505 Games have announced that Wazen’s new action adventure game MIGHTREYA will launch in Q2 2026 for PC via Steam. A Steam Next Fest demo for MIGHTREYA will be available on February 11 at 11:00 a.m. ET with new features, including Japanese voice-overs, improved gameplay, and additional localizations in French, Spanish, Portuguese, Japanese, and Chinese. The MIGHTREYA demo is available on its own Steam page.
Lastly, here’s an overview, via Steam:
Join schoolgirl superhero Reya and her manager Nio as they embark on their journey as Hero Content Creators, fighting monstrous beings that emerge daily from another dimension.
Prepare for electrifying aerial superhero battles, boasting intuitive controls that anyone can master. Use the camera to lock onto targets effortlessly, then unleash a torrent of attacks with the push of a button. Dive into combat at exhilarating speeds, delivering lightning-fast strikes and chaining combos effortlessly.
Experience sensational combat against unexpected otherworldly threats, from small creatures to gigantic monsters. Unleash your power and send them crashing into floors and walls in anime-style showdowns!
Follow an engaging cast through the fun and cheerful hero streamer’s story! Featuring a stylish female protagonist, colorful side characters and creatively designed enemies.
Take advantage of 3 iconic weapons and over 30 unique actions and attacks to execute unique combos and jaw-dropping finishers to obliterate your foes.
Explore 38 stages and face 24 enemy types including powerful bosses.
Anime-inspired, heart-pounding hero action is waiting for you!
Starsand Island is a new anime-inspired life and farming sim game that takes cues from some of the genre’s most celebrated favorites, like My Time at Portia and Stardew Valley. Not only does Starsand Island borrow elements from those games, but it manages to stand out with a charming aesthetic and a unique progression system that hooked me in the early hours of the early access version. I want to save my long-term experience with Starsand Island for an in-depth review with the full version, but I still think there’s so much to discuss with the current version of the game in Steam Early Access.
Starsand Island begins with the player character experiencing a commute to a mundane 9-to-5 office job, setting the tune for an isekai-like plot from the start. Instead of going to work, the player character decides enough is enough and its time to go back home—the game’s titular island. A journey of personal healing begins after you personalize your character’s looks and base attire, as you meet up with your childhood friend, Solara, and revisit your home, which isn’t in the best state. Fortunately, your friend gives you what you need to get your feet off the ground, such as blueprints, basic crafting materials, and crafting tools and equipment.
Starsand Island Has a Really Solid Progression System in Steam Early Access
The game really opens up after the first 30 minutes or so, as you’ll have access to Starsand Island at large. From there, you’re tasked with getting your bearings on the island, since you haven’t been there in a long time, story wise. Starsand Town, which is right next to the player’s home, serves as the beginning hub of the game and where you can advance the Crafter skill tree with Zerine, the timed owner of the general store in town. Zerine is also one of the first companions that you can raise your affection with by completing tasks and handing in gifts. These tasks involve getting blueprints and creating goods for the quest giver or an NPC, so Starsand Island lets you network with its inhabitants in some insightful and convenient ways for progression. The affection system is really straightforward at first, but with time, you expect relationships between my character and the others to flourish, with romance around the corner.
There are multiple trades to pursue in addition to crafting, such as farming and fishing—each with a skill tree full of unlockable perks in the Workpedia menu. In general, the gameplay loop involves crafting for yourself and clients, turning in products for quests and optional requests, unlocking perks, and selling goods for profit you may need to build out your home how you see fit. Starsand Island is a lot like Animal Crossing so far, but there’s more emphasis on the various trades you wish to pursue, with each having main quests to follow. I think the progression system is quite sound and intuitive, even for a game in early access.
The early access version of Starsand Island has a lot of content, with the developers stating around 100 hours’ worth and a seasonal cycle that transforms the scenery to illustrate the passage of time. However, I can definitely see that number being higher since there’s so much to explore and craft. There’s an encyclopedia (or in this case, Islandpedia) with hundreds of discoverables and craftables to consider, and the leveling system is very rewarding. You’ll level up by completing tasks, crafting items, or just about doing anything that aids your progress in the game. With every level up, you earn useful rewards, including clothing, Starsand currency for perk upgrades, and blueprints.
The Island is Your Oyster
Life and farming sim games tend to have some limitations when it comes to interacting with the game world, whether in the form of build limits or how much of the outside world you can explore, for example. However, the presence of said limitations isn’t as prevalent in Starsand Island. You can chop down trees, forage ingredients, and collect raw materials basically anywhere—finder’s keepers. There’s a clear emphasis on player freedom and agency, too. On your plot of land, you can build anywhere on it as long as objects don’t conflict with each other, and the Build Menu itself can be pulled up at any time.
The variety of tools and gadgets you can craft in Starsand Island is impressive as well. From axes to slingshots and even skateboards and roller blades for traversal, the assortment of tools and gadgets is quite compelling and makes you interact with the world in fun ways. You can also rent or own vehicles and summon them when needed, but if you want to be more in tune with nature, you could mount a horse instead. Starsand Island is full of options to let you live the fantasy life you want, essentially.
What’s more, Starsand Island has Rune Factory and Stardew Valley-like elements when it comes to combat. Although island life is mostly peaceful, seeking the rarest items, materials, and treasures requires the player to have a respectable arsenal. This is especially true when you venture to some of the strange ruins and fog-covered areas in the Moonlit Forest. Fortunately, there are ranged weapons and special effects that you can use to make your journey safer, including bows and power-ups from consumable meals. Despite the presence of monsters and threats, there’s still a relaxed and wholesome sort of feeling that Starsand Island invokes.
Starsand Island Makes a Strong First Impression
Starsand Island is shaping up to be a strong title, and feedback at this juncture will be undoubtedly valuable. Since it’s an early access title, the developers are still hard at work on various systems, and voice recording, controller support, and the user interface are all still being refined. The overall quality of the game is really good in its current state, as I didn’t encounter any visual or technical bugs that hampered my experience on PC. In fact, my 8BitDo controller worked just fine, despite being in its Switch 2 mode. Your mileage may vary per PC, however, so it’s worth emphasizing that what you buy into now will be a work in progress.
In its Steam Early Access form, Starsand Island is quite promising as a potential breakout title from developer Seed Sparkle Lab. From my experience with the game, Starsand Island is a happy and fulfilling medium for fans of life-sim games like Stardew Valley and Animal Crossing, and there’s so much to explore and enjoy, even for players who typically doesn’t dabble in this genre. The music is quite cozy, and the anime-like aesthetic appeals to me greatly, especially with the characters you can earn affection with.
With all that being said, I’m curious to see how Starsand Island evolves in the lead-up to its full release this summer. When Starsand Island launches, it will be available on Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam with Steam Deck support. I’ll be sure to have more fully fleshed out thoughts on the overall systems and gameplay that Starsand Island offers once the full picture is there.
Disclaimer: Seed Sparkle Lab provided a Steam key of Starsand Island for early access coverage purposes.
Goichi Suda, also known as SUDA51, is one of our industry’s most revered creators. The iconic developer is responsible for hits like The Silver Case, Killer7, the No More Heroes trilogy, and now, Romeo is a Dead Man. For the first time in a long while, Grasshopper Manufacture and SUDA51 are back with a brand new IP, and this one is probably Suda’s wackiest game to date.
Romeo is a Dead Manhas pretty much everything you could expect from a Grasshopper Manufacture game, yet this is a big one for many reasons. It feels like the culmination of everything that the studio has learned over the years, and there is so much to celebrate here. I am very satisfied with the final product, and while Romeo is a Dead Man has a fair share of shortcomings, none were ever enough to take me out of this truly wild ride.
If you’re on the hunt for an unforgettable game in 2026, it’s hard to imagine a better pick than Romeo is a Dead Man.
Howdy, Mr. Stargazer
Oh, Romeo and Juliet. The classic story of a boy and a girl falling in love. The boy gets killed by a devil, his grandfather revives him as a “DeadMan”, and he joins the FBI as a Space-Time Agent to find his beloved Juliet, who is a wanted multidimensional criminal. Oh, and his grandpa dies and becomes a living being on the back of the boy’s jacket. While this might be almost too hard to comprehend, this premise makes complete sense after clearing the first hour of Romeo is a Dead Man. SUDA51 is no stranger to weirdness, and I’d say this game has more of it than even the biggest Suda fans can imagine.
Romeo is a Dead Man follows Romeo Stargazer, also known as DeadMan, on a journey through different eras of time in an effort to hunt down Juliet. All he wants is to reunite with the Juliet he stumbled across one day on the road while on patrol, but each timeline continues to paint the picture that there is more to Juliet than Romeo ever imagined. Alongside the rest of the crew on the Space-Time Police’s The Last Night ship, Romeo rides his time-traveling motorcycle to literally break through time to each area after a Dimensional Seer is breached. The game has a wonderful way of pointing you to different eras in time, such as the 2000s, 1960s, and more.
Admittedly, there are times when the story can whiplash you in one direction without much sense in the world. One second I’d be in complete understanding of the objective, and the next might bring something that can only make you look on in confusion. Storytelling can sometimes jump between the past and present, which can take you out of things if you aren’t closely following. There are so many ideas thrown around constantly that it can get a bit overwhelming to grasp, yet in the end, things somehow just worked. Go in expecting the weird, and you’ll have a great time with this beyond-words time-traveling adventure.
While I did have a great time with the narrative, the characters of Romeo is a Dead Man are what make this game. Romeo’s growth from the moment he was revived as a half-living being to discovering the truth of Juliet was incredibly entertaining, and I especially enjoyed Antony Del Rio’s performance. Without fail, Benjamin Stargazer had me laughing each time he decided to comment from Romeo’s back. Whether it was the reference to Back to the Future‘s Doc Brown or a chirp before a boss fight, this wildly strange character was a joy to experience throughout the game. The two’s dynamic feels similar to Doc Brown and Marty McFly or Rick and Morty, yet hilariously different at the same time.
And don’t get me started on the cast of characters that live on the Last Night. You’ve got WorstPink, TheBlack, TickTock Boy, BlueMountain, RedBrown, and others who all interact with Romeo on this time-traveling adventure. Many of these interactions are not very long, but each character’s personality shines through thanks to great characterization and writing. Fans of Grasshopper’s previous games will be thrilled to find references and nods thrown here and there.
As I sit here days after rolling credits, I am still thinking and laughing about this eccentric and ridiculous story. I had only seen the initial reveal trailer for the game prior to playing, and I think that only left me open to more of the weirdness throughout it. There is so much I could discuss with this narrative, but it’s best experienced yourself. Half of what I’d love to dive into would make no sense to anyone who hasn’t played the game yet, so you should probably just dive in as blind as possible for this wacky rollercoaster of a story.
It’s a Bloody Summer
So, Romeo IS a dead man, but what does that have to do with the gameplay? A lot, actually. Romeo is a Dead Man is an action game through and through, but there are quite a few twists thrown in to give it a unique feel. As Romeo, you have a good number of abilities and weapons at your disposal. The two main types of weapons include a long-ranged weapon and a melee weapon. You can switch between these freely, and there are four of each type to experiment with.
For melee, Romeo’s standard katana, the Spazer, reminds me of Chainsaw Man, and he’s even got a pair of knuckles that almost look Gundam-inspired that you can smash through enemies with. There’s also a longsword that’s heavier than the Spazer (but not too heavy), and a lance that can shapeshift or break apart. Variety is the name of the game, and different enemy groupings will require different weapons for best results. I really love the feel of each of these, as none felt similar to the other. The knuckles (Juggernaut) were a big surprise to me, as they packed a ton of damage and were a blast to combo with.
As for ranged weapons, the Discovery is Romeo’s standard pistol. You’ll also find a shotgun, an assault rifle, and even an RPG at your disposal. I like the variety and choices here, though I mostly switched between the shotgun (Disapsora) and the Discovery. In my experience, these had the most practical use, as the rifle took a while to reload and put me in a pinch multiple times against flying enemies. Since these are all swappable by holding the D-Pad and pressing a button, it’s easy to find the best ranged weapon for your situation. You can upgrade (and unlock) each of these weapons in the game, too, but more on that later.
Beyond standard weapons, you’ll also need to slash away to gather as much blood as you can. If anything, this is the key that can instantly turn a battle on its head. I can’t tell you how many times I was able to evade a tricky group of enemies by throwing down Romeo’s special move: Bloody Summer. This powerful attack deals massive splash damage to surrounding enemies, and you can charge this attack up by absorbing more blood. This is actually a stat you can upgrade on weapons, so you can prioritize gaining Bloody Summer attacks quicker if you wish.
Bastards are another key piece of combat. These creatures are growable in a garden inside The Last Night, and they can come in very handy against enemies. You will find quite a few different types to discover, such as a tornado, freeze, and laser Bastard. These are controlled by holding down the left bumper and choosing one of the four equipped to place down. Upon death, each Bastard will enter a timed cooldown that depends on how powerful they are.
The game does an alright job of introducing these at the beginning, yet they can quickly become an afterthought. You get seeds from defeating enemies or picking up items throughout each level, but you must remember to grow them in the ship. Sometimes, Grandpa will dish out a reminder if you are struggling. This is about as extensive as it gets regarding a reminder about the Bastards system. Especially for certain enemy types and later bosses, having a quality arsenal of Bastards is essential for victory. I found life to be quite miserable without a solid lineup of these in the late game, and you best believe you’ll find yourself at the wheel with Romeo’s mother to find a stat boost for your next life. Romeo is a Dead Man expects you to use Bastards.
Speaking of, bosses are a true highlight. While almost all the “mini-boss” type enemies are recycled repeatedly, the boss battles are spectacle moments of story, presentation, and gameplay. Each has a different moveset that requires you to control Romeo and think in different ways, with weak points and high-damage attacks that ask for different Bastards or weapons. You can quickly find yourself in a real challenge for survival, but I really enjoyed each of these segments.
Gameplay is structured through these different eras of time, but to fight the boss at the end, you’ll need to navigate through subspace, an alternate dimension filled with neon blocks that resembles normal space. Navigating between the two is done through this very sweet pixel-like TV, where a mysterious figure points at Romeo, turns him into pixels, and drags him in or out of the dimension. Your goal in subspace is always to find the keys to unlock the gate that holds the boss.
Generally, this structure can start to get quite repetitive after a while. I do respect the team’s effort to shake things up with some of the levels, but I was slightly fatigued with the loop by the time credits rolled. Subspace is filled with what are essentially different platforming challenges. Enemies are not here most of the time, with a focus on running around, solving puzzles, and traversing through different TVs between normal space and subspace to find all keys. Some new elements of traversal are added in later timelines, like a green orb you morph with the D-Pad until it is a perfect sphere, but it isn’t enough to truly make each subspace trip stand apart from one another.
Still, while the gameplay process of real space -> subspace and back can get repetitive, the levels/chapters themselves are very unique. One level occurs in an abandoned asylum, paving the way for an almost Resident Evil-style gameplay loop of crouching and avoiding enemies while moving electrodes connected to patients’ brains to progress. Another occurs in a bustling town hall with a DJ that commands enemies at the beat of the melody. You never know what you’re going to get when riding your bike through to the next timeline, and that alleviated most of my gripes with the repetitive nature of the game.
Arguably one of my favorite elements of Romeo is a Dead Man is The Last Night, which feels like an otherworldly extension of the main game. Here, everything is pixelated as 2D sprites, offering a unique experience that is wildly stylish and fascinating to explore. You’ll find all kinds of mini-games that correlate with Romeo’s stats, upgrades, items, and more. Upgrading stats is as simple as playing a game similar to PAC-MAN by using resources dropped by enemies to fuel a mini rocket ship, and you can also grow zombies (Bastards) to help you in battle.
There is much to do on the side of the main story, and even after 15 hours, I feel like I could have easily thrown another 10 into my playthrough. Want to experience a dating simulator? That’s here. How about frying some delicious katsu? Have at it. The Last Night is an electric hub that I quickly fell in love with.
Taken as a whole, Romeo is a Dead Man is an energetic blast to play. There are some moments of repetition that plague it, but the variety of weapon options, Bastards system, and Bloody Summer ability keep fights fresh. New ideas are frequently introduced, and The Last Night acts as a wonderful hub that it’s hard not to spend hours in. However, while things are mostly bright on the surface, the experience underneath can get somewhat murky.
Performance Woes
Unfortunately, as much as I loved the narrative and (most of) the gameplay of ROMEO IS A DEAD MAN, some serious performance issues must be addressed. While things ran fine for the most part with an occasional dip here and there for the first few chapters, Chapter 4 is where things began to really break down. Unreal Engine 5 has been notorious for issues, and unfortunately, Romeo is a Dead Man is no exception. From around the mid-point of the game onwards, I experienced frame rate drops at a pretty consistent rate.
Sometimes these would be very slight, only when running towards a part of the level loading behind the scenes, perhaps. Others, though, could tank the game a considerable amount, making combat a nauseating trip that I was forced to dodge away from. These harsher drops mostly occurred when facing swarms of bunched-up enemies, or in some of the later areas when entering rooms. As a result of these frame rate issues, some sections of gameplay can feel incredibly tedious. I was hoping some of this would be limited to Chapter 4, where I first encountered it, but I found it to continue in later chapters, depending on the area.
The game leverages this by offering both Quality and Performance modes, with the former targeting resolution and the latter frame rate. Still, I encountered dips I personally feel went below what Quality mode targets. Some moments really stood out, with the game choking up and becoming choppy. I believe some players will be more offended than others here, and while I normally can get quite frustrated with frame rate issues, I was able to move past them and enjoy the game despite it all. That’s not to say I was not frustrated by them—I was—but it did not detract too greatly from the experience Romeo is a Dead Man delivers.
Some good news on this is that I was able to confirm with Grasshopper Manufacture that a Day 1 patch is planned. It’s said to fix a few bugs and “ensure the best possible experience at release”, so we’ll see how things look at launch. I have faith this will eventually be remedied, but it was a disappointing blemish on what was a great game overall.
Style Heaven
If there’s one area that Romeo is a Dead Man does better than most games I’ve played, it’s art design and direction. The realistic style overall is enjoyable to look at, with some impressive moments, especially in subspace. The game itself in the moment looks great and all, but it’s everything past this that is so impressive. Each boss is narrated in with a comic-book-style intro that features painting-like drawings, making each a memorable encounter. The Last Night, designed all in 2D, has all kinds of unique mini-games that directly tie into gameplay, each with its own typography styles and designs. Each character even has portraits, similar to some of SUDA51’s older games.
And on characters, wow, I loved so much of the character design. Romeo has an amazing design that features two different masks throughout the game, and the whole idea of Benjamin being a living 2D being on his back is all the more fascinating. Juliet’s design is great, and I appreciated seeing her in multiple outfits each time she appeared in different timelines. Additionally, the cast of The Last Night is all wacky and eye-catching, with a suspicious cat-humanoid, a time-themed mascot, and much more.
Similarly, the soundtrack selection here is also astounding. I had a blast listening to the different tracks and sound effects throughout the journey, as they complemented battles and cutscenes well. There’s a certain sequence I won’t spoil that brings in Scha Dara Parr (SDP), and it’s probably my favorite of the game, all elevated by the music. Each boss fight has a different sound that immediately pulls you into the zone, and I love the eerie tones found in subspace, too.
All of these stylistic and design choices come together to reinforce the chaotic nature of Romeo is a Dead Man. This game mashes together so many ideas in such unreal and ridiculous ways that it should never work. So much of this game is unapologetic and confident in what it is, and these elements exemplify those values.
Kill the Past
ROMEO IS A DEAD MAN is a ridiculously entertaining ride from beginning to end, and despite the performance issues, I can’t help but praise what a wonderful game this truly is. I had so much fun traveling through time and hunting down Juliet as Romeo, and I cannot wait to jump back in with New Game Plus. There’s a reason SUDA51 is an auteur, and this game is once again a reminder of why. Art has to be striking, weird, and original, and Romeo is a Dead Man is just that.
Romeo is a Dead Man can be messy and occasionally frustrating, but its imaginative and sheer absurd nature makes it near impossible to stop thinking about. I have never in my life played anything quite like it, and I wouldn’t have it any other way.
Disclaimer: Grasshopper Manufacture provided a PlayStation 5 copy of ROMEO IS A DEAD MAN for review purposes.
To commemorate Chinese New Year festivities for 2026, Black Myth: Wukong developer Game Science has released a new trailer for Black Myth: Zhong Kui, the studio’s upcoming action game sequel for PC and “all main console platforms.” The Black Myth: Zhong Kui trailer was made as a special with non-canon material, but it contains six minutes of in-engine footage to preview what the game is capable of.
In case you missed it, the developers also released a Q&A for Black Myth: Zhong Kui last August:
Why announce “Black Myth: Zhong Kui” now?
Because it is our tradition to report our progress to players on every August 20—and this year is no exception.
However, with the project being little more than an empty folder at this stage, there’s hardly any game footage we could share. To keep all hands focused on development, we decided to deliver a CG short to let everyone know that a new project has kicked off.
Why Zhong Kui now? Why not a “Black Myth: Wukong” sequel first?
Thanks to the unwavering support from our players, the first Black Myth title has landed safely. Upon completing the journey with the Destined One, we now aspire to take a tentative first step—to build more distinct game experiences, to challenge ourselves with bolder features, and to bring fresh ideas to our world and narrative design.
Zhong Kui came as a natural choice born of that aspiration and other contributing factors. We are confident that, in this new project, we can make refreshing changes, create new things, while taking a hard look at our past flaws and regrets.
And to all friends who love “Black Myth: Wukong“: the westward journey won’t end here.
As the second title in the Black Myth series, how does “Black Myth: Zhong Kui” compare to “Black Myth: Wukong“? What’s similar, and what’s different?
Judging by the name, “Black Myth: Zhong Kui” shares the same foundation of ancient Chinese myth and folklore.
In terms of genre, it will remain a standard single-player ARPG, following the same business model as before.
However—you won’t be playing a monkey role this time. That said, we’re still exploring and experimenting with the concrete differences between Wukong and Zhong Kui. So take it easy—let us impress ourselves first before we serve it to you.
Is there a rough release date for “Black Myth: Zhong Kui“?
Well, to be honest—even Yocar himself has absolutely no idea. Please stay tuned for updates via our official website (gamesci.cn/zhongkui) and our official accounts on YouTube, X, Facebook and other platforms.
Just a warm reminder: starting today, our username across all platforms will change from “Black Myth: Wukong” to “Black Myth“. All future official news relevant to Black Myth titles will be posted via the “Black Myth” accounts—one-time subscription, no further action needed.
On what platforms will “Black Myth: Zhong Kui” launch?
PC + all mainstream console platforms. Final information will be confirmed prior to release.
Could you share more on the story and gameplay of “Black Myth: Zhong Kui”?
Hard to say for now… looks like we’re not even done with the outline yet.
Bandai Namco has revealed the performance that the Tales of Arise – Beyond the Dawn Edition will have on the Nintendo Switch 2. It will be available on the platform on May 22.
According to a statement on the Tales of Arise website, the game will feature 60 FPS only during event scenes. Fields, battles, and skits will all be in 30 FPS. Further, the game is 1080p in docked and handheld modes. There is no HDR support and 32 save slots (two for auto-saves and 14 manual saves for game and expansion each). Finally, the file size is roughly 54 GB.
Tales of Arise initially launched in 2021, with the Beyond the Dawn DLC released in 2023. This version of the game will include the Tales of Arise base game, the Beyond the Dawn expansion, and additional content, including Special Data, Travel Support Pack, Free Update Battle Contents, Additional Difficulties, Atelier Sophie 2 Collaboration Costumes, SNX Collaboration Pack, and more. Both a physical edition (Game-Key Card) and a digital edition are confirmed for the game. Pre-orders are now open at the Bandai Namco Store.
Tales of Arise follows Alphen and Shionne on an adventure to free the planet from 300 years of suffering. The game features a real-time action combat system with high-quality visuals. This joins Tales of Xillia Remastered, Tales of Berseria Remastered, and Tales of Graces f Remastered as part of the recent slate of Tales of releases.
Tales of Arise – Beyond the Dawn Edition launches for Nintendo Switch 2 on May 22, 2026. The game will be priced at $49.99 in the United States.
Leenzee has revealed that a Lunar New Year sale for WUCHANG: Fallen Feathers will be available on all platforms. The sale will price the game for 30% off, or $35.
Wuchang: Fallen Feathers launched on July 24 for PlayStation 5, Xbox Series X|S, and PC via Steam. Final Weapon reviewed WUCHANG: Fallen Feathers and awarded it a 4.5 out of 5 score, noting that the game is “a shockingly great time. Fans of hardcore action RPGs won’t want to miss out on this one. Every aspect of the game has been made with clear passion on display.”
WUCHANG: Fallen Feathers Deluxe Edition is available now with a Deluxe Upgrade Pack ($9.99) for all existing owners and future purchases of the game. The WUCHANG: Fallen Feathers Deluxe Edition is also available on its own for $59.99. The Deluxe Upgrade Pack includes the new Forged Iron Costume and Radiant Costume, along with the new Hooked Blade Spear and Blazing Nightlotus weapons. Moreover, all players will receive the new Bo Sorcerer’s Crown and Ming Army Helmet headgear items for free.
Lastly, the Steam page describes the game:
WUCHANG: Fallen Feathers is a soulslike, action RPG set in the land of Shu during the dark and tumultuous late Ming Dynasty, plagued with warring factions and a mysterious illness spawning monstrous creatures.
Become Wuchang, a skilled pirate warrior struck by amnesia, who must navigate the uncertainties of her mysterious past while afflicted by the horrific Feathering disease. Explore the depths of Shu, enhancing your arsenal and mastering new skills harvested from fallen foes. Evolve your fighting style by sacrificing elusive Red Mercury and further develop new techniques obtained throughout your action-packed journey. Augment the weapons in your repertoire with powerful enchantments, allowing for a unique approach to combat and strategy that suits your personal style.
Remedy Entertainment has appointed Jean-Charles Gaudechon as its new CEO, who will take the place of interim CEO Markus Mäki on March 1. Gaudechon previously worked at both EA and CCP Games.
Jean-Charles Gaudechon said the following about his new role in a press release: “I’m excited and honored to join Remedy at a pivotal time. The studio has a unique creative identity and a strong pipeline. My commitment is to protect what makes it special, deliver exceptional games, and scale Remedy in a way that builds lasting value. Remedy has the voice and the ambition to be a pillar of the industry’s future.
We will stay close to players, earn their time and trust, and strengthen our independence in how we build and publish our games, while continuing to work closely with the partners who have supported us along the way. I will be moving to Finland with my family and I’m incredibly excited about getting to work directly with the team at the studio.”
Remedy has previously developed third-person shooters such as Max Payne and Alan Wake. It released Control in 2019 with a positive critical reception, and the survival horror sequel, Alan Wake 2, in 2023 to even greater acclaim. Recently, Remedy Entertainment announced its next major game: CONTROL Resonant. Resonant will release in 2026 for PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. Unlike the first game, it will have a large focus on melee combat and Action RPG mechanics.
To celebrate the game’s first anniversary, Capcom has revealed an updated roadmap for Monster Hunter Wilds coming this February and beyond, including a new expansion. The version 1.041 update is up next on February 18 with tempered Arkveld, 10-star Arch Tempered Monsters, new Event Quests, a Monster Hunter Stories 3: Twisted Reflection collaboration event, and much more for Monster Hunter Wilds.
A large-scale expansion for Monster Hunter Wilds is in the works with more details to be revealed this summer. According to producer Ryozo Tsujimoto, the expansion is on a scale similar to Monster Hunter World: Iceborne and Monster Hunter Rise: Sunbreak.
Special Supplies: Hunter Appreciation Pack (until March 19, can only be claimed once)
Limited-Time – Festival of Accord: Blossomdance (until February 25)
Event Quests (permanent addition)
Arc-tempered Arkveld
10-Star Arch-tempered (Rey Dau, Uth Duna, Nu Udra, Jin Dahaad)
Design Contest: Great Sword / Pendant
Side Mission (permanent addition)
Monster Hunter Stories 3: Twisted Reflection Special Collaboration
New 10-star difficulty
High-difficulty optional questions
New side mission
One free Character and Palico Edit Voucher
New voice language: Latin American Spanish
February 25
Limited-Time – Festival of Accord: Flamefete (until March 4)
Event Quest (permanent addition)
Neon Neopterons
February 28 – 1st Anniversary
Event Quest (limited-time)
Just What the Doctor Ordered
Event Quest (permanent addition)
Razzle Dazzle Frazzle
March 4
Limited-Time – Festival of Accord: Dreamspell (until March 12)
Event Quest (permanent addition)
Upcoming Event Quest
March 12
Limited-Time – Festival of Accord: Lumenhymn (until March 19)
Event Quest (permanent addition)
Upcoming Event Quest
March 19
Free Challenge Quest (limited-time)
Arch-tempered Arkveld
Monster Hunter Wilds is available for PlayStation 5, Xbox Series X|S, and PC via Steam. Before launch, Final Weapon reviewed Monster Hunter Wilds and gave it a 4 out of 5 score, noting that the game is “a worthy follow-up to Capcom’s most successful game ever.”
The BlazBlue fighting game series once served as a core pillar of Arc System Works’ gaming catalog alongside the revered Guilty Gear franchise. In the years following the end of BlazBlue Cross Tag Battle’s support cycle, new BlazBlue content of any kind is really hard to come by outside of the occasional rhythm game. When 91Act’s BlazBlue Entropy Effect was first released in 2024, though, it became clear that there was still interest and life left in this franchise. Two years later, BlazBlue Entropy Effectcomes to consoles and PC as BlazBlue Entropy Effect X, an enhanced and definitive version of the action roguelike game with a new BlazBlue storyline. Although this isn’t a fighting game, BlazBlue Entropy Effect X is respectful and pays homage to the beloved titles that came before it.
The story of BlazBlue Entropy Effect X is set in a futuristic dystopia where the world is on the brink of annihilation. The player character, often referred to as “Doctor A” or “Ace,” wakes up in a laboratory with no memories of their past, and they’re accompanied by other “Doctors” who are curious about who exactly you might be. Dr. Mercurius, a familiar cat-like person in charge of the laboratory, tasks the player with investigating Shards of Possibility, which might hold the memories that the protagonist is missing. To do so, Dr. Mercurius instructs the player to use an Avatar to facilitate “Dives” into the Sea of Possibility, a virtual space that contains a wealth of data, along with many threats. Dives are the runs you make through various levels, and the deeper you go, the more dangerous enemies will become. The tutorial gives you a rundown of the core gameplay mechanics while making the roguelike nature of this game abundantly clear.
BlazBlue Entropy Effect X Brings an Original Story with BlazBlue-Related Twists
Although BlazBlue Entropy Effect X is a spin-off, the game’s story is full of intrigue and moments that make it stand alongside its fighting game predecessors. The gameplay loop and story revolve around successful Dives into the Sea of Possibility, which is accessible from the large machine in the center of the laboratory. Before and after each Dive, the other Doctors—Ti, Cafe, Lime, and Fox—will share some insight into what they’re working on or experiencing, such as analyzing data from the Dives. You don’t have to reach the very depths of the Sea of Possibility during each run, but you’re tasked by Dr. Mercurius to make sufficient enough progress to find the necessary Shards and get one step closer to regaining the protagonist’s memories. The NPCs in the lab will also give you tasks as you progress, further aiding in the story’s progression as you learn about them and uncover memories.
Dialogue is rather straightforward in BlazBlue Entropy Effect X, with most of it taking place in the laboratory between Dives and the NPCs. All of the dialogue is fully voiced by a star-studded Japanese voice cast, so it’s all very engaging and befitting of a BlazBlue game. The Shards of Possibility offer comic book-like scenes that push the story along further as well. I won’t spoil any particular details about the story, but I will note that it does link with the BlazBlue storyline and characters that players have become familiar with all the way through BlazBlue Central Fiction. It’s also worth noting that after completing the BlazBlue-related storyline, the fully original Sky City storyline becomes unlocked, with previously unlocked upgrades carrying over.
Overall, the narrative of BlazBlue Entropy Effect X is really interesting and fits in as a worthy addition to the BlazBlue franchise. At first, I thought the hyper-futuristic setting wouldn’t fit in well with the rest of the series as I know and remember it, but it works well as a slightly distant but connected part of the universe. That being said, combat in BlazBlue Entropy Effect X is the main attraction, considering how important a gameplay loop for a roguelike game can be.
A Safe but Engaging Roguelike Formula
After completing the tutorial, you’ll take your first Dive by accessing the Dive Rig and selecting an Avatar, who takes the form of a member of the BlazBlue roster. Many of the returning favorites from BlazBlue Central Fiction are here, including Ragna, Hazama, Es, and Noel, just to name a few. Their move-sets are essentially 1:1 with their fighting game counterparts, except the moves themselves are remapped to different button inputs to better suit a fast-paced roguelike game. I found the combat to be quite enjoyable and easy to pick up and play, but there is some depth that fighting game players will enjoy, too. There are also collaboration characters that can be unlocked by completing special “Boundary” stages, such as ICEY and the Prisoner from Dead Cells.
Dives are divided into stages, with each having various rounds to progress through. These stages include standard combat sectors where you will be controlling your character from point A to point B, defeating enemies along the way. At the end of the round, you can select the conditions, or “Space Types,” for the next round from a random selection. For instance, you may complete a round and select to go to another combat-oriented round to earn a Potential—an upgraded move or ability with special effects. If you want to minimize the risk, you may head to an Event round to earn a bonus or use the Exchange Points you earned so far by selecting an Exchange round, if available. Your luck will vary wildly on each run due to the randomly generated nature of it.
Completing stages may give you Tactics, which are universal augments shared across all characters. They’re like special power-ups stacked onto normal actions, such as lightning strikes when you dash or evade. You’ll be presented with Tactic and Potential rounds often, so it’s up to you to build-craft your Avatar during that run and make it potent against the Elite bosses you’ll fight at the end of a stage. The Elite bosses include some that are original to BlazBlue Entropy Effect X and returning antagonists from the BlazBlue series, and each encounter will test your evading reflexes. If you nail evading early on, then you’ll often be able to take down enemies and bosses quicker, especially with a narrow window of invincibility.
At the end of each run, your Avatar is graded based on the Tactics, Potentials, and progress they’ve made. Although you don’t keep all of your abilities, you can carry over the strongest ones and save an Inherited Avatar, which can be equipped by an Avatar on your next runs. You’ll gain some of their abilities by doing so, which are activated with the trigger buttons. In addition, each run awards Dive Points that can be used to improve Mind Strength and Mind Crystals. Mind Strength determines the overall health you start out with for each run, along with the recovery amount for HP Mixtures or health potions. Leveling up Mind Strength unlocks slots for Mind Crystals, which are essentially perks that grant bonuses like increased damage and improved HP recovery.
All in Entropy
The Dive system itself is divided into three difficulties or “Zones.” At first, “Normal Mode” is available with four main stages to progress through, giving you a feel of what the game is all about. There are a limited number of modifiers, or Adaptive Adjustments, to choose from. You likely won’t be adjusting anything in Normal Mode, but after you’ve completed Normal Mode, you’ll unlock the Entropy Zone. Entropy Zone gives you a vast assortment of modifiers, including enemy attack speed and status effect conditions. You’ll unlock more modifiers by meeting certain conditions over time, such as defeating a certain boss at the end of a Dive, and progressing the story further. Despite Normal Mode being there, Entropy Zone is more like the standard or “Normal” difficulty of the game, as it gives you access to many of the game’s core gameplay systems and experiences.
New to BlazBlue Entropy Effect X is the Extreme Zone, which is unlocked after clearing the Entropy Zone and reaching certain progression milestones. Extreme Zone is quite tough and offers some of the most difficult bosses in the game. This is truly the endgame for BlazBlue fans, putting them face-to-face with some of the most formidable threats that the series has to offer. The true final boss of the game awaits in Extreme Zone, and although it’s difficult, BlazBlue Entropy Effect X is fair and allows you to have very powerful Avatar builds that make it possible to beat. There’s a steady sense of progression when it comes to deep runs, and you’re often rewarded for carefully examining your characters’ strengths and leaning into them.
You don’t need to go into Dives alone, however. After finishing the first Dive, local co-op and online co-op become available. Local co-op is the standard split-screen affair, while online co-op lets you matchmake with one other player or team up with a friend. There’s no cross-play from the looks of it, but players can take advantage of cross-platform saves via Export and Import functions. I couldn’t leverage this feature since I didn’t play BlazBlue Entropy Effect initially, but it should be noted that PC players won’t need this feature if they continue playing on PC, since BlazBlue Entropy Effect X is a free update on that platform.
Overall, the combat system of BlazBlue Entropy Effect X is satisfying and stylish, very similar to the main fighting game series. By that same token, the characters you gravitate toward in the fighting games may end up being the very same ones that you’ll main in BlazBlue Entropy Effect X. For example, you can expect Ragna to be just as hard-hitting and simplistic as he was in the fighting games, and that can be a good or bad thing depending on your playstyle. I played as Es a lot in Central Fiction and Cross Tag Battle, and I really enjoyed her this time around, too. This was especially true after I unlocked more Potentials and gained more moves.
BlazBlue Entropy Effect X is an Action-Packed Treat for Fans who Miss BlazBlue
As a BlazBlue fan, I came in with an open mind about BlazBlue Entropy Effect X, and I was thoroughly surprised by how great the combat system, story, and roguelite features were. Even after some frustrating losses, I came back for more and more runs, and hours flew by rather quickly. I enjoy the gameplay balance where it’s at right now with BlazBlue Entropy Effect X, as it feels fair to play while giving you challenges to overcome. If I had to point out some gripes, I’d say the lack of English voice acting and a few fan-favorite characters from past BlazBlue games were the only aspects of the game that let me down. Even so, this didn’t keep me from playing my favorite characters and progressing the game.
For $24.99, BlazBlue Entropy Effect X is a worthy addition to a BlazBlue fan’s library, and those who are into roguelite/roguelike games like Hades or Dead Cells can have some fun here, too. BlazBlue Entropy Effect X is a stylish, action-packed reminder that there’s nothing quite like BlazBlue, even if this isn’t the fighting game successor that faithfuls have been, and likely will be, waiting for. At the very least, BlazBlue Entropy Effect X celebrates the series by giving players the ability to build-craft and create a power fantasy with their favorite characters.
BlazBlue Entropy Effect X launches on February 12 worldwide for Nintendo Switch, PlayStation 5, and Xbox Series X|S.
Disclaimer: Astrolabe Games provided a PlayStation 5 copy of BlazBlue Entropy Effect X for review purposes.
MARVEL Tōkon: Fighting Souls will feature 20 playable characters at launch, according to the game’s updated Steam page, which has since been updated to omit the game’s new overview section. It’s likely that MARVEL Tōkon: Fighting Souls will receive a major news update and trailer at the February 12 State of Play showcase to confirm more playable characters.
Thus far, the confirmed roster of MARVEL Tōkon: Fighting Souls includes Captain America (Steve Rogers), Doctor Doom, Ghost Rider (Robbie Reyes), Iron Man, Ms. Marvel (Kamala Khan), Spider-Man (Peter Parker), Star-Lord, and Storm.
Here’s the overview from the updated Steam page, via Gematsu:
Assemble your team of legendary Marvel characters in the ultimate four-versus-four tag team fighter from PlayStation Studios, Arc System Works and Marvel Games.
It’s time to build your dream team and break some spirits in blistering four-versus-four fighting action. Choose from an expanding roster of 20 iconic Marvel characters at launch, each rendered in a bold new anime-inspired art style and members of their own unique teams of equally impressive heroes and villains.
Experiment with team compositions to discover new combos, synergies, and strategies. Blast your way through dynamic stages based on iconic Marvel Universe locales, some featuring interactive stage transitions.
Fighting is both immersive and intuitive, with a range of unique move sets, combos, and strategies to master. Adjustable controls, both traditional and quick inputs, plus easy chain combos make diving right in a breeze.
Face off against a friend locally or join the fray with up to 64 players in the online lobby, including standard VS modes. Plus, dive deep on each team with the single-player Episode Mode to learn more about team dynamics and lore.
PC Features
Ultra Settings – Experience the action of MARVEL Tōkon: Fighting Souls at high performance rates of 60fps (locked in battle) and super crisp 4K visuals. (4K requires compatible 4K TV or display.)
DualSense Controller Support – MARVEL Tōkon: Fighting Souls features full use of the DualSense controller on PC. For DualSense controller, wired connection required to experience the full range of in-game controller features.
MARVEL Tōkon: Fighting Souls is being developed by Arc System Works in cooperation with Marvel Games and Sony Interactive Entertainment. The new fighting game is set to release in 2026 for PlayStation 5 and PC via Steam and Epic Games Store.