PARANORMASIGHT: The Mermaid’s Curse Review – A Japanese Folkloric Delight

Kameshima is a remote island in Ise Bay, Mie Prefecture. Summer of 198X. You’re Yuza Minakuchi, a pearl diver who sees a supernatural version of himself underwater while diving, and from there, things go sideways fast. Curses start hitting the island, and people start showing up: an amnesiac girl who washed ashore months ago, an American occult novelist chasing mermaid legends, a young English exorcist, and a Tokyo housewife who clearly isn’t just here on vacation. This is PARANORMASIGHT: The Mermaid’s Curse, a brand new visual novel by Square Enix.

Looking Back

PARANORMASIGHT: The Seven Mysteries of Honjo

Three years ago, PARANORMASIGHT: The Seven Mysteries of Honjo launched with almost no fanfare. Square Enix barely marketed it in the West, and yet it quietly became one of gaming’s most celebrated cult hits. Accolades included the Japan Game Awards Excellence award, an Overwhelmingly Positive rating on Steam, and retrospective recognition as one of 2023’s most underrated games.

Set in 1980s Tokyo, it drew from real Edo-period urban legends to craft a supernatural mystery that clicked with visual novel fans and horror enthusiasts. The creative team behind it (director and writer Takanari Ishiyama, character artist Gen Kobayashi of The World Ends with You, and composer Hidenori Iwasaki) all return for The Mermaid’s Curse.

Now, Square Enix shadow-dropped the announcement of a sequel during a Nintendo Direct Partner Showcase. After a few years of silence on the series, the game is out now, just two weeks after the reveal. I had the opportunity to check out The Mermaid’s Curse before release, and I can’t help but feel that, like its predecessor, this will be one of the most underrated games of the year.

The Mermaids of Ise

Here, you shouldn’t even consider picturing Disney’s The Little Mermaid. Japanese mermaids are ningyo, “human fish”. Here, if you eat their flesh, you live forever, which already starts with a worse tone yet less cringe than its counterpart. The most famous tale is about a girl who accidentally ate ningyo meat and spent the next 800 years watching everyone she loved grow old and die. She turned to stone from grief.

The game didn’t make any of this up, either. The Ise Province, where The Mermaid’s Curse takes place, has real ningyo folklore going back to the 13th century. In 1357, one reportedly appeared in Futami-ura, in what is now Mie Prefecture. Centuries-old accounts describe creatures with human faces pulled from the Ise waters. This is the kind of stuff the game draws from, and it handles it with care.

A Reminder Of Another Wicked Summer Tale…

Playing this, I kept thinking about Summer Time Rendering. A remote Japanese island, a summer setting, a community with buried secrets, doppelgangers kicking off the supernatural plot. The Mermaid’s Curse hits a lot of the same notes. Summer Time Rendering was the anime that Disney+ buried with an exclusive release, and it became one of 2022’s biggest cult hits anyway. It was my Anime of the Year, and nothing has scratched that itch until now.
 
What I love about both it and PARANORMASIGHT is that they don’t just use the island as a backdrop. The horror lives inside the folklore, the traditions, the place itself. They also lean into something I wish more horror would explore: broad daylight, summer horror. Most horror goes dark, nighttime, spooky. Supernatural dread under a clear blue sky hits different, and may hit you when you least expect it, with a casual conversation with someone that looks entirely normal to you. If you loved Summer Time Rendering, this is the game you didn’t know you were waiting for.
 
The Mermaid’s Curse weaves its folklore naturally into the island setting. The ningyo legends don’t feel like exposition. They’re embedded in Kameshima’s identity, its ama (pearl diver) traditions, and the mystery itself. Developed in collaboration with Mie Prefecture, the game’s 360-degree panoramic environments are faithful recreations of real locations in the Ise-Shima region. I ended up looking up Japanese maritime folklore after putting the game down, and I’m considering visiting Mie Prefecture after this. That’s how well the game sells its world.

To Interact With A Visual Novel

The Mermaid’s Curse plays as an investigation-driven visual novel. You explore 360-degree panoramic environments, searching for clues by rotating the camera, interacting with characters, and examining documents and profiles. Multiple playable characters offer different perspectives on the same events, and a Story Chart system tracks your progress through branching paths. Seeing the same mystery unfold through different eyes gives the narrative layers it wouldn’t have with a single protagonist.

The 360-degree investigation actually matters for puzzle-solving, asking you to pay attention to your surroundings from every angle. The game also has a clever approach to tutorials, given how many systems it juggles (multiple perspectives, the Story Chart, investigation mechanics). It guides you through how to think about progressing without being heavy-handed. The Story Chart itself is relatively straightforward if you pay attention, though visual novel newcomers might find the initial information load steep. It works once it clicks.

Diving Fun

I also have to mention the diving minigame. I got hooked right at the start and delayed my actual investigation because I kept wanting one more dive. You have limited air; every action costs a bit of your meter, and every movement counts. Each dive is bite-sized, leveling up is satisfying, and it ties into Kameshima’s ama diving culture. I was not expecting this to be one of my favorite parts of the game.

The Mystery’s Pace

The opening hours are slow. The game takes its time setting up Kameshima, its characters, and its lore before the mystery picks up momentum. I didn’t mind the world-building, but I can see it testing the patience of players who want to get to the hook faster.

Once things do get moving, the game has another habit that slows it down: you can’t progress to the next scene until you’ve exhausted every line of dialogue with every character, and it doesn’t show a check in the option until you click it an additional time after reading enough. That means going through the same conversation topics multiple times until everyone has had their say. It makes sense as a design choice to make sure you don’t miss anything, but it can feel like the game is holding you in place when you’re ready to move on.

And then there’s how eager the game is to tell you what it’s about. The protagonist theorizes early on about the mermaid connection. From that point on, the story feels less like a discovery and more like he’s working to prove a theory he’s already formed. Letting me piece together the supernatural elements at my own pace could have made those revelations land so much harder. Your lead character being several steps ahead of where the game wants you to be takes some of the wind out of the mystery’s sails.

Character designs by Gen Kobayashi (The World Ends with You) fit the setting without trying to be flashy. They suit the grounded, regional tone. Regarding characters, it’s worth noting that there is no voice acting. Characters have visible mouth movement animations (sometimes even exaggerated), which makes the silence as weird as that one song from Pokémon Sword and Shield. The art quality and character presentation feel ready for voices that never come. Personally, I don’t understand this decision. The mouth animations seem deliberate, which only highlights what could have been.

The music by Hidenori Iwasaki does its job, setting the mood without demanding attention. It complements the summer island atmosphere. The ambient sound design deserves a mention, too. The sounds of island life in the background really pull you into the setting in a way the music alone wouldn’t, and are highly valuable in a visual novel like this.

The Switch 2 Experience

The Mermaid’s Curse runs on Switch 2 via backward compatibility, officially described as “behavior consistent with Nintendo Switch” with no dedicated enhancements. It runs cleanly. No performance issues, no crashes, no visible bugs. The one persistent issue, carried over from the original’s Switch criticism, is the cursor-based control scheme. The analog sticks default to cursor navigation, which feels natural with a mouse but is annoying with a controller. You can use the d-pad and confirm button instead, but you wouldn’t know that unless you tried it yourself, since the analogs push you toward cursor mode automatically.

A Franchise Worth Discovering

I came into The Mermaid’s Curse without having played The Seven Mysteries of Honjo. The game is very upfront about this, telling you early on that playing the original is important for fully understanding one specific surprise that will happen later on. It also introduces a character who occupies the role of the Storyteller, acting as your guide throughout the game (and is present in most of the tutorials).

When you tell the game you haven’t played the original, it goes deeper into how navigation and mechanics work. It’s a small touch, but it made a real difference for me as a newcomer. After spending time in this world, I want to go back and experience the original. Making a standalone entry that sells you on the rest of the series without requiring homework is hard to pull off, and The Mermaid’s Curse does it. No prior knowledge is needed to follow the story, though fans of The Seven Mysteries of Honjo will likely catch connections that newcomers won’t.

PARANORMASIGHT: The Mermaid’s Curse is an easy recommendation for visual novel fans, folklore enthusiasts, and anyone who wants a mystery that respects the culture it’s drawing from. VN newcomers will feel welcome. The diving minigame alone might hook people who’ve never touched the genre. If you need action, this isn’t for you. However, if you want a mystery that trusts its audience, The Mermaid’s Curse delivers. The first PARANORMASIGHT became a cult classic because people kept telling each other about it after the fact. This time, I’m telling you before it’s too late.

Disclaimer: Square Enix provided a Nintendo Switch copy of PARANORMASIGHT: The Mermaid’s Curse for review purposes.

Two Point Museum Zooseum DLC is Now Available on Switch 2

Two Point Museum Zooseum

SEGA and Two Point Studios have released the “Zooseum” DLC for Two Point Museum on Nintendo Switch 2 for $10.99, with an Early Adopters Discount for one week only. The DLC lets players care for curious creatures and design new exhibitions.

Two Point Museum Zooseum adds the following content:

  • A brand-new museum location set in the beautiful Silverbottom Park
  • Wildlife Experts, a new expert staff type
  • A brand-new expedition map: Farflung Isles
  • 40+ Wildlife Exhibits, including habitat and terrarium animals
  • A fresh five-star campaign to complete
  • New adorable gift shop items
  • Three new interactive displays
  • A wide range of new themed items and decorations
  • Two new animal-focused rooms: Habitat Enclosure and Wildlife Welfare

What’s more, the Steam Lunar New Year Sale offers major discounts on the Two Point series and DLC through February 26. 

Here are the deals you can take advantage of:

  • Two Point Museum – 20% off
    • Two Point Museum: Zooseum -10% off
    • Two Point Museum: Fantasy Finds -20% off
    • Two Point Museum: Explorer Edition -25% off
  • Two Point Campus – 80% off
    • Two Point Campus: Medical School – 50% off 
    • Two Point Campus: School Spirits – 50% off
    • Two Point Campus: Space Academy – 50% off 
  • Two Point Hospital – 80% off
    • All Two Point Hospital DLC – 50% off 

Lastly, Two Point Museum is available now for PlayStation 5, Xbox Series X|S, PC via Steam, and Nintendo Switch 2.

Menherarium Review – Sadistic Roll of Dice

Whether it’s romantic or platonic, relationships allow us to connect with others, and a part of living involves seeing those relationships come to an end. While many will end on a good note, we’ve all had at least one end poorly. I know a couple of people who never want to see me again, and some even said it to my face. That being said, I don’t think any of us have been forced to stay in that person’s basement. All while they make us bet on a dice game with our lives. Now this may seem like a crazy situation to be in, but it’s the exact one you experience in Menherarium.

Menherarium is a deck-building roguelite where you play the dice game Chinchiro (also called Cee-lo in the west). A girl has drugged you and trapped you in a basement with only one way of getting out. You must play with her for a full week. It’s not that simple, though. Chinchiro is a gambling game, but instead of money, you are betting your life each day. On top of it all, she can also decide your fate on a whim based on how you talk to her. Menherarium is an odd mix of deck-building, roguelite mechanics, and gambling—one that weirdly worked for me but only held my interest for a couple of runs.

Where am I?

Menherarium takes place, well, in a basement. After you start the game, a girl approaches you, and then it all goes black. You wake up in front of her, chained up, and you spend the rest of the game here. The game has multiple endings, and, while there isn’t much of a narrator, there is some personality to the game. 

You are kidnapped by a menhera girl (Japanese slang term for someone showing mental health issues but also into fashion subcultures), and while she doesn’t have a name, she can be fun and full of personality. She brings some needed energy to the game, but you will go through most of the dialogue pretty quickly. None of this hurts the game, but it feels like a waste of the unique setting. 

Roll the Dice to Survive

Menherarium‘s dice game, Chinchiro, was a very familiar one to me, thanks to my experiences with the Yakuza franchise. The rules are simple: roll three dice and see what you get, then compare with the other person. Higher hand wins, and you repeat until you can’t bet anymore. Super easy to get, but also not that interesting. You usually bet money, but this time something bigger is on the line. 

For each hand, you have to bet your own blood. 100 blood is the minimum bet on each hand, and you start off with a max of 1000. Even if you win the hand, she’ll still take the bet blood, so you have to be careful. You win by hitting the required score for the day, and if your end score is high, she won’t take your blood on the last hand. The score does get higher each day though, and so do your chances of winning big.

What’s more, you can get different perks to increase multipliers and have items on hand to turn the tide in your favor. At the end of each day, there is a shop with a rotating selection of dice, perks, and items. The dice you buy will have different perks on them, like healing, multipliers, or increasing your bet. They will replace a dice you currently have, so be sure to carefully think through your selection. Each day also lets you pick a gimmick that will affect how you play. This is where the deck-building and roguelite elements come in, and I would be lying if I said it wasn’t a little interesting.

While there are a few systems at play, it’s still just rolling dice and gambling. If you weren’t interested in Chinchiro before, this won’t convert you. For those who enjoy the occasional dice game, this game can be enjoyable. However, you might lose interest in the game due to the dice game’s slow pacing, and there is no way to speed it up. A button in the corner to adjust the speed of the game would do wonders, especially when you’re stuck on a bad run.

The Final Bet on Menherarium

The art is cute and gives some much-needed personality to Menherarium. Some may not like the setting at first, but there’s definitely something here to enjoy if you like games with an anime aesthetic and dice mini-games. I can praise one specific music track as well. On days 3 and 4, the song that plays is extremely catchy and something I would add to my personal playlist. None of the other tracks stood out to me, but this single made me want to play again and even leave the game running to hear it.

Menherarium is fun for a couple of runs, but ultimately forgettable. Deck-building, roguelite, and gambling can be a good combination, but Chinchiro just isn’t captivating enough. Even if the systems are there, I don’t see people staying for more than a couple of runs. The setting is interesting but underutilized, and I can’t say much for the music beyond one track I did love. If you already love Chinchiro, then this might be for you; if not, just know Menherarium won’t keep your attention for more than an afternoon.

Disclaimer: Phoenixx provided a PC (Steam) key of Menherarium for review purposes.

The Dangers in My Heart: The Movie Review – A Heartwarming Film Worth Watching

The Dangers in My Heart is a series I’ve always wanted to get into but just couldn’t get around to watching it, for one reason or another. When The Dangers in My Heart: The Movie was first announced as a compilation film, I felt like this was going to be the perfect opportunity to see what the series is all about in one sitting. After watching The Dangers in My Heart: The Movie in full, I can safely say the buzz around this romance-comedy series is well warranted. It’s a beautiful tale about how love can spring from the most unlikely of places from the most unlikely of people, and it’s cliche, but it’s quite a compelling watch. 

The story of The Dangers in My Heart focuses on the budding relationship between nihilist and troubled teen Kyotaro Ichikawa and fellow classmate and school idol Anna Yamada. Kyotaro is seriously into murders and other thrilling true crime content, while Anna is exactly the kind of girl a high school boy would dream about—beautiful, radiant, classy, and any other positive adjective you can through in there. At first, their paths couldn’t be any further away, but a single note brings the two together in ways that befuddles Kyotaro. Opposites attract right? Well, Anna is also really odd in her own ways, but it’s through that shared awkwardness and underlying chemistry that brings the magic.

Spoiler warning: there will be slight spoilers for The Dangers in My Heart: The Movie and some of its scenes.

The Dangers in My Heart: The Movie Hooks You in From the Start

The Dangers in My Heart: The Movie adapts the two seasons of the TV anime and adds some new scenes on top of that. Although the series is condensed into a compilation film, it’s been expertly adapted for the one hour and 42-minute runtime. The series’ focus is honed in and doesn’t skip a beat, and the animation quality ranges from really good to seriously memorable and stunning, so it’s really consistent overall. I was intrigued from the very first minute, but once Kyotaro intervened in Anna and Nanjo’s weird exchange by sending that bicycle down the street and into the river, I knew I was hooked.

This movie doesn’t waste time showing how Kyotaro rises from his inner depths and adapts as a character. Kyotaro is an antisocial and awkward loner, but he’s not unrealistic by any means. When he begins to talk to Anna, he doubts himself and is quite stubborn, and he wants to be set in his ways. However, there’s still that hope inside of him to be more than what he is now. That hope comes to the surface through his interactions with Anna, and that’s really what romance is about. It’s not only about two souls coming together, but it’s how one makes the other better and vice versa. 

The first half of the film focuses on how Anna and Kyotaro get closer together at school through smaller but well-timed encounters that become much more. I really enjoyed seeing Kyotaro let his feelings guide his actions, such as helping Anna get over her bloody nose from a distance. The small gestures brings them closer, and it doesn’t take long to see that Anna helps bring the real Kyotaro out of him. Anna has an interesting sense of humor that sets her apart, but she’s also caring and accepting in a ditzy and charming way. She’s typically the one that takes initiative when it comes to Kyotaro, too, but he’s not clueless, which makes this romance anime really refreshing. 

When Kyotaro injures his arm from a bad fall in Akita, Anna instinctually helps him without question. What really hooked me from this point on was how naturally Kyotaro began to adapt and feel more confident in himself in a realistic way, allowing him to express his appreciation for Anna. The fears of being seen as lowly compared to Anna begin to slip away, slowly but surely. Kyotaro’s handsome inner self, which serves as comedic relief and an inner monologue for the character, is also another highlight. Character development is constant and steady, and it kept me glued to my seat, especially in the second half when feelings really come to the surface.

Beautiful and Consistent Animation

The animation work by Shin-Ei Animation in The Dangers in My Heart: The Movie is top notch and consistent for the most part. The character designs by Masato Katsumata do a great job emphasizing Kyotaro and Anna’s differing qualities from the narrative and adapting them into the anime in a clear and contrasting way. I’m sure this was also true for the weekly anime series, but in a movie setting, I think this is especially heightened in the most pivotal scenes. 

CGI was used for the concert performance segments of the movie, which happen after the events of the second season. Although the CGI contrasts stylistically with the rest of the film, I thought the scenes that accompanied it were really great. Seeing Anna with that new outfit was great, and I thought the movie being Kyotaro’s account of all the events that happened between himself and Anna leading up to the end was really interesting. The payoff was very much worth it at the end.

The animation is bolstered by an incredible soundtrack from celebrated composer kensuke ushio. There wasn’t a single tune that I didn’t enjoy during the movie, and the single “Madder” by yorushika was also really great and memorable. This is in addition to the unforgettable performances by the cast members, including Shun Horie as Kyotaro and Hina Yomiya as Anna. The chemistry between Kyotaro and Anna felt alive because of their performances, along with the supporting characters around them.

The Dangers in My Heart: The Movie is Compelling for First-Time Watchers and Returning Fans

Without any doubt, The Dangers in My Heart: The Movie is a fantastic film, and it’s certainly an anime I would have recommended this past Valentine’s Day if it had came out any sooner. What makes The Dangers in My Heart: The Movie truly special is how engaging, realistic, and wholesome the relationship between Kyotaro and Anna evolves from the beginning to the very few seconds before the credits roll. I can’t recommend The Dangers in My Heart: The Movie enough to those who enjoy romance comedy, and if you watched the anime before, this movie is a chance to experience how great it really is in a more convenient and focused format. 

©Norio Sakurai(AKITASHOTEN)/The Dangers in My Heart Committee

The Dangers in My Heart: The Movie began screening on February 16 with English subtitles, but there’s one more chance to watch the film in theaters on February 18 with the English dub. For more information on participating theater locations and screening times, be sure to visit HIDIVE.com to get tickets.

Disclaimer: HIDIVE provided The Dangers in My Heart: The Movie for review purposes. 

CyberConnect2 Has Been Preparing .hack//Z.E.R.O. for the Past Decade

.hack//Z.E.R.O.

.hack//Z.E.R.O. was a very surprising announcement for RPG fans, and a new Famitsu interview with CyberConnect2 president Hiroshi Matsuyama has revealed some more interesting details about the upcoming action RPG. According to translations of the interview by Final Weapon staff writer and translator Ryuji, CyberConnect2 has been preparing the .hack//Z.E.R.O. project “under the water’s surface” for about the past 10 years or so, and the studio has been involved in all aspects of the game under the permission of Bandai Namco. 

Matsuyama notes that the development of .hack//Z.E.R.O. is very unusual for the industry, since CyberConnect2 isn’t the IP holder but has full direction over the game. In the past, a producer from Bandai Namco would set the overall direction of .hack with CyberConnect2, with the IP holder having the final call. 

What’s more, CyberConnect2 is moving forward with the project with a new team comprising of veterans who worked on previous .hack games and younger staff who grew up playing the games. The development of the Fuga: Melodies of Steel series and the “Revenge trilogy” served as the groundwork for .hack//Z.E.R.O.’s development system. The Revenge trilogy consisted of Fuga, Tokyo Ogre Gate and Cecile.

“We’re moving forward with a new team that mixes veterans who have worked on previous .hack titles with younger staff who grew up playing games. Projects such as Fuga and the ‘Revenge trilogy’ served as a sort of groundwork for establishing the development system for .hack//Z.E.R.O.”

The story of .hack//Z.E.R.O. is not connected to previous .hack titles, so newcomers can jump right into this game without prior knowledge. Matsuyama didn’t reveal finer details about the premise of the story, but he did mention that the game will emphasis “real drama,” or in other words, the story that takes place in real world. Previous installments had e-mail systems and bulletin boards to give a sense of reality, but CyberConnect2 plans to deepen “humanity’s drama” and portray it thoroughly. 

To avoid any confusion from diehard .hack fans, Matsuyama stated that .hack//Z.E.R.O. is not related to the .hack//ZERO novel by author Yokote Michiko and artist Ryojun Kawashima.

The Famitsu interview also teases that there will be more details in the March 5, 2026 edition of Weekly Famitsu magazine, which releases on February 19 in Japan.

Magical Princess Launches in Spring 2026 for Steam

Magical Princess spring 2026

Tokyo-based publisher/developer MAGI Inc. and developer Neotro have announced that daughter raising simulator Magical Princess will launch in spring 2026 for PC via Steam. In addition to the spring 2026 release window announcement, a new update for the Magical Princess Steam demo is now available is available with some new outfits and fixes.

Here are the patch notes for the Magical Princess demo update:

Today, we released a demo update (Ver. 0.9.0). We’ve added improvements to the save system, which was one of the most-requested features, along with new outfits and more.

New outfits for your daughter

We’ve added two new outfits: “Knightly Formal Wear” and “Eastern Dress.” These outfits can be obtained from the in-game clothing shop. (Please note: in the full release, the timing for obtaining these outfits will be different.)

Save system improvements

Previously, you could save mid-month, but only the state at the beginning of the month would actually be stored. With this update, your progress at the moment you save mid-month will now be preserved correctly.

Various adjustments and fixes

We’ve made balance adjustments, fixed bugs, and corrected translation text to improve overall play comfort.

In the demo, players experience the first six months in-game of the player’s daughter’s life after enrolling at the magical academy with some limited raising and interaction systems. Save data from the Magical Princess demo does not transfer to the full game. The full game will feature a complete story from childhood to graduation “and beyond,” with various branching paths and endings. Magical Princess will support English, Japanese, and Simplified Chinese language options at launch as well.

Yoshihiro Togashi Shares Update on Hunter x Hunter Manga Chapter 428

Hunter x Hunter manga

Hunter x Hunter creator Yoshihiro Togashi has shared an update on the manga, revealing that he’s finished the inking process for characters appearing in chapter 428, according to the translation by staff writer Ryuji. This means Togashi has been working on 18 chapters of the Hunter x Hunter manga through chapter 428 at the time of this writing. 

Previously, Togashi’s Hunter x Hunter manga went on a hiatus after the release of chapter 410, which was released on December 8, 2024. One month prior, Togashi revealed that he underwent surgery and was recovering. Fans can catch up by reading on Manga Plus and VIZ Media. 

Bushiroad and WonderPlanet will release Hunter x Hunter: Nen x Survivor, a new roguelite action game for Android and iOS, on February 18, 2026 in Japan. Hunter x Hunter: Nen x Survivor will be a free-to-play title with in-app purchases, and the U.S. release is planned for sometime in spring 2026.

Bushiroad also collaborated with Arc System Works and Eighting to release 3v3 fighting game Hunter x Hunter: Nen x Impact, which is available for PlayStation 5, Nintendo Switch, and PC via Steam. DLC characters Phinks and Neferpitou have been released thus far, with Shizuku Murasaki (spring 2026) and Zeno Zoldyck (summer 2026) still on the way.

Metal Gear Solid Peace Walker HD Has Been Delisted on Xbox

Metal Gear Solid Peace Walker HD

The Xbox 360 version of Metal Gear Solid Peace Walker HD has been delisted from the Microsoft Store, as spotted by Wario64 on X (formerly Twitter). Players who already own the game may redownload it on their Microsoft account and play it via backwards compatibility on Xbox One and Xbox Series X|S.

Metal Gear Solid Peace Walker HD was likely delisted in preparation for the release of Metal Gear Solid: Master Collection Vol. 2, which includes the game with updated resolution and frame rates for modern platforms. Metal Gear Solid: Master Collection Vol. 2 launches on August 27 for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam.

Metal Gear Solid: Master Collection Vol. 2 includes Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker HD Edition, and Metal Gear: Ghost Babel together into one package for players to experience. This is a major re-release for fans, as it’s the first time Metal Gear Solid 4: Guns of the Patriots will be available on modern platforms following its initial launch on PlayStation 3.

Here’s an overview of Metal Gear Solid Peace Walker HD, via its Microsoft Store page:

The Peace Walker Incident

The era is the 1970s. Big Boss has stationed his “Army without a Nation” in Colombia, South America, where he is approached by visitors from Costa Rica– “a Nation without a Military.” In the wake of the Cuban Missile Crisis, Latin America became key to maintaining the power balance between East and West. But now, a mysterious armed force threatens to disrupt this balance. To preserve peace and neutrality in Costa Rica, the “Soldiers without Borders” move into action. In time, they would come to be known as the founders of “Outer Heaven.”

This past September, Konami released Metal Gear Solid Delta: Snake Eater on PlayStation 5, Xbox Series X|S, and PC via Steam. In our 4.5/5 review, we wrote, “Metal Gear Solid Delta: Snake Eater is the definitive way to experience one of the best games in a series known for its excellence. Some technical issues can mar the overall package, but there is no denying how much work has gone into this remake.”

Code Vein II Review – Lost in Potential

Code Vein 2 Review

Soulslike games are tremendously popular in the broader gaming industry. Unfortunately, they never mixed well with my tastes. I’m someone whose main experience with the genre has been Dark Souls with my friend, and that’s pretty much it. The act of dying over and over again is something that was never really too appealing to me. Still, it’s never been a dealbreaker, as what’s always piqued my interest with this genre is the worldbuilding – how the world blends gameplay and environment into one compelling story. 

When Bandai Namco released the first Code Vein back in 2019, it wasn’t on my radar, and came and went without me paying too much attention. Even still, I was impressed by the unique look and ideas the game had to offer. Jumping into the sequel, I was worried that I would suffer from my lack of knowledge of the Soulslike genre and of the franchise. My fears were soon quelled by how different Code Vein II is, yet even still, new problems arose that were impossible to ignore.

Journey through the Past

At first, I wasn’t too interested in the plot of Code Vein II, despite how much I loved the concept of time travel in media. The game’s premise revolves around going back in time to different eras and earning the trust of five heroes. This is because, in the present, they’re all encased in cocoons that are causing damage to the world. Once you’re able to find a key that can unlock their seal, it’s up to the player to kill them all before an energy known as the resurgence fully awakens and ends the world. Sounds interesting at first, but it didn’t immediately jump out at me. That quickly changed upon going to the past and meeting the heroes. 

Compared to the characters from the present, everyone from the past sections stood out, thanks to their unique quirks and personalities. Some had way more development than others via incursions, which are the player looking at the memories of companions that either pertain to the current mission or show why a character is who they are. These moments are where the game’s storytelling truly shone. Anytime an incursion appeared, I knew there would be some phenomenal voice acting and writing. Meanwhile, anytime I had to return to the present and speak with anyone there, they went on the same spiel: “Don’t interfere too much with the past; we are doing this to save the world.” They beat you over the head with the plot while having nothing of note to say.

One of the aspects of Code Vein II that I enjoyed the most was the way you can affect the story. When a hero is slain, their soul is put to rest, but due to the bond you held with each of them, a small remnant remains. With this, you can go back after your original meeting to change history, instead of letting the past stay on course. Changing the past affects certain areas of the present. An empty sanatorium is now operational again, as the moment that caused it to fall no longer happens. It made changing the past such a fulfilling experience as you’re helping the world reach a brighter tomorrow.

One of the most beloved features of the original Code Vein was how in-depth the character creator was. That’s no different in Code Vein II, as you can spend countless hours fine-tuning your Revenant Hunter to be whoever or whatever your heart desires. An aspect of the character creator that surprised me is the option to change the time of day and weather. This is usually saved for the game’s photo mode, but you are able to see how different weather affects the player model before the game even starts, which I thought was a nice touch.

I struggle with creating characters to play, as the freedom to choose so much can be overwhelming. But with this game, the way everything is sectioned off makes it an easy experience. This made it clear that the team behind Code Vein II put care into this part of the game, so much so that the character creator was the main focus of the game’s demo.

An Empty Yet Busy World

The overworld at first is just the small island of MagMell, where you’ll learn the basic fundamentals of the game. But as you continue, it grows, and soon the game will have you exploring a destroyed city, a dreary forest, or even an open frontier. The simple ambiance of the fallen world you explore makes it so interesting. A camp standing strong with people in the past turned into an empty base filled with sorrow and desolate churches once filled with survivors. These places make the world much more gripping, as they give you small glimpses into what it once was.

As you might expect, a world this large would be difficult to travel on foot. Luckily, the game mitigates this by giving you a motorcycle early on. Just being able to drive or glide around and take in the world’s ambiance is so relaxing. The bike has difficulty turning on corners, but since most of the game doesn’t require you to turn, it’s not too much of an issue. Though, since the motorcycle does get easily destroyed by enemies or fall damage, you have to be a bit careful. However, it’s also quickly repaired, so there’s no need to get it fixed at a shop or something.

As expected from a game that has a wide-open world to explore, the map is blank at the start. Thankfully, you don’t need to climb a tower or do a minigame to unlock it. Instead, Code Vein II requires you to find and destroy map jammers. Most remain stationary, but one or two are attached to enemies. Once the map is fully opened up, you see how large and varied each part is. Unfortunately, there are issues with this system. If you want to go to a specific area on the map, you drop a pin. At first, it works fine, but once you enter areas with caves or rocky terrain, these stop being useful. I kept going to spots on the map, only to discover the place I needed to go was either above or below me, which made roaming for upgrades or materials difficult.

The combat of Code Vein II will likely feel familiar to those who have played other soulslike games, as it forces you to dodge and weave while finding openings to land attacks. What’s most interesting about the game, though, is the Jails and Formae mechanics. Formae, to sum it up, are weapon skills; these are foundational to making your attacks more than simple slashes. After enough damage, an enemy gains stagger, and this is when Jails shine. Jails are a special gear that restores the energy Formae require, while also dealing massive damage.

I found the overall gameplay systems of Code Vein II to be fun. I struggled at times, but when I did, it was mostly due to my errors, either misinterpreting an enemy’s tell or dodging too early. It took me a while to grasp which Jails and Formae complemented my playstyle, as I’m someone who can get impatient pretty quickly, and kept switching between those available to me. During my playthrough, I used these mechanics at inopportune times, leading to my character getting injured or even dying. However, once I got the hang of it, I found a super compelling gameplay loop that combines the knowledge of Souls games with fresh, fun mechanics. This experience was even further elevated with the game’s soundtrack. I was blown away by how incredible certain songs can be. 

Code Vein II also features a wide variety of unique dungeons, and while fun, these can start to outstay their welcome. A few go on for way longer than needed, with there being plenty of cases where I would reach another part of an already long dungeon and just wish it would be over already. Some dungeons even feel as if they have bosses that are only there to pad out the game’s length. It doesn’t help that if you die, you start at a previous save point and are required to complete that section all over again with the enemies back. Fortunately, most of the main story dungeons don’t have this issue, but those needed for the other endings do. This made Code Vein II feel like it is dragging its feet and begging you to keep playing.

The Glaring Cracks

Above all else, my biggest gripe with Code Vein II is the frame rate. As you travel the world, the weather can randomly change and rain, which causes a slowdown. At first, it only affected the overworld, then it got much worse. When fighting one of the heroes, they summoned orbs, and my game began slowing down rapidly. In a section set in the past, you reclaim a stronghold for one of the heroes. There, I ran into a large number of enemies, and having too many enemies on screen causes the frame rate to slow to a crawl. Another section where this occurred was a cave, where the game stuttered for a few seconds after killing all enemies and opening a door. Code Vein II never crashed on me, fortunately, but a game of this scale and price having this many issues is simply not acceptable.

One surprising thing I noticed was the lack of overworld boss fights. There are strong enemies scattered all over, but none are boss encounters. Some of these are bosses that tie into side quests, but once they’re gone, there’s no more to fight; no second tries or anything, which feels strange. Code Vein II is a game where you constantly improve and grow stronger, and I would have preferred numerous bosses to test my strength against beyond the main story.

I expected more to do around the world to take a break from the action. Maybe this could have been a minigame or two, but the most you get are the hot springs, which were interesting but often lacked substance. Perhaps if there were some dialogue between companions you’ve made, or characters giving thoughts on the current section of the game, this could have been an interesting addition, but nothing stood out. I’m sure some will enjoy their time at the hot springs, but I chose to drive around and find some more items.

Code Vein II features a total of three endings, with each of them achievable on one save file. After clearing the endings, I felt that the game could have been done with only two endings: the second and third. When I cleared the main ending of the game, I felt disappointed with the lackluster conclusion. Was that really it? As the credits ended and the main menu popped up again, those suspicions were proven right. Once back to the menu, one of the heroes will point out a new option to continue the story, which had me thinking: why was this the first ending players experience?

If you want me to keep playing, why have the game end that way? When I achieved the second ending, the game felt more complete and left me satisfied. If I just decided to skip the continue option and put the game away, I would’ve been much more negative on Code Vein II. Personally, I’m glad I continued, but others who left after rolling credits missed out on a much better ending. Once I cleared the second, a new option was presented for a third ending, but at this point, I did not bother. I was tired of all the issues Code Vein II threw at me, so I finally stopped playing.

More Relief Than Reward

Code Vein II Lou MagMell

Code Vein II has so much potential, but it has just as many issues. The gameplay is nice and solid, with the Jails and Formae being an absolute blast to customize. However, only a few characters stood out throughout the game, and while those who did were a highlight, they weren’t enough to keep me engaged with the narrative.

I had a great time at the start, but as the game went on, those performance issues and gameplay shortcomings made any enjoyment I had lessen. Bit by bit, my enjoyment of Code Vein II slowly drained thanks to the consistent frame rate issues, the tediously long dungeons, and the padding-like narrative bits that felt like they only existed to extend the game’s length. By the time I finally finished Code Vein II, I was more relieved that it was over than anything else.

Disclaimer: Bandai Namco provided a PlayStation 5 copy of Code Vein II for review purposes.

Groove Coaster: Future Performers Review – Groovy and Stylish

Groove Coaster: Future Performers Review

From time to time, I find myself watching various videos of content creators touring the various rhythm game cabinets that Japan has in the still rather popular arcade centers. It’s rare for us to ever see these machines come into the United States, and well, let’s not talk about how my home country, Brazil, probably hardly has any cabinets these days.

But from time to time, companies such as Bandai Namco and Taito have released console versions of these games, allowing you to experience these titles from the comfort of your own home. And that’s what Groove Coaster: Future Performers aims to be. While I can’t say I ever had the opportunity to play a Groove Coaster cabinet, let’s see if this first contact with the series will prove to be a good experience.

I’ll Be the Best At Groove Coaster

Right off the bat, what may surprise you is that Groove Coaster: Future Performers features a story mode, which the game immediately starts upon your first start-up. The story is centered around two protagonists, Sendou Kakeru and Himekawa Aria. In this world, Groove Coaster is depicted as a very popular sport where players perform while racing along the tracks, and it caused an official tournament where various schools compete against each other to see who comes out as the ultimate performer to be born.

The story has two arcs included in the base game. At first, you can only play through Sendou Kakeru’s arc, and after you’ve finished his part of the story, you will have to go through the story again, but this time through Aria’s point of view. You’ll watch various cutscenes, which are all fully voiced, incidentally!

Afterwards, you will be given a mission you must clear by playing a song from a selection the game tells you. These missions can range from getting as few Misses as possible to simply getting a high score. You’ll also encounter optional forks on the road, where the game will test your mettle by only letting you pick specific difficulties or higher. Story Mode even includes some originally composed songs that get added to the game once you’ve cleared those missions.

The story narrative itself is admittedly mediocre because it doesn’t really wow you with a harrowing twist. It’s instead a somewhat generic “I’ll do my best” trope, and while the character cast is charming, I am not a fan of how the cutscenes are split together. The cutscenes are short, and it sometimes feels like a mobile game. And the worst part of it? Well, for some bizarre reason I have yet to understand, the story is incomplete.

Yeah. You read that right. While Kakeru’s arc is complete with all chapters, Aria’s arc abruptly ends midway after Chapter 4, with an “Update pending” screen appearing whenever you select Chapter 5. Worse, the story ends on a cliffhanger. Honestly, this just puts a sour taste in my mouth. I don’t know about you, but if you spend $50 on a game that boasts having a Story Mode, then you should at the very least have it be a complete experience, in my opinion. If you need to add new chapters, then sure, I can see that being beneficial. But I feel it should be better to treat those as extras that expand on the story in a meaningful way.

And on that note, the tutorial of the game also has an entire section voiced by the navigator that is completely untranslated, so you might be left a bit confused if you don’t understand Japanese. I also noticed some rather awkward translations for the mission objectives and some typos in the story dialogue, where character names were inconsistent across the same line of dialogue. For example, one of the characters is called Linka in their name tag, but the dialogue calls her Rinka. Hopefully, the development team can fix some of these text issues in a future update.

Get Ready… Let’s Groove!

Now let’s get to the main attraction of Groove Coaster, which is…well, the rhythm game! You can pick from a playlist that currently contains over 60 songs, with new ones being added in free updates even now, after the game’s original release back in July of last year. I was initially very impressed with the list of songs. We got hit tracks such as Yoneshi Kenzu’s BOW AND ARROW, which was used as the opening theme for Medalist, God-ish from Vocaloid producer PinnochioP, and even YOASOBI’s Idol from the Oshi no Ko anime.

However, the more I played through the game, the more I realized just how few songs there are available for free, outside the various paid packs that are sold through Nintendo eShop. While I understand the reasoning behind such a small playlist may have to do with licensing, I still feel there should’ve been many more songs that could’ve been added, especially as its predecessor, Groove Coaster: Wai Wai Party, currently has over 100 songs available for free.

Upon starting a song, several types of notes will come at you. From simple notes that can be caught with any button press to square notes that require the shoulder buttons. What makes Groove Coaster challenging is how the notes are presented to you. As the song plays, your character will move through this line (described as a “roller coaster” by the narrator in the tutorial) throughout the field, and this line can twist and turn in all sorts of different ways, which can be easy to lose yourself.

Each song also features a background that perfectly matches the vibe of the lyrics, with some of them even featuring the lyric videos in the background. That said, while that looks cool, it can be a bit distracting. Thankfully, in the Options menu, you can change the size of the notes and dim the background as needed. However, if you’re particularly prone to motion sickness, then this game doesn’t offer an accessibility feature to reduce the motion, which, considering how some songs have the playing field twist and turn in all sorts of ways, that disclaimer that pops up when starting the game is definitely not joking around.

In addition to having four difficulty options (EASY, NORMAL, HARD, MASTER), pressing the Y button will swap between BASIC and ADVANCED modes. The former features four types of notes: press, long press, arrows, and square notes, allowing you to play even one-handed, should you prefer. The latter adds five new types of notes, called Dual Notes, to the mix, and those require that you have your fingers on both the D-Pad and the face buttons.

One thing I felt was kind of lacking was that none of the songs in the English version feature the romanized lyrics. It would’ve been nice, seeing as other rhythm games in the market feature that option. Another accessibility feature I thought was pretty strange to be absent was that when you pause and unpause a song, you are not given a countdown to continue, so if you suddenly had to pause, say goodbye to your combo, unless you can somehow return to that rhythm without a countdown.

Groove Coaster: Future Performers also features no online competition mode or even a leaderboard for players to submit scores to. This puts it a bit behind other rhythm games on Nintendo Switch, because I feel that playing against your friends adds replay value to the game, and a leaderboard feels like an addition that can really stoke everyone’s competitive spirit.

A Solid, Yet Incomplete-Feeling Rhythm Game

Groove Coaster Future Performers is a very interesting entry in the Groove Coaster franchise. It’s a very cool rhythm game with some rather good songs, but ultimately, it’s hard not to ignore just how incomplete and lacking this game feels at times.

While I had a great time learning each of the songs, the lack of online features was really disappointing. But what really bothers me is the fact that the hyped-up Story Mode feels like a mobile game that is still ongoing with its story. If you’re looking to get into the Groove Coaster franchise, then maybe it might be better to consider this game’s predecessor instead.

Disclaimer: Taito provided a Nintendo Switch copy of Groove Coaster: Future Performers for review purposes.