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Guardians

A screenshot from RPG Rune Factory: Guardians of Azuma
Product Reviews

Rune Factory: Guardians of Azuma review: RPG comfort food

by admin June 25, 2025



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If there’s anything a game can do to make a good first impression, it’s having its dual protagonists riding huge dragons in what feels like a cataclysmic event.

Having no skin in the game as far as Rune Factory as a series is concerned, it felt as though I’d skipped a whole host of chapters and was getting ready for the final battle between good and evil, and then… my character woke up.

Review info

Platform reviewed: Nintendo Switch 2
Available on:
Nintendo Switch, Nintendo Switch 2, PC
Release date:
June 5, 2025

  • Rune Factory: Guardians of Azuma at Amazon for $69.99

Rather than charging into battle atop a mythical creature, I found myself cleaning up weeds and harvesting wood. The surprising part, however, is that in doing so, I came to fall in love with the depths of Rune Factory: Guardians of Azuma’s systems.


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There’s combat here, sure, but in the 25 hours I spent in its charming world on Nintendo Switch 2, the biggest draws were getting to just the next upgrade for my burgeoning town, offering just the right gift on a character’s birthday, and enjoying quality time with its cast.

Rhythm is a dancer

(Image credit: Marvelous Inc.)

Still, I’m getting ahead of myself. As I mentioned, I’ve never played a Rune Factory game before, but with multiple Switch 2 games dropping into the laps of gamers, I wanted to kick the tires somewhat even before this review in hopes of filling a knowledge gap.

Waking from a dream, my amnesiac hero finds himself in the quaint Spring Village. Here, the sacred tree has stopped blooming, and I was tasked with cleaning the place up in hopes that better times would return.

As it would happen, the protagonist is an Earth Dancer, able to tap into natural forces (isn’t that always the way?), allowing them to wield divine instruments that help plants grow and push back against a sort of blight that’s strangling this once-vibrant world.

That narrative setup leads into the main mechanic of Guardians of Azuma: Village management. If the game itself were a sacred tree, its village customisation and management tools would be the central trunk–absolutely everything feeds into it, and that’s what helped me sink so many hours in so quickly.

Making friends…

(Image credit: Marvelous Inc.)

In the game’s opening hours, you’ll be led by the hand through all sorts of smaller pieces of village stewardship. You’ll meet its inhabitants to grow social bonds (more on that shortly), and spend time building up a designated area for fields and small buildings.

It doesn’t take long to build a couple of relatively humble abodes to help bring in new villagers, or harvest crops that can be sent elsewhere to raise capital for your village. In fact, before long, there’s the same kind of satisfaction you find in any other management game, as things tick along nicely.

The more villagers you can, the more they’ll be able to help with chores and tasks, and each has individual perks that help them fall more naturally into roles like Loggers, Farmers, or Miners.

Seeing my small patch of farmland from the game’s first hour gain a whole host of villagers to work on the harvest, or adding my first blacksmith, felt perfectly paced. The carrot on the proverbial stick of “I just need to get to the next upgrade” kept me up past 2 AM more than once, and there’s a really cosy quality to Guardians of Azuma that makes it a natural fit as a Switch 2 launch game.

…and influencing people

(Image credit: Marvelous Inc.)

In between your daily routine of tidying things up, bossing people about, and trying to make a bit of gold, you’ll also have the chance to grow friendships with your companions and even branch out into romance with them.

This is achieved by making an effort to converse with them regularly, fulfilling any requests they may have, and eventually working with their likes and dislikes to select suitable gifts or suggest suitable activities.

It’s not as strictly structured as something like Persona, and while there is a day/night schedule (complete with debuffs for staying up late), it’s easy to fit multiple social engagements into one day.

Best bit

(Image credit: Marvelous Inc.)

They say ‘it takes a village’, and I loved watching my relatively small patch of farmland grow into a bustling production line of crops being picked, weapons being crafted, and making coin via trading.

That’s a good thing, because many of the characters are just so fun to talk to. Ulalaka, the divine spirit of the game’s first village, is relaxed and cordial but holds some deeper fears about the state of the world and her diminishing powers. And, while some characters are certainly more one-note (Murasame is the relatively generic swordsman, while Takumi is the affable, boisterous carpenter), they’re all brought to life with exuberant voice acting and great regionalisation.

(Image credit: Marvelous Inc.)

A special shout-out, too, to Woolby. The game’s comic relief could have felt more irritating given how much he’s on screen in certain scenes, and I had feared he’d be akin to Persona’s Teddy or Morgana, but I ended up genuinely enjoying his appearances, and he didn’t grate much at all.

Laying down the law of the land

(Image credit: Marvelous Inc.)

You’ll want to spend time chatting up your cohorts, too. There are around two dozen romance options, but once any of their bond levels hit 1 (which is very, very easy to do), they’ll be able to accompany you on expeditions out of the village.

That’s important because while your town is busy working on items and weapons you can take out into the world with you, there are monsters to slay.

While the bright art style may suggest similarities, it’s not quite as deep as in something like The Legend of Zelda: Breath of the Wild. Many enemies can be felled with a few swings of your sword, but there are plenty of weapons to unlock, each with their own skill trees.

That applies to your party, too, so leveling your social bonds can be the difference between rolling into a boss fight with a relatively slapdash squad or with a team of hardened veterans.

There’s a breeziness to the action-based sword-swinging and bow-firing, and the option to slow time when you nail a ‘Perfect Dodge’ and follow up with a whirlwind flurry of attacks feels just as good here as it has in recent Zelda titles.

Some enemies will even turn into villagers, making seeking them out (and various other bonuses in the areas outside your village) a worthy endeavour.

Rinse, repeat

While there’s always something to do, be it a notjiceboard request or working towards the next village upgrade, the game’s structure won’t be to everyone’s liking.

Each chapter essentially adds a new village, and if you’ve not had a great deal of fun managing the minutiae of harvesting and selling crops in the first one, you’ll probably struggle to find the fun in the following villages.

Each comes with its own unique challenges, characters, and mechanics, but the overarching mechanics remain the same. That’s something I had a blast with, just constantly min/maxing my time, but it won’t be to everyone’s tastes.

I also found that there are some frame rate drops while playing on a TV at 4K, but those weren’t an issue in handheld. Given the option to sit back and do some village management while watching TV, though, I can see the latter being the way most people enjoy Rune Factory: Guardians of Azuma.

Should you play Rune Factory: Guardians of Azuma?

Play it if…

Don’t play it if…

Accessibility

As far as I could see in the settings, there are no additional subtitle sizes on offer, but you can auto-pause dialogue when a sentence is finished. You can also adjust the speed at which subtitles appear.

Button mapping is very flexible, too, meaning players can customize their button inputs as much as they’d like, and the game does a great job of keeping button tooltips on screen, too.

(Image credit: Marvelous Inc.)

How I reviewed Rune Factory: Guardians of Azuma

I played Rune Factory: Guardians of Azuma for 25 hours, completing the main story and mopping up a whole host of side quests.

I did so on Nintendo Switch 2, switching between docked with my Sky Glass TV and playing in handheld mode, and making use of the Switch 2 Pro Controller. It marks one of my favorite Switch 2 experiences alongside The Legend of Zelda: Tears of the Kingdom and Breath of the Wild, as well as Pokémon Scarlet and Violet, but up next it’s Hyrule Warriors Definitive Edition.

First reviewed June 2025

Rune Factory: Guardians of Azuma: Price Comparison



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Towa and the Guardians of the Sacred Tree Hands-on Preview at Summer Game Fest
Esports

Towa and the Guardians of the Sacred Tree Hands-on Preview at Summer Game Fest

by admin June 21, 2025


At Summer Game Fest 2025, Bandai Namco revealed Towa and the Guardians of the Sacred Tree, a new Japanese folklore-inspired roguelike that wears its inspirations on its sleeve.  We went hands-on with the game for a quick look at what Towa will have to offer us when it arrives this September.  Here’s a quick peek at what we picked from our time with it.  

Towa and the Guardians of the Sacred Tree is set in a world steeped in ancient Japanese mythology. The game’s premise revolves around guardians tasked with protecting the Sacred Tree, a mystical force not unlike the World Tree in other mythologies. We only got a passing look at the storyline, so that’s about all I can impart on that topic.  

One thing I can comment on is the absolutely gorgeous visuals.  A blend of watercolor painting and anime-style Japanese art, the game is overflowing with green grasses, forests, shimmering lakes and more.  Even these screenshots don’t tell the whole story – this is one you’ve got to see in motion.  I suspect we’ll see more dour environments as we get closer to whatever big bad lies at the core of the game, but what we saw so far was beautiful to behold.

At its core, the game is a roguelike experience, where each run is unique, and the environment constantly shifts. The parallels to games like Hades and its sequel are immediately apparent, though this game has a few elements that make Towa unique.  At the beginning of the demo I could choose one of two guardians (though there is nothing preventing the team from having more – the team weren’t saying one way or the other).  One guardian takes on the role of primary attacker, armed with close-range weapons or magic, and the other will take a support role with ranged abilities, area-of-effect attacks, or healing spells. It sounds like such a minor thing, but in practice it makes for a completely different type of gameplay.

 As you tackle foes, you’ll hammer on them with your weapon.  As you do so, you’ll get some visual and auditory clues that your weapon is wearing out.  When it’s no longer sharp, you’re expected to let it recharge a meter, or better still, switch to your secondary character and make them primary for a few.  On paper, the weapons degradation system sounds like it’d be a nuisance, but in practice swapping between weapons and characters pushed me to be more thoughtful about my approach and timing.  If you know an enemy is more susceptible to melee attacks, timing your meters so you have those at your fingertips is wise, meaning thinking ahead instead of just dodging and hammering away is key. Each guardian has its own health, abilities, and weapons to manage, so you’ll also be apparently upgrading them as you go, leaning into the roguelike elements of the game.

Each run in Towa and the Guardians of the Sacred Tree is designed to last about 30 to 45 minutes – precisely the amount of time we had for our demo.  If you want a quick roguelike hit, Towa is aiming to deliver exactly that.  Given that all of the levels and foes are procedurally generated or placed, no two runs should ever be exactly alike. As you progress, the difficulty ramps up, with new enemies and more complex obstacles introduced, as you’d expect. To help you cope with that, you’ll get drops.  These drops are similar to what you’ve seen in other games, offering a bump to attack damage, environmental effects, or other similar augments.  

The other major departure from the norm is the addition of cooperative play.  While our demo was single player, the full game will have the ability to team up with your friends, meaning you’ll be able to bring a total of four guardians into the field.  It seems like that would create some awesome synergies but we’ll have to wait to try those out.  

We won’t have to wait long to get our hands on this fast-paced gorgeous roguelike.  Coming to PC, PlayStation 5, and Xbox Series X|S on September 19th, 2025, this looks like it’ll be something special.  

Stay tuned right here at GamingTrend.com for more on Towa and the Guardian of the Sacred Tree as well as everything else we saw at Summer Game Fest 2025!


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Rune Factory: Guardians Of Azuma Earth Dancer Edition Restocked On Launch Day
Game Updates

Rune Factory: Guardians Of Azuma Earth Dancer Edition Restocked On Launch Day

by admin June 21, 2025


Rune Factory: Guardians of Azuma’s Earth Dancer Edition is back in stock on launch day at Best Buy and GameStop. Though the standard edition released on June 5 for Nintendo Switch and Switch 2 as originally planned, production issues caused the Earth Dancer Edition to be delayed by two weeks to June 20. The $100 edition has been sold out everywhere for more than a month, so it wouldn’t be surprising to see Best Buy and GameStop sell out of copies again. Nintendo Switch 2 players who buy the Earth Dancer Edition can buy a $10 upgrade from the eShop.

Rune Factory: Guardians of Azuma – Earth Dancer Limited Edition:

Updated on June 20

$100 | Restocked on June 20

The $100 Rune Factory: Guardians of Azuma – Earth Dancer Limited Edition includes the physical edition for Nintendo Switch–the full game is on the card–and the following extras:

  • Woolby character plush keychain
  • 140-plus page art book
  • Official soundtrack on CD
  • Traditional Japanese folding fan
  • Seasons of Love DLC bundle with extra downloadable Woolby Costumes
  • Custom box with unique cover art
  • In-game content as DLC:
    • Festive Attire & Dark Woolby Bundle
    • Seasons of Love Bundle
    • Rune Factory 4 Outfit Bundle
    • Useful Item Bundle

The Earth Dancer Edition isn’t available for Switch 2, but you can pay a $10 fee on the eShop to upgrade to the Nintendo Switch 2 version.

The production/shipping issues for the Earth Dancer Edition caused it to sell out at all major retailers well before Guardians of Azuma’s launch. As mentioned, Best Buy and GameStop are the only major retailers with copies available on launch day (June 20). It remains sold out at Amazon, Walmart, and Target.

$60

If you only want a physical copy of the base game, the Switch version of Rune Factory: Guardians of Azuma is in stock for $60 at Amazon, Walmart, Target, and Best Buy.

$69

The Nintendo Switch 2 physical edition of Guardians of Azuma is available for $69 at Amazon, Walmart and Target. Unlike many third-party releases on Switch 2, Guardians of Azuma is a true physical edition–the game is fully stored on the cartridge.

Rune Factory: Guardians of Azuma – Earth Dancer Limited Edition

Rune Factory: Guardians of Azuma has been a hit with both critics and fans. It currently holds a Metascore of 81 on review aggregator Metacritic (a GameSpot sister site). Guardians of Azuma has a user review average of 80, and the PC version currently sits at “Very Positive” based on more than 1,400 customer reviews.

The new entry takes the RPG-meets-farming-sim formula to new heights. Set in Azuma–a fantasy world inspired by Japanese folklore–the game places players in the role of a magical martial artist known as an Earth Dancer. You embark on a journey to restore the land by building farms, repairing villages, and completing RPG-style quests where you’ll square off against bosses with magical swords imbued with elements.

More Rune Factory games on Switch

Rune Factory 3 Special – Golden Memories Limited Edition

If you’re interested in Guardians of Azuma and haven’t played all of the previous entries in the franchise, you’re in luck, because there are three great Rune Factory games on Nintendo Switch already. Rune Factory 5 is the most recent numbered game in the franchise, but remastered versions of Rune Factory 3 and 4 are also worth checking out. Rune Factory 3 originally released on Nintendo DS in 2010, while Rune Factory 4 first appeared on 3DS in 2013. You can get all three for cheap at Amazon. You can even still get Rune Factory 3’s Golden Memories Limited Edition for less than retail price.



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Immutable price drops even as Guild of Guardians NFT sales jump
NFT Gaming

Immutable price drops even as Guild of Guardians NFT sales jump

by admin June 7, 2025



Immutable token retreated this week as market participants reacted to the broader crypto market crash. It also dropped despite welcoming a popular game to its platform and a surge in Guild of Guardians NFT sales.

Immutable (IMX) fell to $0.495 on Friday, down 36% from its May peak and 86% from its high last year. The sharp decline has dragged its market capitalization from $4.6 billion in September to $958 million.

The decline came even after developers announced that Legends of Elumia had migrated to the Immutable network from Ronin. This is notable, as Legends is a fast-growing title acquired by Triumph Games in April and boasts thousands of monthly active players. 

Meanwhile, Immutable’s NFT activity showed notable strength this week. Data indicates that Guild of Guardians Heroes generated $8.89 million in sales, a 61% increase from the same period last week. Guild of Guardians Avatars sales rose by 64% to $4.2 million. In total, Immutable processed $13.7 million in NFT sales this week, up 69% from the previous period.

The next key catalyst for the IMX token is a major unlock scheduled for June 13. It will release 24.52 million tokens, valued at over $12.7 million. Fortunately for investors, IMX unlocks will conclude in October, transitioning the token into a deflationary asset.

Immutable price technical analysis

IMX price chart | Source: crypto.news

The daily chart shows that the IMX price peaked at $0.8100 in May as most cryptocurrencies rallied. It then pulled back to $0.50, its lowest point since May 8. 

IMX has since dropped below its 50-day Exponential Moving Average, while both lines of the MACD have crossed below the zero line. The Relative Strength Index has also tilted downward and is approaching oversold territory.

Given these signals, the token will likely continue falling as sellers target key support at $0.3458, its year-to-date low. A drop to this level would complete a double-bottom pattern, which could signal a rebound back to the neckline at $0.8100. However, a decisive move below that support would invalidate the bullish setup.



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Rune Factory: Guardians of Azuma
Product Reviews

Rune Factory: Guardians of Azuma review

by admin June 4, 2025



One might assume that if you fell out of the sky, crash-landed through the roof of a shrine, and woke up with amnesia to a flying, talking sheep with horns listing your divine duties, you might get a day off. You might want to relax and recuperate. You might take a moment for yourself.

Need to know

What is it? Action RPG, social sim, city builder, take your pick!
Release Date: June 5, 2025
Developer: Marvelous
Publisher: Marvelous
Reviewed on: Windows 11, NVIDIA GeForce RTX
2060, AMD Ryzen 9 4900HS, 16GB RAM
Multiplayer? No
Steam Deck: Verified
Link: Official site

It would probably be a lot to ask that you become the most active municipal volunteer in the troubled local community, restore the divinity of their god, and embark on a quest to rejuvenate the world after a devastating apocalyptic event. Well, you clearly don’t have what it takes to be an Earth Dancer.

Kaguya, one of the two possible protagonists of Rune Factory: Guardians of Azuma, does have what it takes. Never has there been a more concerned citizen, a more selfless activist, or a more ambitious amateur farmer. She gets knocked out of the heavens after a violent battle with a mysterious figure on a black dragon; she gets thrust into tales of Celestial Collapse and Blight and meets the god of spring; she takes out a hoe and starts planting turnips. She also does some adventuring, romances some people, builds a house or two, learns to cook, and does her best to save the world. We love a Renaissance woman.


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Most of Guardians of Azuma is a fairly straightforward action RPG. Kaguya has multiple choices of melee weapons, a bow, and sacred artifacts given to her by the gods, which do elemental damage. Weapons can be upgraded or enhanced, and later on she can acquire talismans to aid her in combat. This implies a diversity to combat that doesn’t materialize—I never encountered a fight in the game that I couldn’t brute force with my sword, whatever sacred artifact I was feeling at the time, and an inventory full of cheese omelets.

Image 1 of 4

(Image credit: Marvelous)(Image credit: Marvelous)(Image credit: Marvelous)(Image credit: Marvelous)

Most battles won’t need strategizing, though enemies do have weaknesses and bosses can be stunned as well as just hacked at. I wasn’t particularly bothered with the shallowness of combat—it’s fun to spin in circles with my Fan Of Death and hear my party members chatter at the monsters we encounter, and it doesn’t distract from the parts of the game that are more engaging. Let the friends I’ve recruited go slice up oni for me: I’ve gotta float around with a parasol to find frog statues for a local child.

The polar opposite of combat is the game’s farm sim/village developer/landscape architect aspects, which can be as simple or as complicated as your heart desires. My urban planning style ended up being “function over form,” which means I’ve got four bustling, productive villages that look like they were zoned by an over-caffeinated squirrel. Players with more of an eye for aesthetics will have fun messing with decorations, of which there are plenty to find within the world, and the development mechanics are easy to use (though there’s some frustrating friction at the beginning, when crafting basic terrain tiles requires an annoying amount of menu navigation).

(Image credit: Marvelous)

Once you can start recruiting villagers they’ll be assigned to work in your absence, which means Kaguya only has to make a few decisions in her role as Literally Everyone’s Mayor before the money starts rolling in, leaving her free to wander around and fight or flirt or make more onigiri.

There’s a lot going on in this game. Kaguya’s got to explore, fight monsters, and discover what her amnesiac protagonist deal is, but she’s also got to build up these villages, do some farming, socialize, cook approximately a hundred thousand recipes, revive the divinity of some gods, and go to bed before midnight. At first it’s unwieldy, these systems bordering on excessive in what is actually not a huge game world. Kaguya spends a ton of time retracing her steps as she slowly unravels the truth about what’s going on with Azuma. Early on, that’s a weird juxtaposition: why do I have so much I can do and so little to do it with?

Time and progression pay off extremely well to combat that imbalance. The social mechanics reward long investments with different characters, and it takes a while to wade out of the shallower aspects of their personal quests. The villages you’re developing are irregularly stocked with dev zones and existing infrastructure, so some have easy early rewards whereas others get a boost at later levels. And the story simply gets more interesting later in the game. The first 10 or so hours are almost off-puttingly busy, but as the game progresses, the feeling of busyness turns into a feeling of comfortable denseness.

(Image credit: Marvelous)

It is satisfying and occasionally heartwarming to see characters I met in Spring Village settling down to eat a meal in Autumn Village, or to know that I’ll be able to fulfill a request of a villager in Summer Village because my barn in Winter Village is producing the eggs I need for the recipe. Because so much is automated, it escapes the player-centric god-king-of-all-I-survey trap it could have easily fallen into; Kaguya’s role, both narratively and mechanically, is just to get the ball rolling, to bring life back to something so it can continue living. Build a house, plant a field, and there will be people to till it, to water and harvest, to fish and mine and log and tend to animals and run shops.

It’s one instance of the game’s throughline: That the point of helping someone, or healing something, is so they can stand on their own.

The social system is the other standout. It’s regrettably frontloaded with some of the weakest writing and least interesting characters, but once you unlock more villages the roster of characters you can befriend is varied and charming, with some personal quests that go in really delightful directions (I have lost hours of my life to chasing around mischievous shapeshifters, advertising local businesses, and making gamers be social.)

Because personal quest progression is tied to the calendar, and because there’s no limit to how many characters you can interact with in a day, it fits in well between main quest progress, exploration, and village development. I thoroughly enjoyed when I’d be wandering around only to spot someone I’d been talking to in the distance and sprint after them to go grab a bite to eat together.

(Image credit: Marvelous)

Out of all the characters you can meet in Rune Factory, the best ones by far are the gods you awaken throughout the story. Without spoilers (because there are some legitimately fun reveals in their roster) the fact that the gods have both main story relevance and sidequest social relevance means they have the most time to develop, even the ones you don’t meet until later in the game.

(Image credit: Marvelous)

Kaguya often takes a step back in these parts of the story, and the quirks, neuroses, fears, and desires of the gods get to take center stage. This is excellent, since they resemble less a pantheon of powerful deities and more an impromptu reunion of bickering siblings that have been ignoring each other’s texts, complete with blithe nicknames, established alliances, and a handful of held grudges. They’re just as invested as Kaguya in restoring their divinity and investigating the cause of the Celestial Collapse, but also some of them are socially anxious or easily distracted or owe someone some money, so they’ll need a hand here or there.

Those are the two levels the game operates on: help save the world, or help a buddy out. At the beginning Kaguya is a stranger, literally crash-landed in the shrine of Spring Village, with no memory of her place in the world. Rune Factory feels like a stranger to itself at this point, with all of the moving parts present but watching each other warily, not sure how to work together yet. As Kaguya settles into herself, as she engages with her environment, helps the village and the villagers, and starts her divine journey, the game matches her.

On the macro level she collects the allies and information needed to figure out what’s going on with the Celestial Collapse and how to fix it. On the micro level, she collects the resources and knowledge needed to figure out how to cook honey toast for a demanding pastry chef. She might be an Earth Dancer for the gods, to bring them back to life and guide them towards the rejuvenation of the world, but in every other aspect she’s just a person trying to help out where she can.



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