Bounty Star Review – The Good, the Bad, and the Mech

Bounty Star Review - Final Weapon

There is something about giant robots brutally ripping through reprehensible enemies that never gets old. Whether it’s landing a well-placed headshot or ruthlessly dicing through ratchet mercenaries, it’s easy to get lost in these types of games, as they rarely fail to raise your heartbeat from the high-paced action. This is why Bounty Star adding farming and base building to the gameplay formula might seem contradictory, as these genres tend to be more affiliated with a “relaxed tone”. After playing for over a dozen hours, I can attest firsthand that some aspects work exceptionally well, while others miss the mark.

Hiding In The Desert

The story follows Clem, an exceptionally skilled soldier known for their unmatched skills in piloting mechs on the battlefield. However, Clem’s glorious career comes to an abrupt end when a surrender by enemy forces goes horribly wrong, resulting in devastating consequences for everyone involved. To atone for her past wrongdoings, Clem now takes on contract bounties in the Red Expanse, a post-apocalyptic version of the American Southwest, to rebuild her tarnished reputation.

The premise channels the ambiance of a gritty spaghetti western, but instead of intense gunfights, it’s with mechs. Overall, it’s absolutely fantastic, as it really breeds this attitude of kill-or-be-killed. Clem’s outlook also personifies this pessimistic view, as their actions and dialogue within the world often reinforce this nihilistic message. Some may even find the first hours a bit too dark, as Clem constantly battles her inner demons. But throughout the course of the game, Clem gradually comes to realize that doing good deeds for others carries weight and meaning.

Collecting One Bounty At A Time

The dichotomy between mech battling and farming complements each other more than I expected. It’s very much like dipping a chip into a milkshake. It’s an unlikely combo that works. The gameplay bounces back and forth between mech combat and expanding your garage, which serves as your base of operations. When you begin each day, you will take control of Clem and participate in activities around the garage, such as growing crops, preparing meals, and looking after animals. Once you’ve finished these activities, you can then take on bounty missions, where you can exterminate criminals and foul creatures plaguing the Red Expanse. When you finish, you can spend the goods you’ve accumulated at the store to buy new items, blueprints, or weapons.

The fights themselves are everything you would want from a mech game − exciting, action-packed, and a little bit tactical. In fact, if you enjoyed the older Armored Core games, you will find a lot of parallels here. When you head out to battle, you will pilot the Desert Raptor MKII, which will have two primary weapons: a melee weapon and a firearm. These options might sound rather generic, but there’s quite an expansive pool of weapons you can pick from. For example, you could choose a grenade launcher or an assault rifle as your firearm, which feels and plays out very differently from one another. You can also attach augmentations to your vehicle that can give it unique abilities on the battlefield, like jumping or repairing itself. There are so many ways you can choose how to fight, so it definitely encourages you to dabble and try out different playstyles.

Every mission is about being mindful of your enemies, your positioning, and the temperature meter. If you unleash an excessive onslaught of moves, one after another, the vehicle will temporarily shut down and become defenseless against incoming aggression. Obviously, this will leave you in a sticky situation where your mech can easily be taken out. It forces you to think about your next move constantly, and actively punishes you if you do anything remotely resembling button-bashing.

Some may find the controls a little bit clunky and heavy, but it’s aiming for that war-machine feel, and it absolutely excels. It is beyond satisfying to impale a grind sword into an adversary or blow up a drone into smithereens with a firearm. Later on, you can also gain new moves to perform in combat scenarios, but none of them are superpowerful enough to change the dynamics of the fight. I quite liked using the gun-canceling maneuver, where your raptor hops backward and your gun automatically reloads. This would be great to use when you’re trying to create distance between you and the enemy.

Bounty missions are best described as glorified stages. Each mission will have specific objectives, such as capturing someone alive, scaring some dinos with a firework gun, or completing the bounty within a given time limit. If, for whatever reason, you fail to complete all the objectives the first time around, the bounties will eventually reappear, so you will have the opportunity to try again with better equipment. I’m a bit of a perfectionist, so I quite liked going back to older missions to tick all the boxes, so to speak. However, there’s not the biggest selection of missions available, so I could see how some players may find it a bit repetitive.

Fighting On An Empty Stomach

In contrast, the farming is average at best and by no means exceptional. The process is relatively simple, but if you leave the crops unattended for too long, they can wither away. To start, you will need to obtain a plant bed, then root some seeds and water them until they’re ready to be harvested. You can then use these crops to create scrumptious dishes that can give you perks in combat scenarios, like better movement speed or dealing more firearm damage. Think of it like the Monster Hunter series.

There are also a few base-building elements at play, as you will have to assemble new items for your garage at the workbench. Some are very straightforward, like creating a battery for cooking appliances, while others offer more substantial benefits, such as developing new power sources to reduce fuel and ammunition costs. Quite often, you’ll have to finish miscellaneous tasks around the garage before you can take on the next bounty related to the storyline.

These two gameplay elements are supposed to interweave with one another, so progressing in one will help the other, but that’s not really the case. In reality, you can ignore large portions of farming altogether, as it’s not often essential to progressing in the main story. The food buffs aren’t the most powerful, either, as the way you move in battle will dictate your survival far more, which also makes farming redundant. This was a bit of a shame, as participating in activities around the garage is very tranquil and a nice change of pace from the chaos of the battlefield. So, although the idea is great, the execution is severely lacking. It might have also been interesting if they had incorporated the mech more into the farming, in the same way Lightyear Frontier did, where you use the mech itself.

Graphically, the character models in the game are jarring. Everyone looks really strange, especially Clem with her red soulless eyes. I think the developers were aiming for a steampunk appearance, but it just doesn’t come across right. She won’t be giving Tank Girl a run for her money, that’s for sure. The dialogue is quite often out of sync with the mouth movements as well, so even though there is some excellent voice acting and character exchanges, it all falls a bit flat. When you move around the garage, it also feels janky at times, and I would occasionally notice the framerate dip on the PS5. This was surprising, as it’s not the largest open-space environment.

I feel torn about Bounty Star. It attempts to amalgamate two genres that, on paper, feel like they shouldn’t work, but it strangely does. The problem is that the execution is disappointing as it fails to make the farming elements integral to the experience. I would still recommend Bounty Star to mech-heads as the combat and controls are superb, but it’s hard to ignore what could have been.

Disclaimer: Annapurna Interactive provided a PlayStation 5 copy of Bounty Star for review purposes.

Konami Reveals New Demon Slayer -Kimetsu no Yaiba- Arcade Game

the first-ever Demon Slayer -Kimetsu no Yaiba- arcade game, dubbed Kimetsu no Yaiba: Nichirin Battle Slash

2025’s 48th issue of Shueisha’s Weekly Shonen Jump magazine revealed that Konami is developing the first-ever Demon Slayer -Kimetsu no Yaiba- arcade game, dubbed Kimetsu no Yaiba: Nichirin Battle Slash. The new Demon Slayer -Kimetsu no Yaiba- arcade game will be a card-based action game.

Konami will be exhibiting Kimetsu no Yaiba: Nichirin Battle Slash at Amusement Expo 2025, which takes place on November 15 at the Tokyo Big Sight venue. Shueisha notes that the game uses a “Nichirin Sword” controller for battle. 

Demon Slayer Kimetsu no Yaiba arcade game cabinet
©吾峠呼世晴/集英社・アニプレックス・ufotable © Konami Arcade Games

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2, the latest game in the series, launched on August 5 for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam for $59.99. Final Weapon reviewed Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2, noting it’s a great game that recaps the events leading to the Infinity Castle Arc.

SEGA previously released a free content update for Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 featuring Muzan Kibutsuji from Demon Slayer -Kimetsu no Yaiba- Infinity Castle. Muzan Kibutsuji is playable in VS Mode, and players can look forward to more DLC characters with the Infinity Castle Character Pass.

Demon Slayer -Kimetsu no Yaiba- Infinity Castle – Akaza Returns premiered on September 12 in theaters across the U.S. The movie also achieved the biggest opening weekend for an anime film in the country, surpassing the record held by Pokémon: The First Movie in 1999 ($31 million). 

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).”

Double Dragon Revive Review – A Real Drag

double dragon revive review

Double Dragon is a series that I’ll always pull for to succeed. I have so many amazing memories of playing through Battletoads & Double Dragon on the Super Nintendo with my brothers growing up. I don’t think we ever made it past the first few levels due to the difficulty, but that didn’t stop us from banging our heads against the game (and to the music) over and over again. Since then, numerous attempts have been made to revive the series through reboots and reimaginings, with varying results. Double Dragon Gaiden: Rise of the Dragons came out just a couple of years ago and was a welcome change of pace for the series, managing to shake up the long-running beat ’em up’s formula in an interesting way and going for a drastically different art style. 

As a result, I was cautiously optimistic when jumping into Double Dragon Revive, hoping it could continue that momentum with a modernized remake of the original game. Unfortunately, Revive not only fails to bring anything new or interesting to the series but also fails to even capture what made the earlier games so much fun.

A Familiar Setup

Double Dragon Team

As with the other games in the series, Double Dragon Revive stars Billy and Jimmy Lee, two brothers who are among the few capable of performing Sosetsuken, a lost martial arts form. Having learned that their friend Marian has been kidnapped, the brothers set out to rescue her and figure out who is behind the other recent kidnappings in their city.

Together, they work their way through the city’s underbelly and streets, beating up thugs and members of the Shadow Warriors Gang. There are some loose story threads that the game dangles in front of you, but these are largely just excuses to get you from one location to another and barely make sense under even the lightest scrutiny. 

No one plays these games for the story, though. The real meat and potatoes of any good beat ’em up is found in beating the pulp out of every generic-named thug and boss that dares cross your path. Unfortunately, it feels like developer Yuke’s did not quite get the memo about that. Double Dragon Revive‘s combat is sluggish, unresponsive, and just plain not fun. Regardless of which of the four playable characters you choose, they all feel like they are walking through mud after having spent the night getting wasted at the pub. The 3D movement on each stage feels like your character can’t decide where they want to go when moving diagonally, and because the camera is just a bit too even with the stage, it can be difficult to judge your depth in the stage and whether you are level with an enemy to strike them. It makes combat too random and chaotic, but not in a good way.

Double Dragon Super

There is also no oomph behind their attacks. Hitting an enemy in a beat ’em up should have some weight behind it. I mean, it’s right there in the name of the genre. Instead, Revive’s attacks are unsatisfying and weak feeling leaving almost every enemy encounter unsatisfying and monotonous. For example, you have a special meter that builds up as you form combos, kill enemies, and use environmental takedowns. When activated, your character unleashes a super attack that usually clears a whole screen. Whenever you use this special, however, you only see you enemy attacking a single enemy, and when the screen zooms back out, all the other enemies are just dead on the ground. It just feels half-baked and unsatisfying to use, which is the opposite of what you want with a super. It is inexcusable when a game misses the mark this badly in the core foundations of its genre.

Bumps in the Night

Double Dragon fight

Bosses are also incredibly uninspired. I played on normal difficulty, and, for the most part, you can button-mash your way through almost every single one. I managed to get no hit by the first boss in the game without really trying. However, there are a couple of bosses where the difficulty spikes to an absurd degree. This isn’t due to new mechanics or the boss having a difficult move set, though. Double Dragon Revive subscribes to the idea that whenever it wants to up its boss difficulty, the best way to do that is just flood the arena with mobs. I found myself getting stunlocked by a group of enemies in a boss fight and having my health drained with no way to get out of it. These boss fights were beyond frustrating and some of the lowest moments in an already mediocre game.

The stages themselves are also a disappointment. It seems like they were just checking boxes, trying to cover every cliche theme known in the genre. We have the generic street level, bridge level, sewer level, and, of course, the casino level. It’s not like all these stages are directly from the original game, either, so you can’t just chalk it up to them being faithful to the original Double Dragon. I wish there were more variety thrown in with the stages; games like these deserve more creative environments to fight through.

One aspect of Revive I will give credit to is its music. The Double Dragon series has always had great soundtracks, and Revive manages to hold its own in that regard. Some solid tracks in here capture the spirit of the series and had me bobbing my head from time to time. I especially would like to shout out the casino level’s theme. It’s a really well-done funky tune that has worked its way onto my playlist rotation and will probably be there for the rest of the year. There isn’t anything groundbreaking here, but it is a decent soundtrack that can be viewed as a small bright spot in an otherwise lackluster package.

Back to the Drawing Board

Double Dragon Abobo

I managed to complete my first playthrough of Double Dragon Revive in about three hours, and I felt like I saw everything that game had to offer after the first thirty minutes. The redundant combat, level design, and boss encounters left me numb to the whole experience of Double Dragon Revive, with the occasional moment of frustration over obscene difficulty spikes. There are additional extras to unlock by beating the game as different characters or completing missions in an optional game mode. However, after playing through a few of these, I just found that they amplified all my gripes with the main campaign. I could see there being some truly hardcore beat ’em up fans who could find some fun in Double Dragon Revive, but it just failed to capture me in almost every regard during my time with it.

I’m not sure if this will be the final nail in the coffin for the Double Dragon series, but I see no clear path forward for this franchise unless it drastically shakes things up in future titles. If it doesn’t, it is in danger of being completely left behind and forgotten like so many other games of its ilk. 

Disclaimer: Arc System Works provided a PlayStation 5 copy of Double Dragon Revive for review purposes.

Chainsaw Man – The Movie: Reze Arc Hits #1 at U.S. Box Office During Opening Weekend

Chainsaw Man – The Movie: Reze Arc has earned an estimated total of $17.25 million to top the U.S. box office during the opening weekend, as reported by The Numbers and Box Office Mojo. During opening weekend, 63% of the total U.S. box office revenue generated by Chainsaw Man – The Movie: Reze Arc came from premium formats, including IMAX and 3D. 

Chainsaw Man – The Movie: Reze Arc was played in 3,003 theaters during opening weekend in theaters across North America. The premiere brought the estimated worldwide box office total to $108 million. 

Chainsaw Man – The Movie: Reze Arc opened on September 19 in Japan and September 24 internationally. The movie opened with early theatrical screenings on October 22 in the U.S, followed by the premiere on October 24 in the U.S. and Canada with English dubs and English subs with Japanese voice-overs. What’s more, the movie premieres October 29 in the U.K.

The cast and staff include:

Cast

  • Kikunosuke Toya as Denji
  • Reina Ueda as Reze
  • Tomori Kusunoki as Makima
  • Shiori Izawa as Pochita
  • Shogo Sakata as Aki Hayakawa
  • Fairouz Ai as Power

Staff

  • Original Story: Tatsuki Fujimoto
  • Director: Tatsuya Yoshihara
  • Screenwriter: Hiroshi Seko
  • Character Designer: Kazutaka Sugiyama
  • Assistant Director: Masato Nakazono
  • Sub Character Designer: Souta Yamazaki, Shun
  • Main Animator: Shoichi
  • Action Animation Director: Sota Shigetsugu
  • Art Director: Yusuke Takeda
  • Color Designer: Naomi Nakano
  • Color Script: Riku
  • Editor: Masato Yoshitake
  • Music: Kensuke Ushio
  • Distribution: TOHO
  • Production: MAPPA

Chainsaw Man – The Movie: Reze Arc original soundtrack -summer’s end- by composer kensuke ushio is currently available now digital music distribution services, including Spotify. What’s more, Kenshi Yonezu will release an exclusive vinyl edition for the opening and ending theme songs of Chainsaw Man – The Movie: Reze Arc, “IRIS OUT” and “JANE DOE feat. Hikaru Utada.” Pre-orders are available now at participating retailers.

Maximum The Hormone performs the the insert song “Hawatari Nioku Centi [2-hundred-million-Centimeter-long-blades] (70% Unlocked edit).”

Lastly, here’s a story synopsis for the film, via TOHO:

Denji became “Chainsaw Man,” a boy with a devil’s heart, and is now part of Special Division 4’s devil hunters. After a date with Makima, the woman of his dreams, Denji takes shelter from the rain. There he meets Reze, a girl who works in a café.

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 DLC Character Kaigaku Releases October 30

Kaigaku in Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2

SEGA announced Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 DLC character Kaigaku will be released on October 30 in Japan. Kaigaku is available with the Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 Infinity Castle Character Pass, and the character may be purchased separately.

Zenitsu Agatsuma (Infinity Castle) will be the next DLC character. The Infinity Castle Character Pass includes:

  • Tanjiro Kamado (Infinity Castle)
  • Zenitsu Agatsuma (Infinity Castle)
  • Giyu Tomioka (Infinity Castle)
  • Shinobu Kocho (Infinity Castle)
  • Doma
  • Akaza (Infinity Castle)
  • Kaigaku

SEGA previously released a free content update for Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 featuring Muzan Kibutsuji from Demon Slayer -Kimetsu no Yaiba- Infinity Castle. Muzan Kibutsuji is playable in VS Mode.

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 launched on August 5 for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam for $59.99. Final Weapon reviewed Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2, noting it’s a great game that recaps the events leading to the Infinity Castle Arc.

Demon Slayer -Kimetsu no Yaiba- Infinity Castle – Akaza Returns premiered on September 12 in theaters across the U.S. The movie achieved the biggest opening weekend for an anime film in the country, surpassing the record held by Pokémon: The First Movie in 1999 ($31 million). 

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).”

Battle Arena Toshinden Games are Being Ported to Modern Platforms

Battle Arena Toshinden ports

Edia announced the company has entered a licensing agreement with Takara Tomy to port the Battle Arena Toshinden series of 3D fighting games to modern platforms. Ports of Battle Arena Toshinden, Battle Arena Toshinden 2, and Battle Arena Toshinden 3 will be released between fiscal years 2026 and 2027 by Edia, and the ports are expected to have additional features.

Edia recently announced Telenet Fuku-Bukuro, a collection of six PC Engine games originally developed and released by Telenet in the 1990s. Telenet Fuku-Bukuro will release on January 22, 2026, for Nintendo Switch in Japan, and copies will be sold for 8,580 yen (tax included). Telenet Fuku-Bukuro includes the following games: Lady Phantom (November 29, 1991, PC Engine), Travel Epule (September 4, 1992, PC Engine), Dekoboko Densetsu (November 2, 1990, PC Engine), Pop’n Magic (July 24, 1992, PC Engine), Naritore (December 20, 1991, PC Engine), and High Grenadier (April 12, 1991, PC Engine).

Before then, Edia will release Telenet Shooting Collection Launcher for PC via Steam on November 10 featuring four classic shooters from Nihon Telenet/Wolf Team—Grenada, Avenger, Gaiares, and Psychic Storm. Alongside the games, Edia will release a Digital Soundtrack for $1.99 per title. Telenet Shooting Collection Launcher players can buy the following four games for $4.99 each as individual DLCs. 

The Steam versions include a number of different enhancements and features, including customizable key configurations and rewind function, video filter and display settings, full Steam Input support, and Steam achievements for each game. 

Sound! Euphonium The Final Movie Part 1 Premieres on April 24, 2026 in Japan

Sound Euphonium The Final Part 1 movie

Kyoto Animation announced Sound! Euphonium The Final Movie Part 1 will open on April 24, 2026 across 200 theaters in Japan. A new promotional video and key visual for Sound! Euphonium The Final Movie Part 1 were released as well.

Sound Euphonium The Final Part 1 key visual
©Ayano Takeda,TAKARAJIMASHA/Hibike Partners2024

The anime’s cast includes:

  • Tomoyo Kurosawa as Kumiko Oumae
  • Ayaka Asai as Hazuki Kato
  • Moe Toyota as Sapphire Kawashima
  • Chika Anzai as Reina Kousaka
  • Haruka Tomatsu as Mayu Kuroe
  • Haruki Ishiya as Shuuichi Tsukamoto
  • Ayaka Ōhashi as Tsubame Kamaya
  • Sora Amamiya as Kanade Hisaishi
  • Ayaka Nanase as Mirei Suzuki
  • Misaki Kuno as Satsuki Suzuki
  • Shimba Tsuchiya as Motomu Tsukinaga
  • Shiori Sugiura as Ririka Kenzaki
  • Shiina Natsukawa as Suzume Kamaya
  • Ayane Matsuda as Yayoi Kamiishi
  • Momoka Terasawa as Kaho Hariya
  • Emiri Suyama as Sari Yoshii
  • Takahiro Sakurai as Noboru Taki

Taichi Ogawa directs the anime, and Tatsuya Ishihara is the chief director. Jukki Hanada is in charge of the script and series composition. Shoko Ikeda and Kazumi Ikeda are character designers, and Ikeda is also the chief animation director. Akito Matsuda composes the music at Lantis and Heart Company, with music cooperation by Senzoku Gakuen College of Music.

Additional staff members include:

  • Instrument Design: Hiroyuki Takahashi
  • Instrument Animation Director: Minoru Ōta, Nobuaki Maruki
  • Art Director: Mutsuo Shinohara
  • Color Design: Akiyo Takeda
  • Director of Photography: Kazuya Takao
  • 3D Director: Rin Yamamoto
  • Sound Director: Yōta Tsuruoka
  • Performance Cooperation: Progressive! Wind Orchestra
  • Brass Band Supervision: Masahiro Ōwada
  • Production: Sound! Production Committee 2024
  • Distributor: Shochiku Co. Ltd.

The Sound! Euphonium anime first premiered in 2015, and its latest season, Sound! Euphonium 3, premiered on April 7, 2024. The third season ran for 13 episodes, which covered Kumiko’s third year in high school. Crunchyroll is currently streaming all three seasons of Sound! Euphonium with English subs outside of Japan. 

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

Spring in the first year of high school. Kumiko, a member of the brass band in junior high school, visits the high school brass band club with classmates Hazuki and Sapphire. There, she comes across Reina, her former classmate from junior high. Hazuki and Sapphire decide to join the club, but Kumiko can’t make up her mind. She recollects her experience with Reina at a competition in junior high school.

Love Live Nijigasaki High School Idol Club 2nd Anime Film Streams First Five Minutes and New PV

Love Live Nijigasaki High School Idol Club 2nd anime film first five minutes

Bushiroad released two new videos for the second Love Live Nijigasaki High School Idol Club anime film, which will premiere in Japanese theaters on November 7. The first video plays the first five minutes of the second Love Live Nijigasaki High School Idol Club film, while the second video highlights new concert scenes and anime footage.

 

There will be two screenings for the film on November 9 at Marunouchi Piccadilly with cast members in attendance. 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 theme song of the film is “Yakusoku ni Nare Bokura no Uta (Let Our Song Become a Promise).” A third Love Live Nijigasaki High School Idol Club film will screen at a later date to close out the trilogy. 

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.

Bushiroad Games’ visual novel Love Live! Nijigasaki High School Idol Club: TOKIMEKI no Mirai Chizu was released on April 24, 2025 for Nintendo Switch. In English, the game’s title is Love Live Nijigasaki High School Idol Club: TOKIMEKI Roadmap to the Future. 

In October 2020, the Love Live Nijigasaki High School Idol Club anime premiered on Tokyo MX, Bandai Channel, Line Live, and YouTube Live. The second season premiered three years later in April 2023, with English subs from Crunchyroll.

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.

2.5 Dimensional Seduction Manga Series Ends in 4 Chapters

2.5 Dimensional Seduction manga

The 196th chapter of Yū Hashimoto’s 2.5 Dimensional Seduction manga series confirms that the story is ending in four chapters. The next chapter of the 2.5 Dimensional Seduction manga is scheduled to release on November 8.

Hashimoto first launched the manga series on the Shonen Jump+ website in 2019. Shueisha will release the 24th volume of the manga on October 3. The anime adaptation by studio J.C. STAFF premiered on July 5, 2024, and it’s streaming on HIDIVE with an English dub. Season 2 of 2.5 Dimensional Seduction is currently in the works.

The opening theme song of the 2.5 Dimensional Seduction second cour is “Tsugihagi no Tsubasa” (A Wing’s Patchwork) by Soraru. Moreover, anime characters Ririsa Amano (VA: Kaori Maeda), Mikari Tachibana (VA: Akari Kitō), Nonoa (VA: Sayumi Suzushiro), and Aria (VA: Sayumi Watabe) perform the ending theme song “Release Sigh.” 

The 2.5 Dimensional Seduction manga series is available to read now on Shonen Jump+ in Japan. In the west, Seven Seas Entertainment publishes English volumes of the manga. Lastly, here’s an overview of the manga series, via Seven Seas Entertainment:

“I have no interest in real girls!” So claims Okumura, the president of the school’s manga club. He’s your typical otaku, obsessed with a sexy (fictional) 2D manga character known as Liliel. Then the new school year starts, and a (real!) 3D girl named Lilysa whose passion is cosplay joins the club. Lilysa convinces Okumura to become her photographer–and guess who her favorite manga character is? Not only that, but Lilysa is into modeling the fetishy stuff! The boundaries between 2D and 3D start to blur as this hot-blooded romantic comedy unfolds.

Undead Unluck 1-Hour Anime Special Premieres on December 25

Undead Unluck one-hour special anime

The staff of the TV anime adaptation of Yoshifumi Tozuka’s Undead Unluck manga series announced the new 1-hour special will premiere on December 25 on MBS and TBS channels, including affiliate channels. New cast members were also revealed, including Kenshō Ono as Tella and Takehito Koyasu as the new UMA, Balance.

Undead Unluck winter 2025 key visual
© 戸塚慶文/集英社・アンデッドアンラック製作委員会

Sunghoo Park directs the Undead Unluck 1-hour anime special and handles storyboards at studio E&H production. Yamato Haishima returns for the screenplay. Hideyuki Morioka and Shun’ichi Ishimoto return to design the characters. Kenichiro Suehiro is the music composer. UNLIMITED PRODUCE by TMS is producing and planning the anime. david production, the animation studio for the first season, is cooperating with E&H production and UNLIMITED PRODUCE by TMS.

Other staff members include:

  • UMA Design: Kazuhiro Miwa
  • Prop Design: Setta
  • Art Director: Yann Le Gall
  • Color Design: Aiko Mizuno
  • Director of Photography: Takao Saito
  • 3D Director: Tomohiko Kan
  • Editor: Kiyoshi Hirose
  • Sound Director: Jin Aketagawa

The special features an original story and new UMA creature written and designed by manga creator Yoshifumi Tozuka.

In January 2020, Tozuka originally published the Undead Unluck manga in Shueisha’s Weekly Shonen Jump. The manga ended with Undead Unluck volume 27 on April 4 in Japan.

Lastly, all 24 episodes of the Undead Unluck anime series are streaming right now on Hulu. Here’s an overview of Undead Unluck’s story from TMS Entertainment:

What happens when an unlucky girl meets an undead guy? Pure chaos!

Tired of inadvertently killing people with her special ability Unluck, Fuko Izumo sets out to end it all. But when she meets Andy, a man who longs for death but can’t die, she finds a reason to live—and he finds someone capable of giving him the death he’s been longing for.