Arknights: Endfield Preview – A Bold Step Forward

Arknights: Endfield Preview - Final Weapon

When Arknights: Endfield was first announced, I wasn’t sure what to expect. The original Arknights carved out its own space as a 2D mobile tower defense strategy game with visual novel elements to tell its story and expand its lore. The idea of turning that into a real-time 3D RPG with open exploration and base-building really seemed like a bold step for the series, maybe even too ambitious. Earlier this month, I had the opportunity to fly out to Los Angeles and try out around seven hours with an early build of Endfield, and I walked away impressed by the potential here, though a little overwhelmed.

A New Frontier

Arknight Talos

The story of Arknights: Endfield is set on Talos-II, a harsh frontier planet where humanity is still trying to gain a foothold. You play as the Endministrator, tasked with exploring, protecting, and expanding that frontier. However, the Endministrator is unaware of their tasks, as they suffer from amnesia and must piece together their past and how they came to Talos-II, and rebuild their relationship with their crew. The game immediately establishes a strong sense of place, with environments that mix futuristic machinery and natural landscapes in a way that feels believable. The world comes to life with truly stunning visuals and excellent animations.

The first major area I explored, Wuling City, is a perfect example. It blends traditional Chinese design with modern industrial elements, and while nothing in particular stood out as mind-blowing, I appreciated the attention to detail throughout the city. It feels alive, as if it serves a purpose in the world rather than merely existing as a backdrop. The voice acting was well done for the most part, and the writing focused on expanding the lore in ways fans of the original will recognize without alienating newcomers. With Endfield moving from the visual novel-style storytelling of Arknights to fully voiced 3D cutscenes, it’s a big step forward in presentation that I feel many will appreciate.

Pump Up the Action

Arknight Standoff

If there’s one thing that immediately separates Endfield from its predecessor, it’s the combat. The switch from a grid-based tower defense system to a real-time action RPG is a bold move, and it could have easily gone poorly. Thankfully, I found the combat to be rather fun to play around with and surprisingly deep. You control a team of up to four operators and can swap between them freely during combat. Each operator has their own class and abilities, so there is an incentive to switch things up and play around. Combat feels fast and fluid, with a strong emphasis on timing and coordination. Initially, I only had access to two operators for combat. However, after entering a build that put me further into the game, I was able to explore the full cast. You can tell a lot of work went into making these operators distinct, and I had a lot of fun experimenting with team compositions.

The opening tutorials do a good job of walking you through the mechanics, from basic attacks to dodging and managing skills. It’s responsive, and chaining dodges into counterattacks feels natural and fun to pull off. There is a rhythm to the combat that really starts to click once you get the hang of it. While the early encounters were pretty simple, they did a good job of showing how deep the system can go. Later fights require more deliberate team management and a better understanding of positioning. I was even able to take a look at a later boss fight that raised the stakes considerably and posed a much larger challenge than anything I had encountered previously.

Arknight Big Boss

Exploration is another significant part of Endfield’s design. During the preview, I spent most of my time in the opening areas and didn’t get to explore much beyond Wuling City, yet the game still made a strong impression. You’ll find resource nodes scattered across the landscape, mission markers guiding you to objectives, and smaller events that help break up the flow of exploration. The world isn’t the most active I’ve experienced in a game, but there is enough spread throughout the environment to make you want to explore every inch of the map.

Built Different

Arknight Build

Outside of combat, Endfield introduces a vast new system with the AIC Factory. It’s part base builder, part automation simulator, and it ties directly into your overall progress. During my time with the game, I got to experiment with building construction and automated resource gathering. It instantly reminded me of Satisfactory or Factorio, which also have a lot of in-depth construction layouts you can experiment with. You build facilities to gather materials, refine them, and support your operations across Talos-II. Not only that, but you also must construct power relays that you then have to connect to power sources to expand your territory or restore power to abandoned facilities you may cross on your journey.

I’ll admit it — this was overwhelming at first. The menus, resources, and layout options pile up quickly, and it took some time to wrap my head around how everything connects. Still, the potential is there. Once I started playing around with my factory setup and began to understand the intricacies of the systems, I could see how players could spend dozens of hours refining their setups and optimizing their factories’ production. Endfield’s Blueprint System should help make this more approachable. It lets players save and share their factory layouts, which is a smart way to encourage creativity and community engagement. This is a fantastic workaround for those who would rather avoid the building aspect of Endfield. Being able to exchange factory layouts with friends or view how others have optimized their setups will likely keep players engaged long after finishing the story. I can easily see players swapping efficient builds and turning the factory management side into its own meta-game.

A Promise of More to Come

Arknight Challenge

After spending seven hours with Arknights: Endfield, I came away impressed by both its scale and its ambition. It’s a massive leap for the series, blending action combat, resource management, base-building, and open-zone exploration into something that feels vastly different from other games in the genre. But it can feel like a lot to take in at first. The AIC Factory, in particular, is packed with layers of systems that will take time to understand fully. However, there’s also a rewarding sense of depth here that makes me want to keep learning and experimenting.

The upcoming Beta Test II, launching on November 28, will bring new regions, nine additional operators, and expanded systems that tie exploration and production together even more closely. If what I played is any indication, Arknights: Endfield is shaping up to be a game worth paying attention to. It’s ambitious, complex, and sometimes a bit overwhelming, yet it’s also full of promise. I’m looking forward to diving back in and seeing just how far this new frontier goes.

Arknights: Endfield is set to launch in Early 2026 on Android & iOS devices, PlayStation 5, and PC.

Interview: GRYPHLINE on Arknights: Endfield & Exploring New Possibilities for the Series

Arknights: Endfield Interview

Earlier this month, Final Weapon had the opportunity to attend a preview event in Los Angeles hosted by GRYPHLINE for Arknights: Endfield. We went hands-on with the for around seven hours, walking away “impressed by the potential” of the project. In addition to our hands-on time, we had a chance to interview Producer Light Zhong and Endfield‘s Lead Designer, Ryan.

In our discussion, we spoke about the initial departure of Endfield from Arknights, development hurdles, and whether or not Endfield is a good entry point for the series. 

Get all the details in our exclusive interview below:

Arknights: Endfield seems like a pretty big departure for the series. What was the team’s approach in finding a balance between old and new in order to bring in new players, but also not alienate those who are already invested in Arknights?

As a title within the Arknights IP, Endfield naturally includes elements that long-time players will find familiar, so they might grasp certain aspects more quickly. But from the very beginning, our goal has been for both new and existing players to enjoy the game without barriers and to come together as one unified Endfield community. That said, Endfield differs greatly from Arknights in terms of gameplay. In fact, players familiar with action, strategy, or factory-style games might have a slight advantage. We’ve also put a lot of effort into onboarding and tutorials to help newcomers get comfortable quickly and simply enjoy the experience.

Were there any roadblocks you ran into during development that ended up being a welcome learning experience for the team?

We definitely ran into some challenges during development. One clear example was the transition from 2D cutscenes to a fully 3D presentation. In the original Arknights, story elements were primarily 2D illustrations and text, but with Endfield, our goal was to bring everything to life in 3D, including character animations, camera work, and cinematic storytelling.

At first, this created quite a few hurdles, and we went through a lot of trial and error to get it right. However, these challenges became a valuable learning experience. They pushed us to elevate the visual presentation, giving the cutscenes and combat a strong cinematic feel, while also refining character designs to balance anime style with realism and improve overall immersion.

Overall, it was a lot of trial and error, but those experiments helped us discover the cinematic style we preferred and gave us valuable insights for further optimization.

Arknights Endfield special trailer

How much did Hypergryph’s experience with tower-defense mechanics play into the base-building aspect of Endfield?

Hypergryph’s experience with tower-defense games definitely influenced the base-building system in Endfield. In tower-defense games, players think strategically about placement, resource management, and efficiency, and we applied a similar mindset to Endfield’s factory and base systems. Players plan production lines, automate processes, and organize their layouts, making the system intuitive yet deep.

Even in the test version, players can see echoes of tower-defense mechanics in the factory construction. We designed outpost defense gameplay so that base-building isn’t just about progression or rewards—it’s also part of the combat experience.

How much more of a focus on narrative will Endfield have?

Endfield places a strong focus on narrative. The story is brought to life through full 3D cutscenes, animated character performances, and environmental storytelling woven directly into gameplay.

We added new cutscenes, lively character interactions, and detailed environments like Wuling City to create a more immersive and cinematic experience. The team learned a lot from iterating on story delivery, balancing visual style, realism, and narrative flow, and we’ll continue refining this as the game evolves.

Arknights Endfield early 2026

Would you say Endfield is a sign of where you would like to take Arknights, or do you plan on further experimentation with the IP?

​​Endfield is our way of exploring new possibilities for the Arknights IP. It brings a more next-gen, stylized visual presentation and gameplay experience. But I believe Arknights as a universe has great depth, inclusivity, and potential—it can connect with many different forms of content, even beyond games. Just like how every year we see both amazing indie titles and major releases coexist, Arknights can also continue to grow in diverse directions.

Would you say that Endfield is a good jumping-in point for the series for newcomers?

Our goal has been for both new and existing players to enjoy the game without barriers and to come together as one unified Endfield community. That said, Endfield differs greatly from Arknights in terms of gameplay. In fact, players familiar with action, strategy, or factory-style games might have a slight advantage.. We’ve also put a lot of effort into onboarding and tutorials to help newcomers get comfortable quickly and simply enjoy the experience.

The Daily Life of a Single 29-Year-Old Adventurer Anime Confirms More Cast Members

The Daily Life of a Single 29-Year-Old Adventurer Anime

Kadokawa has revealed two new cast members for the upcoming anime adaptation of Ippei Nara’s The Daily Life of a Single 29-Year-Old Adventurer (29-Sai Dokushin Chūken Bōkensha no Nichijō) manga. The anime will air in 2026 and will be streamed exclusively on Crunchyroll.

The new cast members include:

  • Haruka Shiraishi as Cocko
  • Yasunori Matsumoto as Cockdole

Previously announced cast members include:

  • Makoto Furukawa as Shinonome Hajime
  • Sayumi Suzushiro as Rirui
  • Shizuka Itō as Veronica
  • Yūki Kuwahara as Anyango
  • Tomohiro Ōno as Rishat
  • Yuna Ogata as Olive Carmen
  • Kaori Maeda as Natalie

Riki Fukushima directs The Daily Life of a Single 29-Year-Old Adventurer anime series and oversees the series scripts at animation studio HORNETS. Yoshihiro Nagamori is the main character designer.

Additional staff members include:

  • Sub-Character Designer: Minoru Tanaka
  • Prop Design: Chiharu Nishimura
  • Art Director: Takumi Onitani
  • Art: Jack
  • Color Key Artist: Masao Ōba
  • Director of Photography: Ayumu Kaikiri
  • Cinematography: Studio Twinkle
  • Editing: Yoshiaki Kimura (IMAGICA)
  • Sound Director: Hiroto Morishita
  • Sound Effects: Yuji Furuya (Swara Pro)
  • Sound Production: Bit Grooove Promotion
  • Music Production: Pony Canyon

Lastly, here’s an overview of the anime, courtesy of Crunchyroll:

Having spent his childhood in the slums, Hajime Shinonome desperately sought strength to survive.

Now, he enjoys a peaceful and carefree life as a resident adventurer of the Komai Village.

One day, during a quest, he ventured into a dungeon and finds a young girl being partially eaten by a weakest kind of monster, a slime!

The girl’s name was Lirui. Having been abandoned by her parents, she had no place to go and entered the dungeon alone in order to stay alive. Hajime couldn’t just leave her there, so he took her back to the village to live with him!

Pokémon Pokopia Releases on March 5, 2026

Pokémon Pokopia Releases on March 3, 2026

Nintendo, Game Freak and Koei Tecmo have announced that Pokémon Pokopia will release for the Nintendo Switch 2 on March 5, 2026 for $69.99. Additionally, based on a recent video from Nintendo, Pokémon Pokopia will ship on a Game-Key Card. 

In a video showcasing Nintendo’s Game-Key Cards and how it works, the company used Pokémon Pokopia as an example of the unique cartridge. The video uses Donkey Kong Bananza is an example of a regular physical cartridge. Check out the “Using Game-Key Cards on Nintendo Switch 2” video below:

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

Play as a Ditto – who has transformed to look like a human – to shape an empty land into a beautiful space for a variety of Pokémon. Learn new moves from Pokémon you meet to expand and create a paradise. Collect berries, rocks and wood, build furniture, grow vegetables in fields you’ve tilled, create homes for Pokémon you meet, and more! Pokémon Pokopia takes shape on Nintendo Switch 2 in 2026. Pre-orders for the digital version will be available on Nintendo eShop and My Nintendo Store beginning Nov. 12.

Recently, Nintendo released Pokémon Legends: Z-A on October 16 for Nintendo Switch and Nintendo Switch 2. The Nintendo Switch version of Pokémon Legends: Z-A costs $59.99. Further, the Nintendo Switch 2 Edition costs $69.99, and the upgrade pack costs $9.99.

Lastly, on December 10, fans will embark on a new journey with the upcoming Mega Dimension DLC for Pokémon Legends: Z-A, featuring the mythical Pokémon Hoopa. In the new DLC, Pokémon Legends Z-A players can discover new Mega Evolutions, including Mega Raichu X and Mega Raichu Y.

Lumines Arise Review – A Melodic Return to Form

Lumines Arise Review - Final Weapon

The launch of the PlayStation Portable featured a strong lineup of titles from popular franchises and new games such as Lumines: Puzzle Fusion. The subtitle provides a direct description of its music-based puzzle game that involves building squares and listening to music. It became a runaway success, spawning sequels and ports onto other platforms; however, the franchise went dormant after Q Entertainment’s closure. The following year, Tetsuya Mizugachi opened Enhance Games and subsequently released transcendental experiences with REZ: Infinite, Tetris Effect: Connected, and Humanity. 

Between these releases, Lumines: Remastered was released onto other platforms, giving hope that a new entry would be released after Lumines: Electronic Symphony hit the PlayStation Vita in 2012. Seven years later, Lumines Arise has finally been released on PlayStation 5 and PC, reviving the beloved franchise for a new generation. Featuring Enhance’s signature sensorial experience, this is a welcome delight that carries a more profound meaning along the way.

Heavenly Star Above 

The block-matching synesthesia returns in full force, building large squares to obtain points through bigger combos, and along the way introduces ways to clear the board, such as spawning chain blocks of opposing colors at random or Bursts. Burst is similar to the Zone Mechanic from Tetris Effect: Connected, allowing the creation of a large cluster based on a single color. The timeline constantly sweeps, collecting any combinations while matching the song’s tempo. The gameplay is a unique standout; while seemingly simple, it can become cluttered in an instant, presenting a degree of strategy to clear a run. 

Upon interacting with the title screen, the main menu presents the available modes and a notable cursor. This cursor is a Loomii, a user-created avatar that’s completely customizable through the spending of Pon, which is obtained through gameplay. It’s ever-present through the multiplayer mode, as you can walk around the lobby like it’s a Secret Sky concert. And the means of obtaining customization options by clearing objectives or gambling through the Loomii-Pon. While the chances can be unfair at times, the amount of pon achieved is easy enough that it makes it less annoying.

Mission mode offers an introductory tutorial and subsequent missions to teach techniques, in addition to featuring Challenge Mode, which includes a set of challenges with varying and increasing difficulties. The aforementioned multiplayer mode features multiple leaderboard modes that effectively teach core mechanics, such as Quick Burst and Dig Down. Every weekend, there’s a special multiplayer event called Loomii-Live that grants additional Pon while reaching a group total, making the lobby a spectacle. While the modes serve their function, some challenges, even on basic difficulty, managed to drive me to distraction at how some can be. 

Playlist mode can also be used to create a personalized set of tracks that can be both played and listened to through theater mode. With thirty-five tracks to choose from, each is unique and is unlocked through progressing Journey Mode. Journey Mode is the primary means of progressing through the game, featuring three difficulty settings. Although the difficulties only provide an increase in the number of squares needed to transition towards the next level. Each mode offers a series of challenges that reward replayability, as they are not only rewarded on Pon but also scored on a graded level. 

Road of Brightness, I Will Get There

When starting Journey Mode, the title screen was empty, followed by a mode selection screen with a beautiful gradient. Starting at the first level and spending some time playing through each track. One after another, I began to notice something strange after seeing the screen flood with loomii’s hovering around Journey mode. With each burst spent, several loomiis fly off to the screen, and once a level is completed, they’re then part of a large cluster of loomiis.

Initially, being confused, it began to dawn on me, after reading the titles for each level, what the intent of the journey was. A connection formed that went beyond the music and soundscapes, as the game itself became more earnest. Having been through hard times, receiving words of encouragement and support has been welcome, and the way they are conveyed throughout the journey is inspiring. Of course, times got difficult when a level became hard, but I persevered, even when there were only nine levels.

This all comes together as the final level unfolds into something breathtaking, culminating in a beautiful crescendo. The level opens up interactivity that I haven’t seen since NieR: Automata and Super Smash Bros. Something so simple that evokes an effective emotional response, making me wish to delete my save. Still, it would undermine the intent; this journey will forever stay with me as I take each step of my waking life.

Sleepless Gliding, Over the City Lights 

Each track has a distinct visual identity that varies from one another, unique in their own presentation as they seemingly transition without a drop in performance. The soundtrack composed by Hydelic is another standout, as each song flows smoothly, even when based on different genres. Additionally, the game features DualSense’s haptic feedback, providing an enhanced range of immersion that reacts in sync with both the gameplay and the music’s drums. While it became overwhelming in my first play sessions, I managed to establish a sense of rhythm with the haptic feedback, as the music kept drawing me back. 

If that feels overwhelming, the accessibility features can make it easier to digest Lumines Arise. With a simple press of the pause button, it opens up options that can easily reduce visual clutter, making gameplay less distracting. No Stress Lumines offers a combination of options that reduce the frustration caused by growing difficulty. There are three types to choose from, which can make a decision easy and even keep a run rolling without receiving a game over. Of course, this doesn’t apply to multiplayer, as it would give an unfair advantage on the leaderboards. There are also color-blind filters and phobia filters, as these settings can be enabled during a run and take effect instantly, eliminating the need for a restart.

Just like Enhance’s previous titles, Lumines Arise features native virtual reality; unfortunately, it’s not correctly calibrated. On startup, each image isn’t aligned correctly on each lens, causing a disorienting experience. It’s rather unfortunate, as they’ve proven time and time again the seamless integration of virtual reality. Since it’s being actively worked on, it’s best to avoid using VR, as the game still remains playable and offers a solid performance. 

We’ll Break or We Will Bend – We’re Only Human 

Lumines Arise offers a rewarding experience that can be both challenging and soothing. Each track is unique, bringing something different each time as I discover new genres to explore. Featuring sensorial immersion combined with the visuals and the power of the DualSense, it makes me wish I could experience it further in VR mode, but that’s for another time.

Each mode offers a level of satisfaction that keeps me coming back to the game every day to experience a preferred track, which can be easily played through the accessibility settings in place, creating a personal pace that doesn’t disrupt personal enjoyment, as the game does have a learning curve. In the end, Lumines Arise is an absolute joy that should be experienced without hesitation, as the message behind it will forever help through the hardest of times.

Disclaimer: Enhance provided a PC (Steam) copy of Lumines Arise for review purposes.

Nintendo Reveals Black Friday and Cyber Monday Holiday 2025 Sales

Nintendo Black Friday Holiday 2025 sales

Nintendo has revealed its Black Friday and Cyber Monday 2025 sales for the holiday season with new promotions, game discounts for Nintendo Switch and Nintendo Switch 2, and in-store events. Offers, festive décor, gift-with-purchase offers (while supplies last), and an all-new, exclusive Winter Collection of merchandise and apparel will also be available at the official Nintendo SAN FRANCISCO and Nintendo NEW YORK stores, as well as the My Nintendo Store and Nintendo eShop online. 

Customers can expect restocks of Nintendo Switch 2 ($449.99) and the Nintendo Switch 2 + Mario Kart World Bundle ($499.99), along with new games available for purchase—Kirby Air Riders and Metroid Prime 4. Starting November 23 at select retailers and Nintendo US stores, there be Black Friday and Cyber Monday 2025 deals on physical versions of Nintendo Switch games: Princess Peach: Showtime!, The Legend of Zelda: Echoes of Wisdom, Donkey Kong Country Returns HD, Luigi’s Mansion 3 and Kirby’s Return to Dream Land Deluxe (MSRP: $39.99 each); as well as Super Mario Odyssey, Nintendo Switch Sports, Paper Mario: The Thousand-Year Door and Splatoon 3 (MSRP: $29.99 each).

In addition, the My Nintendo Store and Nintendo eShop will host the Cyber Deals sale from November 20 to December 3 at 11:59 p.m. PST with deals on a slew of games for Nintendo Switch and Nintendo Switch 2. Select amiibo, such as The Legend of Zelda Series Sages amiibo figures of Tulin, Yunobo, Riju and Sidon; Street Fighter 6 amiibo figures of Jamie, Kimberly and Luke; and the Street Fighter 6 – amiibo Card Starter Set will all be $10 off at select retailers.

Nintendo Cyber Monday Holiday 2025 sales

Starting November 30, Nintendo SAN FRANCISO, Nintendo NEW YORK, and select retailers will offer $20 off on Samsung MicroSD Express Cards, which are compatible on Nintendo Switch 2.

Wind Breaker Live-Action Film Video Previews Characters and Scenes

Wind Breaker live-action film video

Warner Bros. Japan has released a new video for the Wind Breaker live-action film to preview the film’s characters, along with scenes and lines. The Wind Breaker live-action video features the first years of Fūrin, the leaders of Bofurin, and many more characters that will appear in the feature-length film. 

The Wind Breaker live-action film opens December 5 in Japan. Kentarō Hagiwara directs the film, with a script by Japan Academy Prize winner Yōsuke Masaike. Warner Brothers is distributing the film, which was shot from February to April 2025 in Okinawa. The production rented a local shopping avenue to serve as the film’s open set.

The cast includes:

  • Kōshi Mizukami as Haruka Sakura
  • Taisei Kido as Akihiko Nirei
  • Keito Tsuna as Hayato Suō
  • JUNON as Kyōtarō Sugishita
  • Motoki Nakazawa as Tōma Hiragi
  • Shūhei Uesugi as Hajime Umemiya
  • Rikako Yagi as Kotoha Tachibana
  • Kōki Yamashita as Chōji Tomiyama
  • Noritaka Hamao as Jō Togame

BE:FIRST performs the theme song “Stay Strong.”

Wind Breaker live-action film key visual
© にいさとる/講談社©2025「WIND BREAKER」製作委員会

Wind Breaker Season 2 aired weekly from April 3 to June 19 in the Super Animeism TURBO block on 28 MBS and TBS affiliate channels. The anime is streaming on ABEMA, Netflix, Amazon Prime Video, U-NEXT, and other streaming services in Japan. Crunchyroll is streaming the anime series outside of Japan with English subs and dubs.

Toshifumi Akai directed the second season at CloverWorks with Hiroshi Seko in charge of series scripts. Taishi Kawakami designed the characters and Ryō Takahashi composed the music.

Additional staff members include:

  • Chief Animation Directors: Taishi Kawakami and Yūsuke Tanaka
  • Action Director: Kazuyuki Asaka
  • Prop Design: Maiko Hado
  • Art Setting/Director: Yasunao Moriyasu
  • Color Key Artists: Kyōko Hara and Asuka Yokota
  • Compositing Director of Photography: Yukiko Nagase
  • 3D Director: Keita Watanabe (Sublimation)
  • Editing: Akinori Mishima
  • Sound Director: Jin Aketagawa

Love Live Nijigasaki High School Idol Club 2nd Anime Film Releases Director’s Cut Trailer

Love Live Nijigasaki High School Idol Club 2nd anime film director's cut trailer

Bushiroad has released a “director’s cut” trailer for the second Love Live Nijigasaki High School Idol Club anime film. The director’s cut trailer features segments of song and dance performances for Love Live Nijigasaki High School Idol Club characters Shioriko, Mia, Rina, Setsuna, and Ai.

The second Love Live Nijigasaki High School Idol Club anime film premiered in Japanese theaters on November 7, followed by screenings at Marunouchi Piccadilly with cast members in attendance on November 9. There will also be live showings at other theaters, along with cheer screenings in 27 theaters starting November 14. Attendees can receive one of four different gift sets.

The first film in the trilogy premiered on September 6, 2024 in Japanese theaters with MX4D, 4DX, Dolby Atmos, and Dolby Cinema. The trilogy is set after the previous two anime seasons and the Next Sky OVA project. The third and final Love Live Nijigasaki High School Idol Club film will screen at a later date. 

The first of the three Love Live Nijigasaki High School Idol Club anime films is now streaming on Crunchyroll with the title Love Live! Nijigasaki High School Idol Club The Movie – Finale – Chapter 1. Crunchyroll is streaming the movie with English, German, Spanish, Italian, Portuguese, Russian and Arabic subtitles. Fans can catch up with the anime series on Crunchyroll as well.

Lastly, here’s an overview of the anime, via Crunchyroll:

Nijigasaki High School is known for their diverse subjects and the freedom they give to students. Second-year student Yu Takasaki has been turned on to the charms of school idols, so she knocks on the door of the School Idol Club with her friend, Ayumu Uehara. Sometimes friends, sometimes rivals, the members of this club each contribute their own thoughts and motivations to the group.

Record of Ragnarok Season 3 Premieres December 10, New Trailer and Key Visual Revealed

Record of Ragnarok 3 anime

Warner Bros. Japan and Netflix has released the third official trailer for Record of Ragnarok Season 3, revealing that the anime will premiere on December 10. The trailer reveals the opening theme song “Dead or Alive” by GLAY, and Shun Horie will voice the character Nostradamus.

Japanese Trailer

English Trailer

Record of Ragnarok Season 3 will stream on Netflix with an English sub and English dub. Saori Hayami wrote and performs the ending theme song “Last breath, Last record.”

Koichi Hatsumi directs the anime at Yumeta Company x Maru Animation. Yasuyuki Muto is the main writer, and Yōko Tanabe and Hisashi Kawashima are the character designers. Moreover, Yasuharu Takanashi is the composer.

The cast includes:

  • Makoto Furukawa as Nikola Tesla
  • Daisuke Namikawa as Beelzebub
  • Hiroshi Shirokuma as King Leonidas
  • Kenichi Suzumura as Apollo
  • Shiori Mikami as Alvitr
  • Misako Tomioka as Göndul
  • Mai Tōdō as Geirölul

Here’s a description of the third season:

The saga continues with 13 one-on-one battles for the survival of humanity, pitting gods against humans from across the world. Witness the fateful seventh battle: the final fight to break the 3-3 tie between the gods and humans. Blood flows and fists fly in these intense battles of strong convictions!

Previously, Record of Ragnarok manga storyboard artist Takumi Fukui and writer Shinya Umemura celebrated the season’s announcement. Fukui said, “It’s been a while since the hyped finale of Season 2… Thanks to all our fans’ incredible support, Season 3 is finally here! How will those warriors and their battles from the manga be brought to life!? How will that technique and that scene be animated!? And what about those returning warriors and the one we’ll meet again!? The battle between gods and humanity enters a new phase—I can’t wait to see!”

Umemura added, “I’m beyond grateful for the announcement of anime season 3—thank you so much! It couldn’t happen without your support. Personally, I can’t wait to see how that technique of Nikola Tesla will be brought to life on screen! I hope you’ll continue to support Record of Ragnarok!”

Nintendo Releases Version 21.0.0 Update for Switch and Switch 2

Nintendo Switch 2 Version 21.0.0

Nintendo has released the version 21.0.0 update for Nintendo Switch and Nintendo Switch 2 with extensive patch notes. The version 21.0.0 update brings GameChat improvements and new features on Nintendo Switch 2, including accessibility feature enhancements, Thai and Polish language options, and much more.

Read up on the patch notes for each update below, via Nintendo’s support website:

Nintendo Switch 2 Version 21.0.0 Patch Notes

  • Added symbols above software icons displayed on the HOME Menu to indicate whether the software is a physical or a digital version.
  • When multiple software downloads are in progress, there is now an option to cancel all.
  • If a console bundle includes a software download, there will now be an icon to “Receive Software.” It will display if the system is connected to the internet.
    • The icon will launch Nintendo eShop and you can proceed to the downloadable software.
    • You can still receive the software by navigating to Nintendo eShop from the HOME Menu directly.
  • When finding users to send a friend request to, the Search for Users You’ve Played With option under Add Friend now includes people you’ve interacted with in your friends’ GameChat rooms.
  • Added the ability to download data for a virtual game card even if the “Use Online License” setting is turned off.
    • This option is available in the Options of a virtual game card when accessed via Virtual Game Cards from the HOME Menu.
  • The following updates have been made for GameChat:
    • The game will not automatically go to sleep while chatting.
    • The option to turn off “Chat Audio Panning” has been added.
    • Chat can continue if the console goes from TV mode (docked) to Handheld or Table mode where this scenario changes the internet from a wired connection to a wireless connection.
  • The following updates have been made in Accessibility in System Settings:
    • When Use Text to Speech is turned on, the description of the predictive conversion character on the Japanese keyboard is now read out loud.
    • The upper limit of Text-to-Speech Speed was increased from 300% to 400%
  • The following updates have been made in Audio in System Settings:
    • The ability to change the audio mode for a wirelessly connected Nintendo Switch 2 Pro Controller was added. “Stable” or “Low Latency” can be selected.
    • “Low Latency” will reduce audio latency when compared to “Stable” but may be more subject to interference in some wireless environments.
  • The following updates have been made in Display in System Settings:
    • “HDR Output” was renamed to “System Screen’s HDR Output.”
    • Improved the screen display when using Adjust Screen Size to make it easier to adjust.
  • The following updates have been made in Notifications in System Settings:
    • The option “Platinum Point Notification” was renamed to “Nintendo Switch Online Notification.”
  • The following updates have been made in System in System Settings:
    • “Stop Charging Around 90%” was renamed and updated to “Stop Charging Around 80-90%”
    • Thai and Polish were added to the list of options under Language.
      • Thai and Polish will only be available in software when it supports the respective language.
  • General system stability improvements to enhance the user’s experience.

Nintendo Switch Version 21.0.0 Patch Notes

  • Added symbols above software icons displayed on the HOME Menu to indicate whether the software is a physical or a digital version.
  • Added the ability to download data for a virtual game card even if the “Use Online License” setting is turned off.
    • This option is available in the Options of a virtual game card when accessed via Virtual Game Cards from the HOME Menu.
  • The information regarding Save Data Cloud Backup that appears when launching certain software has been updated.
  • The option “Platinum Point Notification Settings” was renamed to “Nintendo Switch Online Notification Settings” in the Notifications menu in System Settings.
  • Added the ability to disable the following options when performing a system transfer from a Nintendo Switch system to a Nintendo Switch 2 system using System Transfer to Nintendo Switch 2 in System Settings.
    • Redownload Software on Nintendo Switch 2
    • Transfer Album Data
  • Added the ability to adjust the volume from the Quick Settings menu while in VR mode.
  • General system stability improvements to enhance the user’s experience.