Kingdoms of the Dump Review – One Person’s Garbage Is Someone Else’s Treasure

Kingdoms of the Dump Review

There is so much passion, love, and talent oozing from Roach Games’ debut title, Kingdoms of the Dump. The Lands of Fill are so fully realized that every character and NPC has a place and purpose within the world. The combat system does just enough to prevent battles from feeling monotonous and adds its own unique flair to classic turn-based combat. Every party member and guest who joins your merry band to save the world plays a role in the story, which is brought to life by some surprisingly strong writing. Unfortunately, I encountered numerous bugs and had to reload saves multiple times throughout my playthrough, which tainted my overall experience. Because of this, Kingdoms of the Dump is equal parts the 16-bit modern RPG throwback I’ve dreamed of and one of the most frustrating games I’ve played this year.

Down in the Dumps

Kingdom of the Dumps Map

Kingdoms of the Dump takes place in the fictional world of The Lands of Fill. Our main hero is Dustin Binsley, a less-than-capable young squire in the kingdom of Garbagia. After having slept in for an important festival for the kingdom, the king of Garbagia is kidnapped. Thus, to reclaim his honor and save his kingdom, Dustin must venture across the world, fighting hordes of trash monsters while making friends and allies along the way. While the story sounds pretty straightforward and in keeping with standard RPG setups, Kingdoms of the Dump subverts expectations time and time again. It has many twists and turns that left me shocked that a seemingly lighthearted game about sentient trash and clothing would go that route. Even though there is an air of goofiness throughout the game, it still manages to pack emotional punches when it wants to. It’s no easy feat to be able to straddle this line, but Kingdoms of the Dump pulls it off.

If the story wasn’t enough, Kingdoms of the Dump also manages to have one of the more compelling parties I’ve had the pleasure of having in an RPG this year. It’s all thanks in no small part to the exceptional writing for each of these characters. Dustin is a lovable goofball who grows over the course of the game. Ratavia is a complete badass while also being an emotional crutch for Dustin when things get tough. Rounding out the party are Walker, a librarian who acts as a peacekeeper throughout the kingdoms, Lute, Walker’s protege with a hidden past, Musk, a shapeshifting stinkbug mobster, and Cerulean, a self-conscious wizard with a heart of gold. Each one of these characters is pivotal to the plot and has their moment in the spotlight. In addition, there is a fantastic rotating cast of guest party members that join Dustin on his journey, many of whom have more character and personality than some mainline party members in other RPGs. It is an impressive feat, especially for Roach Game’s first outing.

Kingdoms of the Dump also knows not to overstay its welcome. I managed to complete the main story in under twenty-five hours of game time. That includes me taking on the occasional sidequest and optional exploration, and dungeons. It is always nice when an RPG respects your time and doesn’t bloat out its game time with unnecessary filler. That’s not to say there isn’t more content in the game, though. Near the end of the story, you gain access to a great deal of side quests and optional content to take on before leaving for the final dungeon. For those completionists out there, you can probably add an additional 5-10 hours of content if you want to take on these endgame sidequests.

Fighting Dirty

Kingdom of the Dumps Combat

In keeping with its 16-bit JRPG homage, Kingdoms of the Dump implements a turn-based battle system with a twist. Battles typically take place on a 3 x 6 grid, split between the enemy and player side, that you can move across to improve your party’s positioning or dodge enemy attacks. Movement is limited to one adjacent square per turn, each time it is a combatant’s turn. Party members who are closer to the front of your half of the battlefield deal more damage with their attacks, but are also more susceptible to enemy attacks. This system shakes up combat throughout, and the game knows when to throw curveballs at you to keep things interesting. This includes hazards being created on a section of the battlefield that deal damage or status effects to whoever is standing on them, to limiting the player’s movement with a smaller grid during battle.

I initially found the combat interesting, but a little bit too easy. However, some pretty severe difficulty spikes throughout the game make sure you understand the nuances of the systems. These difficulty spikes were usually challenging but fun, but near the end of the game, I found some of them to be rather excessive. The final gauntlet of bosses that are thrown at you is especially egregious. It’s not that they were mechanically complex, but rather that they were more of a test of endurance, which I felt was tedious. I understand wanting the final confrontation to be memorable and bombastic, but Kingdoms of the Dump pushes it a little too far and makes the final stretch a test of your patience.

Kingdoms of the Dump Walker

Outside of combat, the majority of your time will be spent exploring the Lands of Fill and its many towns and kingdoms. Once again, in keeping with classic RPG tradition, Kingdoms of the Dump has a fully realized world map to roam between towns and dungeons. The world map is huge, and there are plenty of hidden locations and areas to discover, which brings me to one of my favorite elements of Kingdoms of the Dump. Unlike other games with world maps, not every location is visible at first. As Dustin moves across the map, he will occasionally find a hidden area that was not visible until he is close enough to it. The game would pause and fill in the new location, and it never failed to feel satisfying when I found it. Most of the time, these areas had valuable loot or equipment that far exceeded anything I could find in town. This mechanic made me want to check every nook and cranny of the world, incentivizing me to truly explore my surroundings. Towns and dungeons, on the other hand, were a bit of a mixed bag.

Towns are also dense and filled with items hidden throughout them. Unfortunately, traversing them to try and find these hidden items came with its own peril. You see, platforming is a big part of Kingdoms of the Dump’s town and dungeon design, and the platforming just doesn’t feel good. There were many times when I tried to make a jump from a rooftop or platform and fell, even though I was certain I should have landed. A lot of this is due to some shoddy collision. This issue only gets worse as you add more party members and gain access to more complicated and varied traversal tools. On top of this, there were a handful of times where I was forced to reload because I would fall behind a building or some other geometry, and my character would just be stuck with no way to get out from behind it. The game places a massive emphasis on exploration, so it’s only natural to test each jump or small crevice to see if something is hidden. Unfortunately, doing so often led to me snagging on geometry or getting stuck in places the developers clearly didn’t intend players to reach. This brings me to my biggest, and pretty much only, criticism of Kingdoms of the Dump: there are many bugs and QA issues.

Buggin’ Out

Kingdoms of the Dump Meeting

I understand that Roach Games is a small studio, and the team probably only had so much budget for QA and playtesting. However, there is a point at which it becomes difficult to ignore or write off the lack of polish. On top of the previously mentioned platforming collisions, I had moments where I had to restart the game due to my character being stuck after a cutscene, by continuously falling through the floor.  Another time, I had to reload because I walked into an inn, and for some reason, an invisible barrier barricaded me from exiting it. There were multiple instances of characters phasing in and out of geometry as I walked behind certain sprites, and so on. It was beyond frustrating anytime this happened, and was only amplified by just how incredible the rest of the game is.

I will say that Roach Games has been actively updating the game throughout my time reviewing the game and has been quick to address some of these issues after I experienced them. I can only imagine that this support will continue post-launch, and a lot of these criticisms will likely be addressed. It may take some time, but I have faith that Roach Games will have Kingdoms of the Dump in a much better place after a few extra patches. It’s obvious this team has put a lot of time and energy into the game, and it will want to iron this stuff out. If not, it would truly be a shame, as this is one of the only real blemishes on an otherwise superb game.

A Journey Worth Taking

Kingdoms of the Dump Laundry

Regardless of the technical issues, Kingdoms of the Dump is still a great RPG. I couldn’t wait to see where the story would take me on this incredible adventure, and it rarely left me wanting more. Sure, the platforming doesn’t feel the best, but it’s a minor gripe in the grand picture. The lore is deep and rich, the characters are wonderfully written, and the combat is truly engaging, offering a nice twist on the conventional turn-based setup. I could see myself returning to Kingdoms of the Dump in the future to try a 100% run after some updates and some patches. Maybe even a future DLC down the road? One could only hope. In the end, if Roach Games can get Kingdoms of the Dump into a better place technically, I could see it going down as one of the best indie RPGs on the market in recent memory. It really is that good.

Disclaimer: Roach Games provided a PC (Steam) copy of Kingdom of the Dumps for review purposes.

Dark Fantasy Visual Novel Knight Case Files is Coming to Steam on November 27

Knight Case Files

Kaguya Project and Hyokan Studios have announced dark fantasy visual novel Knight Case Files is coming to PC via Steam in English and Japanese on November 27. Knight Case Files will be available for ¥2,380 / $14.99, and a demo is currently available on Steam.

The game’s Japanese voice cast includes:

  • Wilhelm: Jyugo Hayashi
  • Topherf female version: Sekiri
  • Topherf male version: Mimic=Wonderbox
  • Schatten:Takumi Saeki
  • Licht: Mituaki Aizawa
  • Abend: Yoritada Konoe
  • Franz: Taichi Tanukida
  • Margarethe: Maria Noda
  • Tei: Haruto Yamazaki
  • Leonhard: Taichi Jingu
  • Kamil: Haruki Sakurada
  • Byron: Yosshi~Baran
  • Agathe: Kotori
  • Rosalinde: Yuko Benihara
  • Vanessa: Koharu Hozuki
  • Nicola: Rate Hoshine

Check out the previously released trailer below:

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

Coming back to life was meant to be a fairy tale, but a few knew the truth

Set in an alternate 19th-century kingdom, this fantastical procedural story follows Wilhelm, a rookie knight in service of the Phoenix Kingdom, as he unravels and confronts a necromantic conspiracy. The story is brought to life with partial voice acting with a deep production that is anything but modest.

Bad endings are not the end of this story. A wrong choice shows a potential future from the perspective of the story’s mastermind. Using the information found behind the bad endings, you must put together what you learn to finally put a case coloured by the past and obsession to rest. Depending on your choices, there are four different endings to the case.

By the end of the story, the characters have transcended the metaphor of their roles to become living, breathing beings with complex relationships.

 

A Unique World to Explore

Set in a 19th-century-inspired low fantasy world, the history of the world has been shaped by two ancient tribes: the Phoenix Clan, whose members die and resurrect from the ashes every 500 years, and the Serpent Clan, who attained immortality through the use of forbidden magic and science. The Serpents once used the bodies of the other races, including those of Phoenixes, in their immortality research. The Phoenixes retaliated against those crimes, and the kingdom’s history still rings with the echoes of their war.

Bad Ends are Not the End

Reaching an unfortunate ending is not a failure in this game, but a thread in the grand narrative. Looking behind the curtain, or from the eyes of the story’s mastermind, a bad ending still reveals a truth about the world. These explorations of the world span over 10,000 words. Using the information found behind the bad endings, you can find the path to the golden ending and understand the needs of all the characters.

Bad ends offer the chance to loop back into the normal game, allowing you to focus on the story without going through tedious replays.

Sparkling, Faceted Characters

Inspired by fairy tales, the supporting cast range from a newly-reborn immortal and the twisted Phoenix obsessed with him, the gender-bending alchemist with secrets to spare, and the innocently cruel girl finally free to explore the world. Every character of the story has a deep backstory and is entwined in complex webs of relationships that colour every word they say. The characters’ inner lives are revealed through the story, the bonus unlockable tips, and the talented cast of voice actors.

A Creation by Solo Developer Shierin

Developed by a solo creative director, Knight Case Files has been created with an unparalleled level of detail. You are invited to taste the fruits of their dedication.

Infinity Nikki Version 2.0 Special Preview Livestream Set for November 21

Infinity Nikki Version 2.0

Papergames and Infold Games have announced the special preview livestream for Infinity Nikki Version 2.0 “Terra’s Call” will be held on November 21 at 8:00 p.m. (UTC-7). The Infinity Nikki Version 2.0 special preview livestream will reveal all the new details about the upcoming update, including Itzaland, new main quests, new outfits, and so much more. 

Infinity Nikki Version 2.0 is currently planned to release on November 25. Ahead of the upcoming livestream, the new “Piercing the Veil of Darkness” trailer was released to give fans a sneak peek of what’s to come.

The trailer description reads, “In the land of the forgotten, the cycle of fate stirs. Within the eternally revolving cage, prayers rise and hope remains. For the one who will pierce the darkness is coming.”

Papergames and Infold Games previously released Infinity Nikki Version 1.11 “Encore Season” this past October with the “Legends Carried by the Wind” main quest, new limited-time outfits and furniture, several new events, and much more. Full patch notes for the update can be read here. 

Lastly, Infinity Nikki is available now for Android via Google Play, iOS via App Store, PlayStation 5 via PlayStation Store, and PC via Steam, Windows and Epic Games Store.

Holy Valkyrie ExS-TIA: Concerto 1 and 2 Coming to Steam on November 26

Holy Valkyrie ExS-TIA: Concerto 1

Shiravune has announced that visual novels Holy Valkyrie ExS-TIA: Concerto 1 and 2 are coming to PC via Steam (2) on November 26. Both titles will support English, Simplified Chinese, and Traditional Chinese language options with Japanese voice-overs.

Here’s an overview of the visual novels, via Steam:

Holy Valkyrie ExS-TIA: Concerto 1

Gameplay & Features

      • Single-ending VN with 30 minutes till credits

Story

In the peaceful city of Kawado Higashi, an ordinary girl named Haruna walks along the road as usual. The frequent number of accidents in the area, though serious, hadn’t worried Haruna too much. However, when she hears her classmates talking about an attack on the street, Haruna begins to fear that she may soon become involved herself…

Character – Haruno Aikawa (Voice: Saya Kazuki)

The main heroine of “Concerto 1“.

A diligent honor student with a bright and strong-willed personality.
Always positive and cheerful, she gets along well with most everyone.
But due to her strong sense of duty, she finds it hard to rely on others.

Holy Valkyrie ExS-TIA: Concerto 2

Gameplay & Features

      • Single-ending VN with 30 minutes till credits

Story

Scattered across the peaceful city of Kawado Higashi are “Guilt Seeds” that cause people’s desires to run wild, turning them into dangerous monsters.

What could the ordinarily quiet and inconspicuous Toka’s reasons be for transforming in order to fight these creatures…?

Character

Toka Sugawara (Voice: Momoka Sakura)

The main heroine of “Concerto 2“.

A mysterious young girl who always seems to be alone.

The calm and quiet type.

Has a younger sister whom she treasures more than anything else.

Mifuyu Sugawara (Voice: Yui Otokura)

Toka’s cheerful and innocent younger sister.

Loves her big sister.

Worries for Toka, who blames herself for Mifuyu’s frail health.

STEINS;GATE RE:BOOT Has Been Delayed to 2026

Steins;Gate Re:Boot delayed

MAGES. has delayed the release of STEINS;GATE RE:BOOT, a remake of the original Steins;Gate visual novel, to 2026 in Japan for unannounced platforms. Before being delayed, STEINS;GATE RE:BOOT was planned to release in 2025. The remake will feature new story elements and graphics. 

In an update from MAGES., the developers confirmed that the character designs of STEINS;GATE RE:BOOT were renewed by character designer huke. Outfits and accessories were also redesigned with more detail that makes characters even more lively. The background graphics, using reference materials from the time, strongly depict 2010’s Akihabara. Locations from the original game were newly added to further enhance the story.

Further, event stills were newly recreated from storyboards to depict the story more closely and dramatically. Scenes that weren’t in the original STEINS;GATE were added to make for an immersive story. More details about STEINS;GATE RE:BOOT will be revealed at WePlay Expo 2025, which runs from November 22 to 23 at the Shanghai World Expo Exhibition & Convention Center in Shanghai, China.

Previously, MAGES. teased that the Steins;Gate series will continue in a short trailer. At the end of the Steins;Gate 15th anniversary trailer, MAGES. shared the following text, “Thank you for your patronage over the past 15 years. Steins;Gate will continue.”

A new Steins; title (Steins;???) has been planned/in the works since 2020. Steins;Gate 0 Elite was another title that was planned, but MAGES. has yet to share an update on this title.

The latest entry in the Science Adventure series is ANONYMOUS;CODE, which launched on September 8, 2023 for Nintendo Switch, PlayStation 4, and PC via Steam in the west.

Lastly, the official Steins;Gate 15th anniversary website may be visited here.

Scarlet Anime Film Gets an English-Subtitled Trailer

Scarlet anime trailer

Studio Chizu has released an English-subtitled official trailer for the studio’s Scarlet anime film, which is directed by Mamoru Hosoda. This is the English-subtitled version of the first official Scarlet trailer, which was released on August 1.

Scarlet will release in theaters in Japan on November 21 and in the United States on December 12. 

The cast includes:

  • Mana Ashida as Scarlet
  • Masaki Okada as Hijiri
  • Yutaka Matsushige as Cornelius
  • Kōtarō Yoshida as Voltemand
  • Kōji Yakusho as Claudius
  • Masachika Ichimura as Amulet
  • Yuki Saitō as Gertrude
  • Shōta Sometani as Guildenstern
  • Munetaka Aoki as Rosencrantz
  • Kazuhiro Yamaji as Polonius
  • Tokio Emoto as Laertes

The cast also includes Kayoko Shiraishi, Noa Shiroyama, Michio Hazama, Mamoru Miyano, Kenjirō Tsuda, and Toshio Furukawa. Kazuki Namioka, Kōki Uchiyama, Shirō Saitō, Reina Ueda, and Atsumi Tanezaki are part of the cast in unannounced roles. 

Hosoda directs the film, writes the screenplay and is also credited for the original work. Yūichirō Saitō is the producer. TOHO is releasing the film in Japan, and Sony Pictures handles distribution outside Japan.

Lastly, Sony Pictures describes the film as follows:

From visionary Academy Award-nominated filmmaker Mamoru Hosoda (MIRAI) comes a powerful, time-bending animated adventure about SCARLET, a medieval-era, sword fighting princess on a dangerous quest to avenge the death of her father. After failing at her mission and finding herself gravely injured in the Otherworld that exists somewhere between life and death, she encounters an idealistic young man from our present day who not only helps her to heal but shows her the possibility of a future free of bitterness and rage. When confronted again by her father’s killer, Scarlet faces her most daunting battle: can she break the cycle of hatred and find meaning in life beyond revenge?

That Time I Got Reincarnated as a Slime the Movie: Tears of the Azure Sea Trailer Reveals Cast and Theme Song

That Time I Got Reincarnated as a Slime the Movie Tears of the Blue Sea Arc

A new trailer for the upcoming That Time I Got Reincarnated as a Slime the Movie: Tears of the Azure Sea film reveals new cast members and the theme song “Utopia” by TRUE. A new key visual was also revealed

The new cast members include:

  • Saori Ōnishi as Yura
  • Koichi Domoto as Zodon
  • Kōji Yusa as Djeese

That Time I Got Reincarnated as a Slime the Movie Tears of the Blue Sea Arc key visual
©川上泰樹・伏瀬・講談社/転スラ製作委員会

That Time I Got Reincarnated as a Slime the Movie: Tears of the Azure Sea premieres in Japanese theaters on February 27, 2026, and Sony Pictures Entertainment and Crunchyroll are bringing the movie to theaters worldwide, excluding most Asian territories.

That Time I Got Reincarnated as a Slime the Movie: Tears of the Blue Sea Arc will have an original plot that wasn’t featured in the manga and main novel series. 8-Bit is the studio behind the movie’s animation.

Cast members from the anime series will reprise their roles in the film, including: 

  • Inori Minase as Maribel (Mariabell) Rosso
  • Kenji Nojima as Renard (Leonard)
  • Eiji Takemoto as Arnaud
  • Hajime Iijima as Bacchus
  • Haruka Aikawa as Ritus
  • Wataru Komada as Garde
  • Taishi Murata as Fritz
  • Shōya Chiba as Saare
  • Mari Hino as Glenda
  • Masashi Yamane as Grigori

Fuse initially serialized the That Time I Got Reincarnated as a Slime light novel from 2013 to 2016. Over the years, it has garnered several video games, anime, and more adaptations, alongside several collaborations. Lastly, the That Time I Got Reincarnated as a Slime anime series is streaming on Amazon Prime Video and Crunchyroll.

MotionRec Review – A Wonderful, Yet Odd, Puzzle Platformer

MotionRec Review - A Wonderful Puzzle Platformer

Puzzle-platformers have always been a fascinating sub-genre of 2D platformers. Indie developers use a 2D platforming foundation to create unique gimmicks, intriguing stories, and stunning visual aesthetics. When I was a kid, I was obsessed with these types of games, from Quantum Conundrum to Portal to Fez. So, when MotionRec landed in my hands, I was immediately expecting for a new experience to continue the legacy of this fascinating genre. 

MotionRec is a puzzle-platformer from PLAYISM and HANDSUM. You play as a recording bot, designed to record the stories of civilization. The concept of recording is built into the premise and is foundational to the gameplay mechanics. It’s extremely ambitious, which can often be dangerous for games like this. However, I found MotionRec to be an absolutely wonderful time from beginning to end, even in spite of some minor issues with difficulty. 

Don’t Forget to Record

MotionRec Story

The story of MotionRec is basically non-existent. Save for an opening scene where you see the main robot protagonist, named Rec, dropped in an apocalyptic world, a few instances of recordings and objects you find throughout the world, and a final cutscene, there isn’t really any narrative that is told through either subtle storytelling or more overt dialogue. This wasn’t really an issue, however, as it allowed the gameplay to take center stage. 

The gameplay of MotionRec, in theory, has all the hallmarks of a traditional 2D platformer. Rec can walk back and forth and do a single jump, allowing him to make short jumps across platforms. As you progress further, you’ll quickly realize that you’ll need to employ another technique to cross greater gaps. Thankfully, Rec also has one major trick up his sleeve. With the push of a button, you can record Rec’s movements and then “replay it.” For instance, if you walk forward a few steps, you can repeat that motion with just one button press, allowing you to traverse that gap. 

Motion Rec Mechanics

The ability to replay movement doesn’t just apply to simple back-and-forth movements. Anything you can do, whether it’s climbing up a platform, riding an elevator, or even more elaborate movements, can be recorded and replayed. Sometimes you will have to record precise movements to get past particular obstacles in your path. Say there’s a series of spikes blocking your way, with only a few gaps in between. You may need to experiment a little bit to find your way through. 

For lack of a better phrase, this mechanic rules. It feels like the perfect evolution, paying tribute to previous entries in the genre. Sometimes, I found myself racking my brain trying to solve the platforming obstacle in my path. However, when I inevitably did figure it out, it felt so satisfying and made me feel like an absolute genius. There are admittedly some sections that are more difficult than others, almost to a frustrating extent. However, whatever difficulty you may face will depend on your previous success with the genre. That said, the fluctuating difficulty isn’t the only issue with MotionRec‘s premise. 

Issues With the Recording

MotionRec Mechanics

The biggest issue with MotionRec is that, beyond its main mechanic, there really isn’t much to it. The music, while relaxing, isn’t very memorable as it’s simply a set of repeating chiptune melodies. While there are multiple sections, none have any particular designs or characteristics that set them apart. Plus, as mentioned previously, there really isn’t any story, worldbuilding, or lore to dive into. In fact, when you first explore the world around you, you would be forgiven for thinking you’re exploring a dilapidated laboratory rather than a post-apocalyptic Earth. 

Additionally, there are the game’s collectibles: music notes. You have to collect a good portion of these in order to progress to the next section, but aside from that, there’s no incentive for collecting every single music note in your path. That’s not to say that all of MotionRec‘s features beyond the gameplay are bad. The monochromatic visual style, for instance, evokes that classic indie vibe and really helps to convey the charm of Rec, the tiny little robot who you follow throughout the game. 

Dispatch Gimmicks

Furthermore, despite the lack of any distinguishing qualities between levels, the new gimmicks that section introduces are a lot of fun to grapple with. For instance, you’ll eventually encounter a series of circular spots that you must pass by to unlock a door. Of course, the only way to fill those spots is to record and replay your movements like you’ve been doing the whole game. That said, the orientation of those spots only gets more intricate as time goes on, with a later puzzle asking you to fill two circles back to back without touching the ground. 

Adding to the challenge, MotionRec will also ask you to test your knowledge and adapt to multiple gimmicks at the same time. There’s one puzzle, for example, where you have to jump into a fan, fill the spots, and pass through a box that repeats your recording, all without falling to your doom. One wrong move means death, but thankfully, death won’t force you into a really long loading screen: instead, you are thrown right back into the action to try again. This permits you to experiment with different solutions without being overtly punished. 

MotionRec Mechanics

At the end of the day, though, the best thing about MotionRec is its main gameplay mechanic. It is also the only major feature of the game, which comes at the expense of every other feature that you’d expect as a norm in the genre, such as recognizable music, levels, and an actual narrative. While other games have taken a minimalist approach, they are still recognizable in other aspects.

As a result, MotionRec, despite how good it is, doesn’t really reach the same heights as other puzzle-platformers. In any other situation, this would be the end of the story, and I would say that this game isn’t worth your time. However, I can’t deny just how much fun I had with the game as a whole. 

A Beautiful Memory

MotionRec Conclusion

MotionRec is an interesting case of a game. It’s a title that is entirely monochromatic, has very few recognizable music tracks, levels that look almost identical, a nonexistent story, and difficulty that fluctuates between manageable and agonizingly hard. That should be the last word on this game, and enough for me to tell you not to give it your time. However, it isn’t, because despite all of those issues, I still really enjoyed this game. 

MotionRec is a game that is entirely built on its central mechanics, at the expense of everything else. It revels in that fact, confident in just how experimental and exciting the concept is, and it should be. The novelty of being able to record and replay your movements in any orientation somehow never gets old. Furthermore, the constant new gimmicks that the game introduces are enough to constantly test your intelligence. Even if you are finding yourself struggling, when you eventually piece it all together, you feel like an absolute genius. 

MotionRec Conclusion

Still, despite how much I liked MotionRec‘s gameplay, the lack of features beyond its mechanics means that it pales in comparison to some of the best games in the puzzle-platformer genre. If you’re like me and are looking for the next Portal, Fez, or Inside, then MotionRec comes up short in multiple ways.

However, I would still say that MotionRec is a game worth your time. For only $10, it’s a game that will entertain and charm you for every second in its short runtime. At the end of the day, despite my hopes for something more, I still found MotionRec to be a wonderful experience that I can’t wait to try again at some point down the line. 

Disclaimer: PLAYISM provided a PC (Steam) copy of MotionRec for review purposes.

Demon Slayer -Kimetsu no Yaiba- Infinity Castle Part 1 Becomes First Japanese Film to Reach 100 Billion Yen Globally

Demon Slayer -Kimetsu no Yaiba- Infinity Castle Part 1 - Akaza Returns

The Demon Slayer -Kimetsu no Yaiba- Infinity Castle Part 1 – Akaza Returns film has become the first Japanese film to earn over 100 billion yen ($644 million) worldwide, as of Sunday, November 16. The film sold 89,177,796 tickets for about 106,370,568,950 yen ($685 million).

Demon Slayer -Kimetsu no Yaiba- Infinity Castle Part 1 – Akaza Returns is the highest-grossing anime film of all time, in addition to reaching the first-ever 100 billion yen milestone as a Japanese film. The movie debuted in China on November 14 and reached an estimated total of $730 million worldwide. The movie earned 373 million RMB, or roughly $52.53 million, in its first three days in China, with IMAX screenings generating $12.3 million. 

©Koyoharu Gotoge / SHUEISHA, Aniplex, ufotable

Haruo Sotozaki directed the film at studio ufotable. In addition, Akira Matsushima is the character designer and chief animation director. Further, Aimer performs the theme song “Taiyō ga Noboranai Sekai (A World Where the Sun Never Rises),” while LiSA performs the song “Zankoku no Yoru ni Kagayake (Shine in the Cruel Night).”

Lastly, the film’s English dub cast includes:

  • Zach Aguilar as Tanjiro Kamado
  • Abby Trott as Nezuko Kamado
  • Aleks Le as Zenitsu Agatsuma
  • Bryce Papenbrook as Inosuke Hashibira
  • Brianna Knickerbocker as Kanao Tsuyuri
  • Zeno Robinson as Genya Shinazugawa
  • Johnny Yong Bosch as Giyu Tomioka
  • Ray Chase as Tengen Uzui 
  • Griffin Burns as Muichiro Tokito
  • Erika Harlacher as Shinobu Kocho
  • Kira Buckland as Mitsuri Kanroji
  • Erik Scott Kimerer as Obanai Iguro
  • Kaiji Tang as Sanemi Shinazugawa
  • Crispin Freeman as Gyomei Himejima
  • Lucien Dodge as Akaza (Upper Three)
  • Channing Tatum as Keizo 
  • Rebecca Wang as Koyuki

Battlefield 6 Update 1.1.2.0 Introduces New Eastwood Map, Makes Aim Assist Adjustments

Battlefield 6 update 1.1.2.0

Electronic Arts and Battlefield Studios have revealed patch notes for Battlefield 6 update 1.1.2.0, which releases on November 18. Battlefield 6 update 1.1.2.0 will add the new Eastwood map—part of the California Resistance content drop—along withy the new limited-time Sabotage mode, new DB-12 Shotgun and M357 Trait Sidearm weapons, “Rodeo” mission type for Gauntlet mode, a new Battle Pass path, and much more.

In terms of in-game adjustments and bug fixes, Battlefield 6 update 1.1.2.0 will reset aim assist to its Open Beta turning. This change will restore consistent infantry targeting behavior across all input types, including controllers. What’s more, Battlefield 6 update 1.1.2.0 introduces improved input latency and stick response for controllers for smoother and more responsive aiming and movement.

Full patch notes for Battlefield 6 update 1.1.2.0 can be read below, via Steam:

Battlefield 6 Update 1.1.2.0 Patch Notes

New Content: California Resistance

  • New Map: Eastwood. A map with the Southern California theme.
    • Variations of this map will be available for all official modes.
    • Conquest mode on this map will include tanks, helicopters, and the Golf Cart.
  • New Time-Limited Mode: Sabotage. A themed event mode focused on demolition and counterplay.
  • New Weapons: DB-12 Shotgun and M357 Trait Sidearm. 
  • Gauntlet mode to include a new mission type: Rodeo. This mission provides multiple vehicles for players to fight over and battle with each other with. Players earn bonus points for defeating enemies while in a vehicle. 
  • Portal updates: 
    • Sandbox map. This option will let Portal experience builders start with a more level playing field to bring their imagination to life. 
    • The Golf Cart vehicle is available for use in building experiences. 
  • Battle Pass: The California Resistance bonus path becomes available for a limited time. 
  • New underbarrel attachment: Slim Handstop, unlocked via Challenge.
  • New feature coming later in the update: Battle Pickups. These powerful weapons will be available in specific experiences and Portal with limited ammunition but pack enough firepower to help turn the tide of battle in your favor.

Major Updates for 1.1.2.0

  • Aim Assist has been reset to its Open Beta tuning, restoring consistent infantry targeting behaviour across all input types.
  • Improved input latency and stick response for controllers, providing smoother aiming and more responsive soldier movement.
  • Weapon accuracy and dispersion tuning: fixed unintended weapon dispersion increase rates and improved non-Recon sniper rifle accuracy while globally reducing dispersion across all weapon types.
  • Challenge and progression clarity improvements make requirements easier to understand and track.
  • Major polish pass to deployable gadgets, including the LWCMS Portable Mortar, LTLM II Portable Laser Designator, and Supply Crate systems.
  • Fort Lyndon added to Portal, expanding available segments for community-created experiences.

Areas of Improvement – Aim Assist

As we got closer to launch, we revisited aim assist tuning based on internal testing and the full range of maps and combat distances coming with release. Our goal was to make aim assist feel more effective beyond mid-range fights which was one of our focuses within Battlefield Labs and Open Beta.

At launch, we increased slowdown at longer ranges, but once the game went live, we saw that this made high-zoom aiming feel less smooth and harder to control.

After reviewing player feedback and gameplay data, we’re reverting aim assist back to the values some of you experienced during Open Beta and Battlefield Labs. This will now serve as the default, whilst still providing you with the ability to alter the aim assist to your preference and playstyle via settings.

This change keeps aim slowdown consistent across all ranges, helping with muscle memory and providing a steadier, more reliable feel as we move into future seasons.

Battlefield 6 Update 1.1.2.0 Changelog

Players:
  • Aim Assist: fully reset to Open Beta tuning, with related options reset to default to ensure consistency.
  • Fixed an issue where Vehicle Stick Acceleration Presets would affect Infantry Aiming Left/Right Acceleration option availability.
  • Fixed an issue where setting Stick Acceleration Presets to “Standard” would set the Aiming Left/Right Acceleration options incorrectly to 50% instead of 70%.
  • Fixed missing Infantry and Vehicle prefixes in captions for Stick Acceleration Presets and Aiming Left/Right Acceleration options.
  • Fixed an issue where stick deadzones would ignore the first 10% of movement if using a PS5 Controller on PC.
  • Fixed an issue where player movement (Left Stick) would not register until beyond 30% of travel past the deadzone.
  • Fixed joystick aiming input behaviour.
  • Added a short sprint “restart” animation when landing from small heights.
  • Added new death animations for sliding and combat-dive states.
  • Fixed a diving loop when entering shallow water.
  • Fixed an issue preventing players from vaulting out of water in certain areas.
  • Fixed an issue preventing takedown initiation against an enemy soldier if the enemy soldier already initiated a takedown against a friendly player.
  • Fixed an issue where a dragged player could face the wrong direction if turning quickly.
  • Fixed an issue where holding a grenade while jumping, sliding, or diving froze the first-person pose.
  • Fixed an issue where switching weapons while drag-reviving would break the reviver’s first-person view.
  • Fixed an issue where the Assault Class extra grenade ability would not grant two grenades on spawn.
  • Fixed an issue where weapons could become invisible when crouching before vaulting.
  • Fixed bouncing behaviour when landing on object edges.
  • Fixed broken ragdolls when killed on ladders, while jumping, near ledges, or in vehicle seats.
  • Fixed camera clipping when dropping from height while prone.
  • Fixed clipping when initiating a drag & revive.
  • Fixed first-person camera clipping through objects when dying nearby.
  • Fixed the issue where the Rush signature trait ‘Mission Focused’ applied its icon and speed boost to all teammates.
  • Fixed incorrect prone aiming angles on slopes.
  • Fixed misaligned victim position during takedowns when using high FOV settings.
  • Fixed mismatched rotation between first-person and third-person soldier aim directions.
  • Fixed misplaced weapon shadows while vaulting or swimming.
  • Fixed missing pickup prompts while prone.
  • Fixed missing water splash effects while swimming.
  • Fixed stuck third-person soldier animations when entering player view.
  • Fixed teleporting or invisibility when entering vehicles during a vault.
  • Fixed third-person facing inconsistencies when soldiers were mounted.
  • Improved combat-dive animations in first and third person.
  • Improved LTLM II sprint animation in first person.
  • Improved vault detection in cluttered environments.
  • Increased double-tap window for Danger Ping from 0.2 s to 0.333 s.
  • Updated first-person animation cadence for moving up and down stairs.
  • Fixed an issue where hit registration would fail when engaging into gunfights after exiting vehicles.
Vehicles:
  • Fixed camera reset when entering an GDF-009 AA Stationary Gun after another user.
  • Fixed clipping gunner weapons in IFV seats.
  • Fixed faint metallic impact sound from M1A2 SEPv3 Main Battle Tank turret wreckage.
  • Fixed several cases where IFV’s MR Missile could do more damage than intended to MBT, IFV and AA vehicles
  • Fixed inconsistent projectile video effects on the Abrams main gun.
  • Fixed instant 180-degree turn after exiting a vehicle.
  • Fixed missing scoring for Vehicle Supply when teammates received ammo.
  • Fixed oversized hitbox on UH-79 Helicopter.
  • Fixed passenger and gunner placement issues in the UH-79 Helicopter.
  • Fixed re-entry issues when mounting flipped Quad Bikes.
  • Fixed unintended aim-assist from Attack Helicopters gunner missiles.
  • Fixed unresponsive joystick free-camera controls in transport vehicles.
Weapons:
  • Dispersion tuning pass: dispersion has been globally reduced slightly to reduce its impact on the experience
  • Fixed multiple instances of Canted Reflex and Canted Iron Sight optics clipping with higher-magnification scopes
  • Fixed several issues with underbarrel attachment alignment
  • Fixed minor misplacements or clipping on sights and barrels
  • Fixed missing or incorrect magazine icons, naming, and mesh assignments.
  • Fixed the issue where the SV-98 displayed lower damage stats when equipping the 5 MW Red attachment.
  • Fixed the issue where slug ammunition despawned too quickly after being fired from shotguns.
  • Fixed the issue where the SU-230 LPVO 4x variable scope lacked a smooth transition and audible zoom toggle when aiming down sights.
  • Fixed the issue where two Green Lasers for the DRS-IAR shared identical Hipfire stat boosts.
  • Fixed the issue where impact sparks failed to meet photosensitivity compliance standards.
  • Fixed an issue in third-person where the Mini Scout could clip with the player’s head while aiming.
  • Fixed animation and posture issues affecting the PSR and other rifles when moving or looking at extreme angles.
  • Increased weight of long-range performance in balance for automatic weapons; benefiting PW7A2 and KV9, with minor adjustments elsewhere.
  • Reduced recoil and variation for LMR27, M39, and SVDM for improved long-range reliability.
Gadgets:
  • Allowed friendly soldiers to damage and detonate certain friendly gadgets.
  • Fixed an issue where Class Ability would sometimes not activate although the UI shows it as available.
  • Fixed auto-deployment of Motion Sensor after recon kit swap.
  • Fixed broken M320A1 Grenade Launcher ground model.
  • Fixed C-4 pickup edge-of-screen interaction.
  • Fixed clipping of the UAV remote when activating it while using certain weapons like rifles.
  • Fixed clipping when holding the CSS Bundle.
  • Fixed CSS Bundle line-of-sight requirements causing unwanted blocking.
  • Fixed Deployable Cover persistence after vehicle destruction.
  • Fixed disappearing “pip” indicator during CSS Bundle supply.
  • Fixed duplicate deploy-audio playback on M4A1 SLAM and C-4.
  • Fixed failed projectile attachment for X95 BRE Breaching Projectile Launcher.
  • Fixed inconsistent hit registration for the Defibrillator after range adjustment.
  • Fixed interaction logic for the Supply Pouch and Assault Ladder.
  • Fixed LTLM II Tripod soldier collision.
  • Fixed M15 AV Mine premature detonation on aircraft wrecks.
  • Fixed M15 AV Mine proximity placement exploit.
  • Fixed missing pickup prompt for thrown C-4 satchels.
  • Fixed MP-APS smoke-propagation failure between friendlies.
  • Fixed multiple haptic and feedback issues on gadgets, including the LWCMS Portable Mortar and the CSB IV Bot Pressure Mine.
  • Fixed placement preview interference from the GPDIS.
  • Fixed XFGM-6D Recon Drone physics allowing vehicle pushing.
Maps & Modes:
  • Added Sabotage as a new time-limited event mode.
  • Added the new map “Eastwood”.
  • Fixed black-screen spawn issue with Deploy Beacon in TDM, SDM, Domination, and KOTH.
  • Fixed incomplete or incorrect round-outcome data when joining mid-match.
  • Fixed matchmaking logic to prevent late-stage match joins.
  • Fixed multiple destruction-reset issues after side swap in Strikepoint and Sabotage.
  • Fixed post-insertion movement lock at round start.
  • Fixed unintended AFK kicks while spectating in Strikepoint.
  • Reduced opacity of excessive environmental smoke across multiple maps.
UI & HUD:
  • Added a message when attempting to change stance without sufficient space.
  • Downed players now appear in the kill log in modes using the crawling downed state (e.g. Strikepoint, REDSEC).
  • Extended top UI on Strikepoint to show detailed alive/downed/dead player counts.
  • Fixed incorrect Assault Training Path icons.
  • Fixed incorrect colour usage on squad-mate health bars.
  • Fixed missing tooltips and UI prompts across tutorials and mission briefings in Single Player.
  • Fixed missing XP Tracker icon at level 3 when using Field Upgrades.
  • Kill-confirmation indicator now displays if a victim bleeds out after being damaged by the player in modes using the crawling downed state (e.g. Strikepoint, REDSEC).
  • Minor UI polish and alignment updates to various game modes.
  • Non-squad friendlies now display a “Thank you!” subtitle after being revived.
Settings:
  • Added a new option allowing players to sprint automatically when pushing the stick fully forward.
  • Added new keybinding that allows the player to instantly swap to the knife instead of having to hold the button. This keybinding will not allow to perform takedowns contextually but will still allow takedowns to be performed once the melee weapon is equipped.
Single Player:
  • Addressed multiple occurrences of excessive bright flashes and unintended visual effects.
  • Fixed an issue where AI squadmates would not respond to revive orders and other commands, improving squad functionality and responsiveness.
  • Fixed loss of grenade functionality and shadow-rendering errors in underground areas during the “Moving Mountains” mission.
  • Fixed multiple instances where sound effects or Voice Over would fail to play correctly during gameplay and cinematic moments.
  • Fixed subtitle and audio-video synchronisation issues during gameplay and cinematic sequences.
  • Fixed various instances of corrupted shadows and LOD behaviour when using lower graphics settings.
  • Resolved object clipping and teleporting issues during car-chase sequences in the “Moving Mountains” mission.
  • Resolved several cases of stuttering and desync when using certain graphics presets on NVIDIA and AMD hardware.
  • Resolved several issues that could result in infinite loading screens during mission transitions and save or load operations.
  • Resolved shader stutters in the prologue mission “Always Faithfull”.
  • Fixed issues with party invites not working during campaign loading screens.
Audio:
  • Added new sound effects for Double Ping; refined single and danger ping sound hierarchy.
  • Added new soldier movement and gunfire sound effects, and fixed multiple foley issues.
  • Added turret movement audio for Marauder RWS weapons.
  • Corrected door sound assignments.
  • Corrected swimming, obstruction, and platform footstep audio.
  • Fixed character voice over not updating when changing soldier mid-match.
  • Fixed looped ambient sounds (e.g. food truck) and incorrect debris impacts.
  • Fixed missing first person voice over gasp when revived.
  • Fixed missing third person voice over for explosive deployments.
  • Fixed missing LP voice over zoom audio.
  • Fixed missing ping audio while spectating.
  • Fixed missing reload sound effects when a weapon had 1 bullet remaining.
  • Fixed missing voice over for supply actions and revive requests.
  • Fixed multiple Commander voice over issues.
  • Fixed Music-in-Menus setting not muting music.
  • Fixed seat-change and turret-reload audio on Marauder RWS guns.
  • Fixed underwater breathing voice over and inconsistent swimming audio.
  • Polished Front-End and Loading music transitions between matches.
  • Synced Battle Pass sounds effects to animations.
  • Tweaked light-fixture audio setup.
  • Updated hostile-voice over logic and adjusted reload voice over mix.
  • Updated music urgency system for Portal.

Portal:

  • Added new scripting functions for music control: mod.LoadMusic(), mod.UnloadMusic(), mod.PlayMusic(), mod.SetMusicParam().
  • Fixed RayCast() in ModBuilder to properly detect terrain and environment objects.
Hardware:
  • Fixed an issue where framerate would be be capped to 300FPS with Nvidia cards

Redsec:

Vehicles:
  • Fixed the issue where the Golf Cart could set off the PTKM-1R gadget in Gauntlet.
  • Fixed persistent gunner MG model after Rhib Boat destruction.
UI & HUD:
  • Added level display information to the Training Path section within the Class Details screen.
  • Fixed an issue where soldiers and UI elements could be missing in pre-game lobbies after matchmaking.
  • Fixed an issue where the M417 A2 would not appear in kill cards or the kill feed.
Audio
  • Fixed an issue where the squadmate death sound effect could trigger for non-teammates.

Battlefield 6 is available on PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. Final Weapon reviewed Battlefield 6 and gave it a 4 out of 5 score, noting that the game is a return to form for the series with refined first-person shooter gunplay, fan-favorite multiplayer modes and weapons, tried-and-true progression systems, and a single-player campaign that reminds players what Battlefield is all about.” Lastly, you can check out Final Weapon’s Battlefield 6 review on YouTube.