrative, stunning environments, and over 450 Digimon to collect. Its deep combat system, expansive quality-of-life improvements, and superb English voice acting elevate it alongside the best RPGs of the year. Minor issues aside, this is the definitive Digimon experience fans have been waiting for.”

The Elder Scrolls V: Skyrim Anniversary Edition Switch 2 Update 1.2 Adds Locked 60 FPS Mode

The Elder Scrolls V: Skyrim Anniversary Edition

Bethesda has released the version 1.2 update for the Nintendo Switch 2 version of The Elder Scrolls V: Skyrim Anniversary Edition featuring a Performance mode with 60 Hz mode, which lets players enjoy 60 FPS. In addition to the 60 FPS Performance mode, Skyrim Anniversary Edition players can choose to play at 30 Hz with the “Prioritize Visuals” mode on Switch 2.

Read up on the patch notes for the new update below:

The Elder Scrolls V: Skyrim Anniversary Edition Switch 2 Update 1.2 Notes

Features:
  • Added a 60 Hz mode under Display settings that allows players to toggle between “Prioritize Visuals” or “Prioritize Performance”.
  • In addition, frame rate has been locked at 30 Hz in “Prioritize Visuals” mode for smoother gameplay.
Crashes and Performance Fixes:
  • Fixed a crash that occurred when reading “The Crimson Dirks Vol. 4” book for the “Tilted Scales” quest in German.
  • Fixed an audio-related crash.
  • Fixed a crash, infinite load, and game freeze that sometimes occurred when rapidly selecting “Load” multiple times in the pause menu.
  • Fixed a crash that occurred when the “Transmute Ore” spell was repeatedly cast outside of the Haltered Stream Camp.
Improved FPS performance drops that occurred in the following locations:
  • during the Hide and Seek quest in Kynesgrove
  • during combat at Secunda’s Kiss
  • when discovering the “Drelas’ Cottage” location
  • when engaged in combat with a giant at the Talking Stone Camp.
Visuals Issues Fixes:
  • Viewing water planes from a distance or within menus caused them to shift up and down.
  • Distant aspen trees appeared with a blue tint.
  • Transitioning out of caves caused an outline of the entrance to linger during the fade-to-back loading screen.
User Interface Fixes:
  • Switching between mouse and controller mode while in dialogue or the Help menu, caused different options to be highlighted.
  • Switching between mouse and controller mode while in help menus or user hints, did not dynamically update callout prompts.
  • The “Ready/Sheathe” option was missing from the Joy-Con 2 Mouse Controls menu.
  • The “Delete” prompt remained grayed-out within the Load menu when swapping between mouse and controller mode.
  • Deleting a save in the Save/Load menus reset the highlighted selection to the top of the menu list.
  • While in mouse mode, the cursor remained stuck within a smaller section of the screen when changing between docked/undocked modes or interfacing with GameChat.
Controls Fixes:
  • The “Eagle Eye” Archery perk remained active after switching between mouse and controller mode.
  • Holding down the Right Joystick while reassigning a button caused that button to disappear from the Controls list.
  • The Joy-Con 2 controllers provided haptic feedback while in mouse mode.
  • Buttons became unresponsive when controls were remapped while moving the Joy-Con 2 controllers in mouse mode.
  • Rotating the map in mouse mode was slower and less smooth than in controller mode.
Audio Issue Fix:
  • Scrolling SFX continued to play while holding up or down on the Left Joystick or buttons at the top or bottom of the Save/Load menus.
Localization Fixes:
  • “Amiibo” appeared as plural in Spanish.
Miscellaneous:
  • Added new translations for the features listed above and UI updates.
  • Updates were made to the game credits.

The Elder Scrolls V: Skyrim Anniversary Edition is available now for Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC. The Switch 2 version is free to Switch owners of The Elder Scrolls V: Skyrim Anniversary Edition, and those who own the base game may upgrade by purchasing the Anniversary Upgrade for $19.99. 

Rune Factory: Guardians of Azuma (PS5) Review – A New Standard for the Series

Rune Factory Guardians of Azuma Review

Falling cherry blossoms, budding relationships, freshly watered lush crops, and dragon-filled skies: what more could an Earth Dancer ask for? If that sounds interesting to you, then Rune Factory: Guardians of Azuma is a game that should absolutely be on your radar. Originally released last year as a Nintendo Switch 2 launch title, this amazing game is now available on PlayStation 5 and Xbox Series X|S as of February 13.

Throughout the last year, Guardians of Azuma received many free post-launch updates. For this new re-release, all of the updates are available in one version. Of course, there is still paid DLC you can get, too. Regardless of whether you’re heading into this Rune Factory adventure for the first time or jumping back in for a second round, Rune Factory: Guardians of Azuma has so much to offer.

Rune Factory: Guardians Of Azuma

Where It All Begins: The Village of Everblooming Flowers

Right from the get-go, we’re introduced to the Eastern lands of Azuma, where we learn of the Runes. The Runes are a fundamental source of energy that maintains balance between the lands, the Gods, and nature. This is a force that sustains life, allowing fields to flourish and villages to prosper. Sadly, a calamity known as The Celestial Collapse caused massive objects to come crashing down from the skies, which disrupted the rune flow. Without this vital source of energy, the lands withered. Soon, much like the dying crops, the villagers were gone, alongside the nature gods that once dwelled there.

Rune Factory: Guardians of Azuma opens up with a heated airborne battle with your character on the backs of massive white and black dragons. When you start, your character has no memory of who you are or where you truly came from. You can choose whether to play as a leading lady, Kaguya, or Subaru, a leading gentleman. The first villager we have the pleasure of meeting is Iroha, a cheerful teahouse proprietress. She recaps how half a month earlier, you came crashing down from the sky, right through the shrine roof.

Rune Factory: Guardians Of Azuma Opening Battle

Since then, you’ve been trying to settle into town and help the townspeople clean up and restore the village, and Iroha can’t help but think you must be someone special. Shortly after, you’re greeted by the village elder, Sakaki, and Suzu. (Best girl, thanks!) Together, you see off another villager, sadly leaving the spring village in hopes of a brighter future. But it would seem there’s nowhere left to go that doesn’t bear the ugly scars of The Celestial Collapse.

Sakaki explains that it’s been nearly 50 years since the celestial collapse and that, ever since the calamity, the plants and animals have suffered from a land starved of runes. Once, the sacred tree at the center of the village had given beautiful blooms yearly, winning the village the moniker “Village of Everblooming Flowers.”

Rune Factory: Guardians Of Azuma

However, following the collapse, the ‘Buxom’ goddess residing within has lost her power, and now the roots rot. They plan to cut it down before it can hurt anyone, believing the goddess that once lived within had left. This information is much to the dismay of the villagers, especially Iroha and Suzu, who vow to help restore the village by offering the world the best dango to be found. 

That night, a weakened voice reaches you in a dream. Ulalaka, a goddess on the edge of fading, begs you to listen. She gives you a Sacred Treasure—a drum—and asks you to wield its Kamiwaza to bring salvation in her stead. Poor gal can get no rest, as it’s that morning that you’re shook awake by your fluffy little pal, Mokoshiro, who is a descendant of the great dragon god Mihoshi Habaki (and holds back nothing in how often he reminds you of this lineage!) He urges you to get a move on with finding the black dragon before it drains all the remaining runes from Azuma.

 

Almost as if summoned, the black dragon shows up and begins to drop Blightbloom spores. plants that absorb the land’s runes. What follows sets the tone for the whole game: your role isn’t just to survive—it’s to restore.

Rune Factory: Guardians Of Azuma Black Dragon

Blossoming Romance and Growing Roots: The Bond System

I’ve been into life sims, farming games, and town builders for basically my whole life. When the first Rune Factory came out, I was obsessed in that very specific “This is my personality now” way. It wasn’t just farming plus combat; it was the complete shift in vibe that grabbed me by the collar and drew me in. Suddenly, the cozy genre wasn’t trapped in the same quaint, American-country-town template, and even as a kid, I thought that these characters felt different. This world felt bolder, the characters had more bite to them, and it was overall way more exciting to my younger self. 

That said, even back then, I always noticed something: that spark didn’t always stay lit. The novelty faded fast. I didn’t just want to toss gifts at someone until a heart meter filled up; I wanted a long-lasting connection. I wanted the sense that these weren’t NPCs waiting in place for my daily check-in, but were instead people living in a community with routines, opinions, relationships, and actual moments. Sure, it gave me just enough to get attached, but that attachment was never fully fed. I really started to dislike dropping a gift, watching the meter move, and repeating the same loop over and over again. I didn’t want to manage relationships; I wanted to experience them.

Rune Factory: Guardians Of Azuma Kurama dinner

That’s why Guardians of Azuma really clicked with me and landed me exactly where I wanted to be. It doesn’t feel like you’re “maintaining friendships” like some endless chore as you wait for the next big cutscene. It feels like you’re part of a village that is living and breathing. The social side has more movement, more purpose, and a greater sense of community. This made the bonds feel so much richer and earned, which matters a lot for someone like me.

In these sorts of titles, the combat was only a means to an end to get back into what made the series so special: the people, the bonds between characters, the cutscenes, and the dialogue. Overall, Guardians of Azuma did a great job of instilling the feeling that you’re building a life in a place that would still exist even if you put the sword down for a while. The feeling that you’re actually building a life and relationships rather than being an aimless hero in a town of NPCs that only need to complete quests. 

Rune Factory: Guardians of Azuma Bond Activity Options (Ulalaka swimming)

While you can still raise your bond with your favorite villagers through your tried-and-true gift giving and just chatting with them daily, there are now way more ways to improve your friendship with characters. The way Guardians of Azuma felt more like actual bonding between friends was my favorite addition to the game. Some of the activities you could do include swimming with your best friends, eating lunch/dinner together, visiting shrines and exploring caves, and going on adventures as party members. You could also unlock outfits like swimsuits, yukatas, wedding attire, and some additional outfits available through DLC purchases. Each activity has a time cost, which I really enjoyed, as it made my every choice of activity feel more meaningful. 

Keeping up with information for your villagers is made easy with their unique profiles. These are organized into sections such as hobbies, favorite things, and more. You can also see their personal preferences, like their loves, likes, dislikes, and most hated items. This information will be filled out as you collect information about them through various interactions. More than that, after you reach a set bond level, characters can join your party and hit the fields to defeat or befriend some monsters. You can also raise their bonds through this, and get new, unique dialogue as you explore a majestic, lush, colorful open world map. 

Rune Factory: Guardians Of Azuma Profile

The romanceable characters here are also fantastic. I had a lot of favorites, starting with the “Boisterous God of Summer and Swords,” Matsuri. Anne Yatco voices the character, who never fails to light up each interaction with her fiery personality. She enjoys things like Anmitsu Festive Jelly, Hibiscus, Grilled Squid, Onigiri, and discussing weapons, while fearing ghosts and “brainy” stuff is quite endearing. I found her character extremely endearing, and it certainly helped that she is a formidable fighter. 

The chief director, Shiro Maekawa, mentioned during an interview that “Matsuri is a popular character among the staff, regardless of gender, and she’s actually my top pick (laughs). She’s what you might call a ‘lively girl,’ but I think you’ll be surprised by her personality when you play.” I would have to agree with her assessment of this character. Then there’s the electrically colored, mysterious leader of the oni, Kai.

Beloved voice actor, Alejandro Saab, portrays the handsome suitor. He elicited feelings that I’ve been searching for ever since the first time I picked up the very first Rune Factory. He enjoys Hellfire Dango, Oni-Giri, Azuma Sake, Sukiyaki, and, similar to Matsuri, discussing combat. I found myself enraptured by his likes and his dialogue, such as “Life’s been way more exciting ever since you rolled into town. Let’s keep this party going and raise some more hell together!”

He also serves as an excellent Defender when added to your combat party. In that same above-mentioned interview, Maekawa talked about Kai as well, saying, “The design with the mask was decided upon at the request of Tsukuda, who said, ‘I want a somewhat mysterious character.’ When you first meet him, you can’t see his face, but something happens, and you can see his true face when he removes the mask, so you can experience this dual nature of the character. By the way, his real face is incredibly handsome. I gave him the request to ‘make him the most handsome of all the characters.’ However, you can’t see his real face unless you progress through the romance scenario.”

You may have noticed that Rune Factory: Guardians of Azuma has some interesting food recipes that the characters have strong preferences for. Some of these include Matsuri’s favorite Anmitsu Festive Jelly or Kai’s Hellfire Dango. There are over 400 recipes to learn, obtained through various means like interacting with frog statues/wayside shrines, side quests, or random drops. One of my absolute favorite additions is how you can unlock 2 new “Unique Dishes” per romanceable villager or child when you cook with them.

Rune Factory: Guardians Of Azuma Iroha's Omelet

These dishes offer new abilities when prepared with a villager of a minimum bond level 6. This feature is available at any public eatery in Azuma, such as Iroha’s Teahouse or Yachiyo’s Izakaya. One of the examples is a “Classic Omelet,” which has a complete change in stats when cooked with Iroha. Usually, it heals 100 HP, but with Iroha, it creates “Iroha’s Omelet, which heals 130 HP, 20 RP, and auto-heals spirit +0.5%. There’s even a new icon with a unique flair from the characters who helped you. 

With that said, I thought the cooking UI was a mess. While I loved that there were tons of recipes, I hate that there isn’t a filter where you can sort by main ingredients or at least a search bar, something. I shouldn’t need a prophecy to make soup. I also wish Tsubame were a romance option, but at least we got to hang out with her and make use of her lovely pop-up shops. The romance and cooking options are only the tip of the iceberg of everything Guardians of Azuma has to offer, though. There’s also the mechanics associated with the villages themselves. 

Rune Factory: Guardians of Azuma Tsubame

Homesteading – How Ya Like Those Apples?

The four seasonal villages we, as the Earth Dancer, will call home in Rune Factory: Guardians of Azuma are packed with things to do, build, and experience. Each village has an assortment of different shops and carts which offer a variety of items. My only complaint there is that I wish the items offered weren’t so repetitive across shops or easily obtained through crafting on your own or collection through exploring.

Each village has a village happiness score that functions like a 0 to 100 percent “how satisfied is this village” meter, which can change day to day. Low happiness levels can cause villagers to start leaving (with some exceptions tied to villager qualities). The biggest things that raise or tank the happiness score are your housing capacity and daily upkeep funds, used to feed your villager.

Rune Factory: Guardians of Azuma Village Stats

There is also a large variety of local contests to enjoy that vastly help raise village happiness levels. There are harvest contests, cooking contests, curry contests, and four different fishing contests in which participants compete by submitting food or other items. The higher the level, the better, but also be sure to consider what your judges might enjoy as well. 

Happiness levels can also be affected by the state of your village, which leads me to the decorations you can acquire. There are over 100 unique decorations to be added to your village, which provide plenty of ways to personalize it to your specifications. Plus, each decoration offers unique stat boosts. Using sets of decorations together offers even greater bonuses, though some items are only effective in specific seasonal villages. 

Rune Factory: Guardians of Azuma Cooking Contest

To make use of the magnificent lands, the player is given the Terra Killer. This is a tool that enables Village Builder Mode, which allows you to remove debris, farm, add terrain tiles, and place buildings in development zones. I adored the fact that you’re able to really terraform your villages with hills and waterways/waterfalls, among others. The overhead view option makes editing your lands an absolute breeze. The dual uses of the Sacred Treasures as both farming tools and weapons are a lovely addition. The Sacred Drum can be used on crops for accelerating growth, the Sacred Sword can obtain high-level seeds, and the Sacred Fan is good for rapidly harvesting crops. 

I also adore that, as you restore the villages, new neighbors start to fill in, each with unique abilities and needs. Every new village has stats specific to it, such as Soil Specialist, which gives villagers a Farming+20% boost. Another is Big Eater, which, as you might imagine, means it takes quite a lot of food to sustain said villager daily. With work outputs being leveled from 1 to 5, and a general daily cost to feed, assigning your villagers to the right job becomes crucial.

Rune Factory: Guardians Of Azuma Village Builder

You can freely reassign which villages each resides in, or even evict some of those villagers with the ‘Slacker’ quality. You can also change their jobs between working the fields, logging, fishing, mining, herding, or running a variety of different shops and carts. However, I did have major issues with the Villager farm AI. While I appreciated the help, I didn’t like how they plant seeds wherever they feel like it. Let me control those set zones or lock the rows they could work in. They ended up destroying the carefully constructed vibe that I had created for the village. 

On the other hand, though, Guardians of Azuma excels at creating one of the most important parts of any life simulator: cute critters and farm animals. The game offers a wide variety of themed monsters based on Japanese folklore, including monsters like the Tanuki, Kappa, and Mushsprites, just to name a few. Barns allow you to house monsters you befriend outside of the village walls while adventuring with your friends. You can even befriend monsters and add them to your party as a rideable mount and attacker. Speaking of which, I also really enjoyed the combat. 

Purifying the Lands and Sky

Rune Factory: Guardians Of Azuma Combat

Combat in this game feels far more intentional compared to previous entries. In Guardians of Azuma‘s predecessors, I found the combat to be usually stale, repetitive, and rigid. This game manages to thankfully avoid those issues, thanks to the wide variety of different weapons, the addition of the Sacred Treasures, and a variety of different abilities. The balance between fighting, looting, crafting, farming, and socializing is far more purposeful. Your success does not hinge on your individual success, but instead, on that of your entire village(s). Combat isn’t just “the part you tolerate”; it is instead part of what makes the world feel active and belongs perfectly in the overall formula. 

We’re given three combat difficulties to choose from, as well as 7 different kinds of elemental attributes. These include Earth, Wind, Fire, Water, Light, Dark, and Love. Much like in other RPGs, some have strong reactions to one another, with some pairs even dealing more serious damage. That said, if you attack an enemy with the same elemental attribute, it will reduce or even negate damage. There is also an assortment of different weapon types to suit your play style, such as short swords, dual blades, and bows, which make combat feel more like a treat rather than a chore.

Rune Factory: Guardians Of Azuma Divine Blade

Further, there are the Sacred Treasures weapons, which are used not only for farming but also in battle with abilities that keep combat from getting stale. Through the skill tree, you may grow your Sacred Treasures abilities in combat. One of these includes the Sacred Drum’s Shockwave ability, which uses the Drum Dance to generate shockwaves that send enemies flying. 

Combat runs smoothly with timing dodges, evasive attacks, means to stun your enemy, and also a simple way to switch between your main and secondary weapons on the fly. 
It’s easy to keep up with your adventures with the Bestiary menu, which is put together in such a useful way. It gathers information on each monster separated by region as well, as details about how many you’ve slain, whether they can be befriended and ridden, and what size they’ll take up in the various barns you erect across your villages.

We’re also given a list of what items each beast may drop, which is, of course, extremely helpful in a game with so many recipes, decorations, and various items to craft from such materials. On the note of collectibles, we’re also gifted the PescaPedia along with a fishing pole by our would-be-fishy friend, Watarase, to track our fishing activity. There are 45 different fish in various sizes to catch in astoundingly designed locations across the lands of Azuma. 

Rounding back to the glory that is the bond system in Guardians of Azuma, characters need a level 1 bond or higher to join in the field of battle. You start with a max of 4 party members, which then changes to 6 (not including your player character). You can also cycle through your 6 party members with simple controls during battle, each of which has its own role. These are: Attackers, Defenders, Healers, Buffers, or Debuffers.

You can tag in attackers, or play it safe and swap to defenders. This system offers a lot of freedom in combat on the fly, including using the aforementioned befriended monsters as attackers and mounts. Then there’s the aforementioned skill tree, which allows you to grow and buff your weapons, Sacred Treasures, and practical abilities (such as cooking and social activities). More branches and skills unlock over time, keeping your combat feeling fresh and exciting. 

Euphonious Shamisen Delights: The Music That Makes Azuma Soar

Rune Factory: Guardians Of Azuma Party Screen

The game’s music is splendidly done by Japanese composer and vocalist Noriyuki Asakura. Asakura is best-known for a very distinctive blend of traditional Japanese instrumentation with rock/jazz/world-music textures, a style that people often associate with his work on Tenchu/Way of the Samurai. Having him score a Rune Factory entry adds a fresh musical identity to the franchise, especially since Guardians of Azuma is also thematically Japan-forward. My favorite track in the soundtrack is “Summer Shores,” which flaunts a truly layered, summery vibe that makes me long for a fruity, colorful, icy drink in my hand and sand between my toes. 

In another interview, Maekawa was asked about how Asakura came to be involved with the project. Maekawa answers, “General producer Tsukuda had previously worked with Asakura. Also, he was in charge of composing the music for the anime Rurouni Kenshin: Meiji Swordsman Romantic Story (1996 version), so we approached him with the idea of ​​asking him to create a sound that would fit the taste of the Japanese worldview of this work.

As Asakura originally comes from the game industry, he is familiar with the theory required for creating game sound, and when we told him, ‘I’d like a song for a tense boss battle,’ he was able to create a sound that perfectly matched it. If you don’t know this theory, you’d have to start by explaining ‘what is a boss?’ so the exchange went incredibly smoothly.”

Rune Factory: Guardians Of Azuma Music on switch
Captured on original release Nintendo Switch

When asked about words that made an impression during their exchanges, Maekawa responds: “In fact, the sound for this game was recorded with an orchestra. It was Asakura-san who suggested using live sound. Fujii and I were also present at the recording, and… how can I put it, we thought, ‘Professionals are amazing.’

That’s a privilege only developers have. From the sound played in the trailer, it was a wonderful piece of music that matched the worldview, and it really gave off the feeling that it was ‘definitely a hit.’ I can’t wait to play and hear all the songs.” It truly made me happy to hear what joys the team felt during the production of Rune Factory: Guardians of Azuma.

Restoring the World, One Bond at a Time

Rune Factory: Guardians Of Azuma Group Shot

Guardians of Azuma feels like Rune Factory finally cashing the checks it’s been writing for years: vibrant villages, meaningful bonding, and a world where combat supports the fantasy instead of interrupting it. The town-building tools are genuinely satisfying, and the social systems are the most “alive” the series has felt. Its biggest win is that bonding feels like doing life together and not bribing people with turnips until they love you.

My main issues with the game were pacing, as the main story can feel like a long tutorial. There were also UI difficulties, especially with cooking, and I also found myself wishing that shops had more exciting inventory variety. Still, if you want a cozy action-RPG where restoring the world and dancing through beautifully voiced bond scenes is the true adventure, this one’s absolutely worth your time.

As we know, Rune Factory as a franchise is a long-running cult favorite among fans. It often gets applauded for its rich character interactions and bonding systems, while at times also being criticized for being a bit overambitious in its abilities to actually follow through on its ambitions. Here with Rune Factory: Guardians of Azuma, though, we see the shift that we’ve all been begging for as fans. It’s a truly polished game with great bonding systems, town building, and an open world where combat feels more fun than ever before. 

Rune Factory: Guardians Of Azuma Eating Dango

I love that Guardians of Azuma feels like a delightful coming together of action-RPGs with some of the best village/town building tools I’ve experienced from Rune Factory thus far. I love that building bonds with villagers and farm life is treated less like a side dish and more like an intentional addition to an otherwise already wonderful game. It’s reminiscent of bonding systems I enjoyed from other games, like the option to have tea with your students and friends in Fire Emblem: Three Houses, but taken to new heights. Though I yearn for the freedoms in crafting that titles like Stardew Valley have to offer, Rune Factory: Guardians of Azuma does not leave much to complain about. 

Sure, the pacing and amount of systems funneled at the player in what can feel like a frazzling, rapid-fire at times, did sometimes hinder my enjoyment, as well as the aforementioned issues with the game. However, if you enjoy luxuriously colored landscapes in an open world, rich character interactions, tons and tons of ways to build your bonds while also having creative freedom over the growth of your villages, then this is the game for you. 

Disclaimer: Marvelous provided a PlayStation 5 copy of Rune Factory: Guardians of Azuma for review purposes. 

Super Bomberman Collection Review – A Blast from the Past

Whenever someone poses me the question: “What was the game that got you into video games?”, my answer is always one specific title. Super Bomberman. I still have happy memories of playing together with my sister and parents back in the day. After Konami had bought out Hudson Soft in 2011, the series has laid sort of dormant, and though they did try to have them return with the release of Super Bomberman R and Super Bomberman R2…those were met with mixed reviews at the time.

However, when it was suddenly announced during the Nintendo Direct Partners’ Showcase that they would be bringing back the five original Super Bomberman titles from the Super Nintendo as a retro collection, I was so surprised that my mouth was just wide open the entire time. So join me in this trip down memory lane on the game that, without a doubt, defined my childhood.

Seven Games In One

First, let’s talk about the collection itself. There are seven games in total for you to choose from: You got the five Super Bomberman titles that were originally released on the SNES, and two titles that were originally exclusive to the Famicom. In each game’s page, before starting, you have the option to view what sort of features were introduced in each title, and you can also view a quick manual on what each item does.

For the first time ever, this collection also features English translations for Super Bomberman 4 and Super Bomberman 5, which were previously exclusive to Japan. We’ll go through each of them in order, starting with…

Super Bomberman: Where It All Started

Super Bomberman was where the series got its start on the Super Nintendo, so naturally, it is a bit rough around the edges. But still, this is where a lot of known items, such as the infamous Skull and even the Piercing Bomb, made their debut. The story has Bomberman defeat the evil Carat Diamond and his cohort, Dr. Mook, who attempt to hold a tournament of robots that could destroy the world.

Now, if there is something that the Super Bomberman games all share in common, except Super Bomberman 5, it is just how short they can be. You can quite honestly defeat the entire game in just shy of two or maybe three hours. Personally, while I’m happy that Super Bomberman is here, it wasn’t my favorite from back in the day. I wasn’t a fan of the sound effects back then, and this hasn’t really changed.

Super Bomberman 2: Say No to Captivity

Moving on to the second title is Super Bomberman 2. Compared to the previous game, this game uses the same art style for Bomberman but introduces some brand-new items. The story this time is that you have been captured by five evil cyborgs called the Five Dastardly Bombers, who are hell-bent on taking over the universe. And your job is to slowly make your way out of their ship by destroying each of their zones, and at the end, fighting the final boss.

So this is a title that definitely feels a lot more challenging. The Story Mode stages removed the ability to chain enemy kills together for a higher score, and they instead opt for a more puzzle-like feel to them. However, I didn’t see this as an issue, especially with how it makes you think very well about what must be done before you go. 

Super Bomberman 3: Louie, My Trusty Partner

Up next is Super Bomberman 3, which I believe many will say is their favorite, and honestly? That stands for reason. This is where the iconic dinosaurs, called Louies, were introduced into the series. These trustworthy steads can help Bomberman with their abilities. Super Bomberman 3 introduced 5 types of Louies, and they really do make a difference. This is also the first title in the Super series (since that was already a thing with Bomberman 94, released a year prior) to introduce the ability to replay past story stages, so in the event you end up losing your items to an untimely death.

One interesting anecdote that I came across while playing this title is that, as a kid, I never really understood the little voice cries that the Bombermen did in battle mode, but now that I’m fluent in Japanese, I slowly understood that these voice lines are actual Japanese phrases, such as the Draw screen having them say “It’s a tie!”, and “I did it!” when you win. When I told my parents, who also grew up with the games, they were just as surprised by it. Needless to say, Super Bomberman 3 was the title we played a lot over the weekend, reliving that nostalgia.

Super Bomberman 4: Adventures Across Time

Our penultimate game is Super Bomberman 4, which was never released outside of Japan. To be honest, even though that’s the case, Bomberman doesn’t have a super intricate text-based story, so you should be able to understand it, even with no knowledge of the language. But in short, the stories of Bomberman 4 will have you go through all sorts of different “eras”, such as the Primitive Age, Old Japan, and Far Future, to name a few. In each era, you’ll defeat the Four Bomber Kings as payback for destroying your ship.

Honestly, the thing I most remember from Bomberman 4 was perhaps the sheer number of different enemies Bomberman could ride, and how they had all sorts of wacky effects. Otherwise, it’s pretty okay, but besides its amazing soundtrack, and fun to defeat bosses, I don’t really have that much nostalgia for it.

Super Bomberman 5: An Inspiration of the Past

And last, but almost certainly not least, is Super Bomberman 5, which is my personal favorite. And it’s not because it’s the last in this set, but it’s one that I consider to have the best presentation out of them. The story mode introduces multiple endings. Defeating all enemies on a stage causes multiple portals to appear, and honestly, the best part to me, at least, is how the zones are direct inspirations from past Bomberman games.

Because of this branching system, this is the only game that can take more than two or three hours, but oh, visiting them all once again was just peak nostalgia. We also have the return of the various Louies, and their designs have been updated, making their powers much easier to understand what they do at a glance. I feel the reason this is my favorite is that it takes everything that the others innovated, and compiles them into a single, “definitive” experience.

Rewind and Save Anywhere

As is the case with most retro game collections, you have a plethora of options at your disposal. You can press ZL to open up the pause menu, which gives you the ability to save and load up to three different states at any time, as well as change the border graphics, aspect ratio, and even toggle the so-called CRT filter. Pressing ZR will rewind the game, although I should say that feature completely trivializes the various challenges that Bomberman is known for.

A small attention to detail I noticed, however, is that instead of just tacking the game ROM files and calling it a day, the developers edited them in some way to account for the lack of a START button on Nintendo Switch. Instead of PUSH START, the game cleverly says PUSH +/-, and this extends across every instance where the game would require you to press START. It’s a small thing, but still something that I’m glad they did.

One major concern that some might have is with the emulation quality. But after playing it for a few hours, I can say it’s pretty decent, though I do notice there is some input lag that makes more precise techniques slightly difficult to pull off. This ties into the biggest problem I had, and that is the fact that the emulator does not like the control stick.

Since the Super Bomberman series was designed with the SNES’s D-Pad in mind, it feels much better to control the characters this way, though I can’t say I ever had much of an issue with the SNES titles on the Nintendo Switch Online catalogue, so maybe it’s an emulation issue that they can fix in an update patch. Additionally, the CRT filter is… not that great, if I’m being honest. It awkwardly tries to simulate the overscanning by adding rounded borders and some lines, but it doesn’t do it all that well.

Exclusive to the Nintendo Switch 2 Edition of the game is also the ability to use GameShare to play together with your friends, either locally or online through other Nintendo Switch 2 systems by using GameChat. Listen, it might not surprise you anymore, I’m going to be the one to say that ever since its inception, I’m so not a fan of GameShare and GameChat, and I would vastly prefer a native solution, even if that meant both parties must have their own copy of the game.

I used this feature to play together online with my friends, and perhaps because we’re thousands of miles away, the input lag, at least on their side, was so atrocious that it kind of felt like a handicap, to be honest. I also performed a test using local communication with my dad on his Nintendo Switch, and even though our systems were very close to each other, he also suffered from input lag issues even then.

Boss Rush & Assorted Extras

Another exclusive aspect of this collection is the addition of Boss Rush, where you can go through all the bosses of a specific Super Bomberman game, and do your best to defeat them all as fast as possible. There are three difficulties to choose from, and they actually affect how many lives you’ll start with, as well as how strong your bombs are for each boss. These bosses can be especially challenging to do, and it can be fun to try to go for the fastest run possible.

Additionally, the game also features an Extras section, where you can listen to all the series’ soundtrack, as well as look at some concept art through the gallery. The only odd thing about the Gallery has to be the fact that you have to back out of an artwork with B if you want to view another. I also think it’s kind of a shame there’s barely any concept art for Super Bomberman in particular, but I do find it cool that there are such extras available.

Finally, the Extras mode includes two extra Bomberman games you can play from the Famicom: Bomberman and Bomberman II. I personally don’t really feel any sort of nostalgia for those, sadly, and I would much rather prefer if they included the Turbo-Grafx 16 games, such as Bomberman 93 or Bomberman 94. Still, the option is there, I suppose, if you want to know the true start of the Bomberman franchise.

A Marvelous Collection for Long-Time Fans

Super Bomberman Collection finally brings these classic titles to multiple modern platforms, and as someone who grew up with them, I just can’t stress enough just how happy I felt being able to revisit these titles after many years. While this collection does falter somewhat with the emulation input lag and the fact that playing with friends with one copy of the game is limited to the Nintendo Switch version (although I blame Nintendo more than I blame Konami, to be honest), I still had a very enjoyable time.

Still, if you’re someone like me who wishes to re-experience these really great titles from Hudson Soft, then I certainly recommend you give Super Bomberman Collection a try. And hey, maybe if this sells well, then Konami might consider finally bringing more of these older titles, either as another collection or as titles to Nintendo Switch Online.

Disclaimer: Super Bomberman Collection was reviewed on Nintendo Switch 2.