Final Fantasy Tactics – The Ivalice Chronicles Celebrates Launch with Triangle Strategy Collab Art

To celebrate the launch of Final Fantasy Tactics – The Ivalice Chronicles on September 30, Square Enix released new collaborative art between the RPG remaster and Team Asano’s Triangle Strategy. The art was illustrated by character designer Yasushi Hasegawa.

Final Fantasy Tactics – The Ivalice Chronicles launches September 30 for Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam. The Nintendo Switch 2 upgrade pack is free to Nintendo Switch owners of the game. 

Final Fantasy Tactics – The Ivalice Chronicles is a remastered version of the original 1997 PlayStation RPG with fully voiced dialogue, optimized and updated UI and art, graphical improvements, new quality of life features for the battle system, and an easy “Squire” difficulty setting. The remaster will also feature sound novels cut from the game’s original English release, which can be read by acquiring certain books in the game.

The English voice cast includes:

  • Ramza Beoulve – Joe Pitts
  • Delita Heiral – Gregg Lowe
  • Princess Ovelia Atkascha – Eleanor Bennett
  • Alma Beoulve – Emily Carey
  • Agrias Oaks – Hannah Melbourn
  • Dycedarg Beoulve – Ben Starr
  • Mustadio Bunansa – Harry McEntire
  • Cidolfus Orlandeau – Timothy Watson
  • Goffard Gaffgarion – Paul Panting
  • Argath Thadalfus – Ben Allen
  • Duke Bestrald Larg – Huw Parmenter
  • Duke Druksmald Goltanna – Kevin McNally
  • Orran Durai – Matthew Duckett

There will also be cameos by Cody Christian (Cloud Strife from Final Fantasy VII remake series) and Briana White (Aerith Gainsborough from Final Fantasy VII remake series).

The Final Fantasy Tactics Best Selection Vinyl Soundtrack will release on October 1 for ¥4,620 in Japan. The 15-track vinyl record includes a jacket with artwork by Final Fantasy Tactics illustrator Akihiko Yoshida. Moreover, the vinyl comes with a MP3 album for the Final Fantasy Tactics Original Soundtrack featuring 102 songs. The MP3 album includes 31 tracks that didn’t appear in the original game.

Toei Animation Announces Digimon Beatbreak and One Piece New York Comic Con 2025 Panels

Digimon Beatbreak anime

Toei Animation announced Digimon Beatbreak and One Piece will be featured in panels at New York Comic Con 2025, which runs from October 9-12 at the Jacob K. Javits Convention Center in New York City.

Firstly, Toei Animation will host a panel with One Piece producer Ryūta Koike and director Wataru Matsumi on October 10 at 12:45 p.m. EDT. The panel will also feature English dub cast members Ian Sinclair (Brook) and Madeleine Morris (Lilith).

A New York Comic Con panel for the Digimon Beatbreak anime will be held on October 12 at 12:30 p.m. EDT with producer Hiroyuki Sakurada and Gekkomon voice actress Megumi Han, who voices Gekkomon. Han will also have autograph sessions.

Digimon Beatbreak will start streaming on October 5 on Hulu. MADKID performs the opening theme song “Mad Pulse,” and Ai Tomioka performs the ending theme song “beat up.”

The Digimon Beatbreak cast includes: 

  • Miyu Irino as Tomorō Tenma
  • Megumi Han as Gekkomon
  • Tomoyo Kurosawa as Reina Sakuya
  • Mutsumi Tamura as Pristimon
  • Arisa Sekine as Makoto Kuonji
  • Misaki Kuno as Chiropmon
  • Yohei Azakami as Kyo Sawashiro
  • Daiki Hamano as Murasamemon

The staff includes:

  • Original Concept: Akiyoshi Hongo
  • Music: Alisa Okehazama
  • Series Director: Hiroaki Miyamoto
  • Series Composition: Ryota Yamaguchi
  • Character Design: Takahiro Kojima
  • Digimon Design: Kenji Watanabe
  • Animation Digimon Design: Akihiro Asanuma
  • Art Director: Ayaka Jin
  • Color Designer: Sayoko Yokoyama
  • CG Director: Yusuke Ozone
  • Compositing Director: Tomoyuki Ishiyama
  • Editing: Eiichi Nishimura
  • Production: Fuji Television Network, Yomiko Advertising and Toei Animation

The One Piece anime is airing on an evening timeslot, with new episodes premiering at 11:15 p.m. JST on Saturdays on Fuji TV and affiliate channels. Lastly, Crunchyroll is streaming the long-running anime series in the United States, Canada, Australia, New Zealand, South Africa, and Latin America.

Tomba 2 Physical Editions Revealed by Limited Run Games

Tomba 2 Physical Editions Revealed by Limited Run Games

Limited Run Games has announced that it will release physical editions for Tomba 2: The Evil Swine Return Special Edition. Three editions will be available for PS5, Nintendo Switch, and PC. 

The standard edition, which costs $34.99, will feature a booklet exclusive to the console versions. The “Classic Edition” costs $69.99, and includes a retro box, a steelbook, a soundtrack CD, and a double-sided poster. Lastly, there’s the “Whoopee Edition,” priced at $149.99, which has a retro box, steelbook, soundtrack CD, double-sided poster, a deluxe hardcover art book and strategy guide by Stuart Gipp and Max Burnette with Jeremy Parish, a Charles figure, a “Tomba with Flying Squirrel Suit” figure, and art prints. All three will be available to order on October 3. 

Check out the three editions below:

Tomba 2: The Evil Swine Return Special Edition will release at a later date for PlayStation 4/5, Nintendo Switch, and PC via Steam. Limited Run Games describes the game as follows:

Tomba is back for more in Tomba! 2: The Evil Swine Return Special Edition, a celebration of the often-overlooked sequel to the legendary platformer, Tomba! Evil Pigs have invaded a nearby land, and Tomba’s friend Tabby has disappeared without a trace! Without hesitation, Tomba leaps into the sea to find his friend and save the day! Tomba! 2 was first published back in 1999, and is triumphantly returning in this jam-packed Special Edition release, containing the following features:

    • Save Anywhere! There’s no longer any need to make frequent trips to save points.
    • Rewind! If you miss a jump or get hit, no problem, you can try again!
    • A museum chock full of classic original packaging and manuals, advertisements, merchandise photos, previously unseen game design documents, and high-resolution original artwork

FBC: Firebreak ‘Breakpoint’ Update Available Now

FBC: Firebreak Breakpoint Update Available Now

Remedy Entertainment has officially announced that the FBC: Firebreak “Breakpoint” update is available now. Additionally, it has also released two new trailers showcasing new footage and behind-the-scenes details. 

A statement from Remedy via the Steam page says that it has “taken a lot of feedback to heart. Over the summer, we have worked hard on releasing updates to the game. Still, Breakpoint is only the first major step, we know we need a few more, bringing significant improvements and new systems, as well as content, into the game, incorporating community feedback alongside our own ideas.”

The new features include the following:

  • Crisis Board – Replacing the Job Board and presenting curated playable content, making the game feel more dynamic, less predictable, and closer to the first-responder fantasy at the heart of the game. We want the game to show you the fun rather than ask you to hunt for it. 
  • ”Orientation” – A new tutorial level accompanied by onboarding improvements across the game 
  • Outbreak – A brand-new Crisis (formerly known as Jobs) bringing a new location, enemies, and gameplay 
  • Gun Mods – Brand new gun customization system bringing modifiers that make guns more powerful or change their functionality. 
  • New guns, grenades, cosmetics, and enemies 
  • Systemic improvements to harmful conditions, objectives, devices, and more! 
  • Economy & Progression Overhaul 

Check out the new trailers below:

Launch Trailer

Behind-the-Scenes Trailer

The new update aims to address some of the criticism that FBC: Firebreak faced at launch, including a lack of cohesive and engaging gameplay elements. Final Weapon previously reviewed FBC: Firebreak and gave it a 2.5/5 score, noting that “while the gameplay formula is solid, the repetitive missions, objectives, and grinding for new unlocks are more monotonous than fun.”

Lastly, FBC: Firebreak is available now for PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store.

Solo Leveling: ARISE OVERDRIVE Will Be Playable at TwitchCon San Diego 2025

Solo Leveling: OVERDRIVE

Netmarble and Netmarble Neo have confirmed that Solo Leveling: ARISE OVERDRIVE will be playable at TwitchCon San Diego 2025, which takes place at the San Diego Convention Center from October 17 to 19. A new demo build of the PC version with updated features and new content will be available at the Solo Leveling: ARISE OVERDRIVE booth during TwitchCon San Diego 2025.

What’s more, there will a themed photo stations for Solo Leveling: ARISE OVERDRIVE , and there will be opportunities to participate in on-site activities and giveaways. Those who are unable to attend TwitchCon can tune into the game’s official livestream to see gameplay of Solo Leveling: ARISE OVERDRIVE featuring special guest streamers.

Solo Leveling: ARISE OVERDRIVE launches on November 17 for PC via Microsoft Store and Steam. Pre-orders the Solo Leveling: ARISE OVERDRIVE Deluxe Edition will receive three days of advanced access, starting November 14. Deluxe Edition contents include the Solo Leveling: ARISE OVERDRIVE game, the aforementioned Advanced Access, the Deluxe Upgrade Bundle, which includes a Sung Jinwoo-exclusive costume, profile card, facial accessory and hairstyle, and a new pet.

In the meantime, fans can stream both seasons of Solo Leveling with English dubs and subs on Crunchyroll. Solo Leveling: ARISE is available now for Android, iOS, and PC via Windows. Lastly, Solo Leveling: ARISE OVERDRIVE is coming to PlayStation 5 and Xbox Series X|S in 2026. 

Brotato Post-Launch Development Shifts to Evil Empire

Brotato Post-Launch Development Shifts to Evil Empire

Evil Empire has announced that it will be taking over post-launch development of Brotato, while under Blobfish’s direct supervision. The game’s first full update will release in October 2025. 

Evil Empire, which has previously worked on games such as The Rogue Prince of Persia, posted the following message via the Steam store page:

“Hello everyone, 

Something is happening to Brotato in the next few months – so what’s going on?   

Well, what’s going on is that Evil Empire (that’s us) are taking over the development of Brotato – while remaining under the watchful, beady, fishy eyes of Blobfish Games of course. 

The Blobfish Games team would love to continue updating Brotato until the end of time so that you can keep slaughtering aliens in increasingly absurd ways. But, they are also humans with their own hopes and dreams, and they want to make some new games after spending years on Brotato. 

However, they didn’t want to leave the game in the dust, and we’re huge Brotato fans, so we proposed to keep it going!

This way you get more cool stuff to play with from us, while Blobfish Games gets to experiment in their game laboratory to bring you even more cool new stuff in the future. Everyone’s happy. 

We have tons of our own ideas for the future of the game, plus we’ve already spoken with some community members, and the first small update will arrive in late October.  But, what we’ve learned is that the best content comes when we work with as many players as possible to collect ideas and to fine-tune our own.”

Brotato is available now on PlayStation, Xbox, PC, iOS, and Android. 

EA to be Acquired by PIF, Silver Lake and Affinity Partners for $55 Billion

Electronic Arts

Electronic Arts (EA) has entered a definitive agreement to be acquired by an investor consortium consisting of PIF, Silver Lake, and Affinity Partners in an all-cash transaction that sets EA at an enterprise value of approximately $55 billion. The investor consortium, referred to as “the Consortium,” will acquire 100% of EA, with PIF rolling over its existing 9.9% stake in the company.

According to the press release, PIF, Silver Lake, and Affinity Partners will “bring deep sector experience, committed capital, and global portfolios with networks across gaming, entertainment, and sports that offer unique possibilities for EA to blend physical and digital experiences, enhance fan engagement, and create new growth opportunities. The transaction represents the largest all-cash sponsor take-private investment in history, with the Consortium partnering closely with EA to enable the Company to move faster and unlock new opportunities on a global stage.”

Comments from the parties can be found below:

Andrew Wilson, Chairman & CEO of Electronic Arts

“Our creative and passionate teams at EA have delivered extraordinary experiences for hundreds of millions of fans, built some of the world’s most iconic IP, and created significant value for our business. This moment is a powerful recognition of their remarkable work. Looking ahead, we will continue to push the boundaries of entertainment, sports, and technology, unlocking new opportunities. Together with our partners, we will create transformative experiences to inspire generations to come. I am more energized than ever about the future we are building.”

Turqi Alnowaiser, Deputy Governor and Head of International Investments at PIF

“PIF is uniquely positioned in the global gaming and esports sectors, building and supporting ecosystems that connect fans, developers, and IP creators. PIF has demonstrated a strong commitment to these sectors, and this partnership will help further drive EA’s long-term growth, while fueling innovation within the industry on a global scale.”

Egon Durban, Co-CEO and Managing Partner of Silver Lake

“This investment embodies Silver Lake’s mission to partner with exceptional management teams at the highest quality companies. EA is a special company: a global leader in interactive entertainment, anchored by its premier sports franchise, with accelerating revenue growth and strong and scaling free cash flow. We are honored to invest and partner with Andrew – an extraordinary CEO who has doubled revenue, nearly tripled EBITDA, and driven a fivefold increase in market cap during his tenure. The future for EA is bright, we are going to invest heavily to grow the business and we are excited to support Andrew and the EA team as the company accelerates innovation, expands its reach worldwide, and continues to deliver incredible experiences to players and fans across generations.”

Jared Kushner, Chief Executive Officer of Affinity Partners

“Electronic Arts ​is ​an ​extraordinary ​company with a ​world-class ​management ​team and a bold vision ​for ​the ​future. ​I’ve admired their ​ability to create iconic, lasting experiences, ​and ​as ​someone ​who ​grew up playing their ​games ​- and now enjoys them with his ​kids – I couldn’t be ​more ​excited about ​what’s ​ahead.”

Luis A. Ubiñas, Lead Independent Director of EA’s Board of Directors

“The Board carefully evaluated this opportunity and concluded it delivers compelling value for stockholders and is in the best interests of all stakeholders. We are pleased that this transaction delivers immediate and certain cash value to our stockholders while strengthening EA’s ability to continue building the communities and experiences that define the future of entertainment.”

JDM: Japanese Drift Master Reveals Update 1.7.0 and New ‘Made in USA’ DLC

JDM Japanese Drift Master update 1.7.0

Gaming Factory has announced JDM: Japanese Drift Master update 1.7.0 will release on September 29 at 10:00 a.m. PDT / 1:00 p.m. EDT with several new content and feature additions, including the Nissan GTR R35 EBA, a new side story campaign mission, wheel and rims customization, in-game performance optimizations, and much more.

What’s more, the new JDM: Made in USA was revealed for a November 2025 release. The new DLC costs $5.99 and features six new cars: Ironvale Thunderbolt T40, Ironvale Stallion ’69, Taipan, Delray Vanquisher TR, Delray Venom, and Falcon HellFeather. 

Get the full details on JDM: Japanese Drift Master update 1.7.0 below:

Nissan GTR R35 EBA

A completely new car, with six body kits available to unlock.

Wheel and Rims Customization

An expanded feature for the already existing Car Setup in the game, allowing for the modification of wheels and rims. This feature will give players the opportunity to further visually tune their cars to their hearts’ content. 

Naoto “Tiger” Date’s Side Story Campaign Mission

Following the path set by the “Rise of the Scorpion” update, which expands the plotline through opponents’ backstories, a new side story campaign is introduced to the game. The Tiger’s campaign follows the tale of Naoto Date – one of the players’ major opponents in JDM, from his childhood dream, through tragedy to a chance at a new life. The campaign consists of 9 events, summing to 11 completely new races. 

New racing tracks

Two completely new racing tracks have been added to the open world and the Challenge Mode. The Hakome Stadium – a sports arena turned into an ultimate racing challenge; and the Takekaze Tōge – A new racing track located at the foot of the volcano, hidden within a bamboo forest.

Added XeSS 2 Support

JDM is now running XeSS 2.1.1.1, including Frame Generation and Low Latency technology. Its implementation vastly improves performance on Intel and AMD cards and has been set as default for the owners of said GPUs. 

Added Multi Frame Generation to DLSS 

The game now supports Multi Frame Generation times 2 and times 3 for Nvidia RTX 5xxx owners. This feature can be turned off (default) and on from the game’s graphics options menu.

Additional performance increase and cutting down loading times

The game has received another performance pass throughout the entire open world. The loading times have been slightly improved. The shops from the Main Menu of the game (Car Setup, Tuning Shop, Change Car) had their loading screens removed completely.

After the update the game may require players to redo the Automatic Graphics Settings Configuration, when launching the game. 

Steamdeck and handheld devices support

Improved performance and UI positioning. Added dedicated graphical presets and balanced the optimization.

Physics Improvements

Some game physics improvements have been introduced, including: slight balance of the Arcade physics model; fixes for All Wheel Drive and Front Wheel Drive cars; resolved physics issues causing undesirable outcomes and unbalanced forces acting on the cars. Improved collision and force compensation physics. 

Side mission updates

In Sushi Delivery side missions, the players will now be able to drive their own cars.

Added weather indication for Underground Races and rebalanced the races happening in the rain. 

Additional Bug fixing and minor changes

The game has additionally received a plethora of small improvements and bug maintenance, from fixing game crashes, through resolving minor issues with level design and car parts, to adding new sounds. 

JDM: Japanese Drift Master features fan-favorite cars from Honda, Mazda, Subaru, and Nissan. Each car can be upgraded mechanically and visually. Fans can expect additional presets for driving wheels and sim-driving hardware. The game also features a day and night cycle, along with dynamic weather. JDM: Japanese Drift Master will receive three phases’ worth of additional features and content.

Lastly, JDM: Japanese Drift Master is available for PC via Steam, GOG, and Epic Games Store.

Lost in Fantaland Coming to PlayStation and Switch on October 9

Lost in Fantaland Coming to PlayStation and Switch on October 9

Supernature Studio and NPC Entertainment have announced that Lost in Fantaland will release for PlayStation 4/5 and Nintendo Switch on October 9. The game is currently available on iOS, Android, and PC. 

Lost in Fantaland is described as a deckbuilding roguelite, which initially released in early access in 2022. It later fully released in 2024 for iOS, Android, and PC. In early October, Lost in Fantaland will be available for Switch and PlayStation 4 and PlayStation 5. The Steam page describes the game as follows:

Lost in Fantaland is a Roguelite game with deck-building at its core, deeply integrated with board-game strategy mechanics.

You will choose one of six unique characters and embark on a randomly generated adventure. Use your creativity to build your deck, collect a wide variety of items and artifacts, defeat enemies, and uncover the secrets of this world!

Innovative Multi-Card Play + Deck Building

You can combine and play multiple cards at once! Build your unique deck and wipe out enemies in one swift move!

Three main classes and six characters offer a diverse and rich experience.

Each character has their own unique deck and artifacts! With over 300 cards and 100+ artifacts, every game offers a fresh and exciting experience!

Random maps and adventure encounters

Randomly generated chapter maps combined with randomly generated battle scenes make every playthrough a new adventure!

Multi-run Challenge Experience

After completing the normal difficulty, you can unlock Ascension mode, offering progressively tougher challenges: mutated enemies, special weather conditions, and more powerful new bosses.

Soul Orb Shop

Players earn Soul Orbs from each battle and can use them at the start of the game in the Soul Orb Shop to purchase services. These not only help characters grow but also unlock global rules, making the adventure easier.

Slime Rancher 2 Review – More of The Same

Slime Rancher 2 Review - Final Weapon

I adore farming simulation games. There is something inherently relaxing about getting lost in the simple repetition of it all. It’s like having a warm cup of hot chocolate on a winter’s night. It’s simply divine. This is why I was surprised a few years ago when I played Slime Rancher and found the experience to be, well, just fine. It’s a notorious game in the genre, but for me, it felt a bit too abstract, lacking that all-important structure and end goal. After playing the game for a handful of hours, I put it down and never returned to it. But maybe my room feng shui was off at the time, and I wasn’t able to fully appreciate it. With the full release of Slime Racher 2, I thought this would be an excellent opportunity to delve back in and give it another go. Slime Rancher 2 is undeniably a massive improvement from the original in many ways, but the fundamental issues I had are still here.

An Uninteresting Story

Slime Rancher 2 heavily mimics the blueprint of its predecessor. You continue the adventure of Beatrix LeBeau, the protagonist of the first instalment, who has now arrived on Rainbow Island to uncover the mysteries of the land. She quickly finds a deserted conservatory, which she converts into a base of operations (if you played the previous game, it’s very much like the ranch). You’re given a brief tutorial on the basic controls and how to use the vacpack, a gadget that pulls in slimes and items from the environment, and then you’re pretty much thrust into navigating the world’s landscape.

The overall plot plays a less integral part than last time, which is saying something, as it was relatively non-existent beforehand. As you explore the island, you will find drones that contain messages from a prior explorer, which refer to the island’s history. Coinciding with this, you will also have interactions with other characters that unfold through video calls, where they discuss what’s happening on the island and the scientific discoveries you uncover. And that’s pretty much it. I found myself to be very uninterested in the plot. But, then again, you’re here to capture adorable slimes. Do we need a deep, extravagant plot? Probably not.

Building Up Your Slimey Empire

Speaking of slimes, they are undoubtedly the star of the show here, and to be fair, it would be weird if they weren’t with the title name, wouldn’t it? They all harbour the same whimsical charm as before, with all the classics like pink, crystal, and tabby slimes making a comeback. The updated visuals really bring their playful nature to life, as they hop from side to side, showing their happy demeanour. It’s really hard not to smile when you first encounter these little rascals. There aren’t many new slimes, but there are a handful. My favourite by far was the cotton slime, as it exhibits the traits of a bunny rabbit, having long ears and even whiskers to boot. It somehow feels like a natural counterpart to the tabby slime.

Once you have sucked up the slimes with the nifty vacpack, you can put them in the corrals back at the conservatory. However, depending on the type of slime, they will need to be cared for in different ways, from their dietary requirements to the layout of their corral. A great example of this is Phoshor slimes, as they will completely disappear if exposed to sunlight, so you will need to purchase a solar shield if you have any intention of keeping them. There is no punishment if you choose not to feed slimes, per se, but their facial expressions will change, and they will droll a red-looking substance, which feels somewhat inhumane. I didn’t like that on my virtual conscience, so I would often only keep what I could feed.

Each time you feed them vegetables, fruits, or meat, they will drop plorts, which can be used to upgrade equipment or sold at the plorts market to earn money. So, it is inadvertently your main form of currency rather than the actual money itself. Because of this, it can be more advantageous to have slimes that are easier to feed, so you can quickly grind up plorts. Personally, I would keep ones with vegetable and fruit diets, as I was able to grow crops in gardens at the conservatory, and feed them regularly without too much hassle.

You can also merge slimes by forcing them to interact with one another. This will cause them to become bigger and chubbier versions of themselves with attributes from both slimes. It can be interesting to see all the different types of combinations, but more importantly, they will drop two types of plorts. Typically, the more you sell of a particular plort, the more its price value will decrease, so this allows you to keep the market at an equilibrium, so to speak. This encourages you to have multiple types of slimes at the conservatory and experiment with combinations to see what works best for you.

There are also blueprints that you can discover while travelling around the landscape, which will allow you to build different types of decorations that can add a lot of personality to your conservatory. Some are somewhat basic, like trees or seaweed, and others are wacky, like a carousel that the slimes can even ride. There is a lot of creative freedom in how you want to set up your base, and it’s rather cathartic to collect all the necessary resources to keep everything ticking over.

You can also purchase upgrades for your vacpack, which will enable you to collect resources more efficiently, run faster, and have increased health. You can even buy a jetpack that will allow you to travel to previously unreachable locations. It’s worth noting that it’s super important to purchase the resource harvester right away, as it will allow you to extract more resources from the environment, and you will need these items later down the line for the other upgrades. It might have been nice if the game forced you to buy the upgrade as part of the tutorial, because some newcomers could completely overlook this and, unintentionally, miss out on a lot of essential resources.  

Exploration Is Where The Gameplay Excels

There is a heavy emphasis on exploration, and it is definitely where it excels compared to other farming games out there. Rainbow Island is a beautiful place to explore and features a spectacular palette of colours. It’s helpful that every location feels distinctive, with multi-coloured prairie grasslands, gorgeous ponds, and murky volcanic areas. If you want to reach every nook and cranny, you will have to figure out some environmental puzzles. None of them is too strenuous, though, which keeps things interesting when you’re exploring. It really embodies the floaty vibe you would get looking through a kaleidoscope, and it’s beyond fantastic.

The soundtrack beautifully complements the landscape, as it has a calm and welcoming vibe that perfectly matches the scenery. The sound effects are incredibly charming as well, from the noises made by the vacpack to the slimes themselves. On a technical level, the game runs well for the most part, but I did notice that when I initially booted up the game, it had a slow framerate and took a few moments for everything to appear smoothly on the screen. But it’s nothing that hinders the experience.

The first few hours of Slime Rancher 2 are a delightful experience, and it’s super relaxing to traverse the environments, capture slimes, and build your conservatory. It’s a great game to play if you’ve had a stressful day and you’re looking to unwind. However, after a while, you will likely find the slimes that you prefer using, discover the majority of the locations, and unlock the last remaining upgrades. In the end, it requires you to find your own meaning and discover a grand ambition that drives your pursuit. Just like the original, I couldn’t find it. But I definitely enjoyed my experience more than last time.

Disclaimer: Monomi Park provided a PC (Steam) copy of Slime Rancher 2 to Final Weapon for review purposes.