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Venture forth to save Princess Gwaelin and all of Torland with new features and friends in DRAGON QUEST I & II HD-2D REMAKE
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Venture forth to save Princess Gwaelin and all of Torland with new features and friends in DRAGON QUEST I & II HD-2D REMAKE

by admin September 4, 2025


Today, Square Enix revealed new information about DRAGON QUEST I & II HD-2D REMAKE. New items and features have been added to enhance battles, allowing for new strategies to defeat monsters.

In DRAGON QUEST I, players take on the role of the Hero, a descendant of the great Erdrick, and are tasked with saving Princess Gwaelin of Tantegel. The Hero is the only character in your party for this adventure, but he’s quite a versatile fighter, able to use Sizz- and Zap-type spells in addition to sword abilities like Dragon Slash.

He can also make use of the Sigils, which originally appeared in DRAGON QUEST II. By helping the fairies, the Hero can activate the Sigils effects in battle. For example, when the Sun Sigil appears (indicated by a mark on screen), some special abilities will deal critical damage. When the Soul Sigil triggers, certain spells and abilities will change, like Dragon Slash becoming Double Dragon Slash. Each Sigil has a different effect, so players can experiment and discover what they do as they play.

In DRAGON QUEST II, the player now controls a full party of four as opposed to the original’s three. The Prince of Midenhall, the Prince of Cannock, and the Princess of Moonbrooke are joined by the Princess of Cannock, an airheaded girl who can sometimes get distracted in the middle of battle. She’s quick and agile, able to perform a variety of special moves in addition to casting Frizz- and Crack-type spells.

The Prince of Midenhall is the party’s physical powerhouse, able to use attacks like Knuckle Sandwich and Hatchet Man. He can also protect the party with Forbearance, making him effective at both offense and defense.

The Prince of Cannock is more of an all-rounder, able to swing swords and sling spells in equal measure, all while healing and supporting his allies. He can also learn the iconic Gigaslash ability to devastate enemies with a blade of lightning.

Finally, the Princess of Moonbrooke is a powerful mage, casting spells like Boom to hit all enemies. She’s not all offense though, and can use spells like Oomph and Insulate to support the party.

In addition to make use of the Sigils the party finds throughout the game, they can also learn new spells through scrolls. Scrolls can be found all over the world, and using them will allow one character to learn a new spell or skill. Not every character can make use of every skill, however, so players need to use them wisely. Scrolls are in both titles, so presumably the Hero of DRAGON QUEST I will be able to use any and all he finds.

Finally, players can enable suggest actions in battle settings, which will give them a helping hand when selecting actions, such as highlighting which spells will exploit an enemy’s weakness.

DRAGON QUEST I & II HD-2D REMAKE releases on October 30th, 2025, for Nintendo Switch and Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and the Microsoft Store. For more on all things DRAGON QUEST, stay tuned to GamingTrend.


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September 4, 2025 0 comments
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Fairy Tail: 100 Years Quest Season One Coming To Blu-Ray This Fall
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Fairy Tail: 100 Years Quest Season One Coming To Blu-Ray This Fall

by admin August 24, 2025



Fairy Tail was a massively popular manga and anime series during its original run from the mid-200s through the 2010s, and not long after its saga wrapped up, a new sequel series hit the scene. Fairy Tail: 100 Years Quest has been in print since 2018, but it wasn’t until recently that it got an anime adaptation. In case you missed out on it, the good news is that you can preorder the upcoming Blu-ray release ahead of its release for $80 on November 4 through Amazon and CrunchyRoll. This edition of the complete first season also comes inside a stylish steelbook case, featuring the main cast of Fairy Tail on the cover.

$80 | Releases November 4

Set one year after the war with the Alvarez Empire and the destruction of the evil black dragon Acnologia, Fairy Tail: 100 Years Quest sees Natsu Dragneel and his allies embark on an ambitious mission to seal the Five Dragon Gods. The Blu-ray release contains all 25 episodes from the first season across four discs and in 1080p, with Japanese and English audio options. For the extras, there are clean credit sequences, an interquel recap episode, and promo videos.

Fairy Tail 100 Years Quest Special Features

  • Episode 13.5 – Going Off Topic: Lucy’s Diary
  • Fairy Tail promo videos
  • Promo videos
  • Textless opening and ending songs

Check out deals on paperback box sets of the original manga.

If you’re new to the world of Fairy Tail, then you’ll also want to check out the original series. Created and illustrated by Hiro Mashima, the series is set in a magical land of wizards and follows Natsu and his eclectic friends as they take on quests for their guilds and tangled with dark wizards. While the series isn’t groundbreaking and can be slightly derivative, it’s still a consistently fun show thanks to its quirky characters, well-paced action, and emotionally heavy plots that come out of nowhere.

The best way to check out the original manga–which ran for an impressive 545 chapters across 63 volumes–is through the manga box sets currently available for sale. Each one collects around 11 paperback volumes and come with exclusive sticker sheets and a slipcase box to store them in. Pricing ranges from $60-$80 for each discounted collection.

Check out the original long-running Fairy Tail anime on Blu-ray.

The original Fairy Tale also received its own anime adaptation. All 328 episodes of the show are available on Blu-ray and include Japanese with English subtitles and the English dub, as well as a few special features like clean credit sequences and promotional materials. Collections one through ten also come with DVD copies of the series, but starting with Collection 11, these changed to Blu-ray and digital streaming code combos.



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August 24, 2025 0 comments
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Herdling Review - Companion Quest
Game Reviews

Herdling Review – Companion Quest

by admin August 21, 2025



About a week ago, on the same day I started playing Okomotive’s Herdling, I accidentally hit a squirrel with my car. The critter darted into the road, and I tried to evade them, but I failed.

They died. It devastated me.

I called my wife, physically shaking and tearful, to tell her what happened. I sat in my car for a bit when I got to my destination, needing to regain my composure. Though I knew my intent was pure, I found it hard to accept that I had taken their life away. To no one’s surprise, if you’re familiar with my work, I saw them not as “roadkill,” but as a being with their own interests and goals, however simple those may seem compared to those of humans. It wasn’t an ideal starting point for heading into Herdling, a game about trying to guide a family of vulnerable animals out of the city and return them safely to their natural habitat. But I’m sure, even on a normal day, Herdling was going to connect with me deeply on account of its moving depictions of human-animal kindness and companionship.

In Herdling, you play a nameless, voiceless, apparently homeless child who awakens one day in their bed under a bridge and encounters a large, hairy creature with their snout stuck in a bit of litter. You’ll learn this animal, resembling something like a buffalo, is called a calicorn. Paintings on the wall nearby indicate that the calicorn doesn’t belong in the city. Instead, a far-off mountain range seems to beckon them to return home. Removing the litter from their face, you tame them with a kind petting, then you give them a name of your choosing–my daughter chose Sonic for our calicorn. Picking up a makeshift staff made of a stick lined with vibrant flowers, you’ll find that you can then begin guiding the creature home by gently herding them ahead of you.

Like Okomotive’s past games, Far: Lone Sails and Far: Changing Tides–but perhaps most of all like Journey–Herdling’s story is told without words and relies on environmental clues. The minimalistic approach works well; all you really need to understand is that the calicorn wants to get home. The game illustrates this well by making the city feel dire. Flipped cars, dilapidated buildings, and a palette of greys and other stormy colors make it feel unwelcoming not just for the calicorn, but for you, too. Maybe the quest to get the calicorn to safety can also be your salvation.

Though the story is not without hardship, the relationship between the child and the calicorns is always one expressing kindness.

That connection between human and nonhuman animal is the focus of the game, and Okomotive does wonders with this core idea. It doesn’t take long before your sole calicorn becomes two, then three, and eventually perhaps even a dozen. Each time, you’ll tame the calicorn by showing them they can trust you, warmly welcoming them into the pack, and giving each a name. Because each calicorn has a unique look–like different fur patterns and differently shaped or sized horns–and can express their own personalities, it’s gratifying to get to know each of them. As humans, we understand each of us is unique in our world, and we have the same understanding of animals we keep as pets. But sometimes people seem to feel as though a group of, say, cows or chickens, isn’t more than a herd of animals that all behave the same. It’s never true, and why would it be? The calicorns express their differences so beautifully, illustrating the universal truth of animal personhood.

Giving them names is such an exciting, repeatable moment for this reason. Having met one calicorn on a boat, my daughter suggested we name them Captain. Another looked especially cranky due to how their brow hung over their eyes, so we named them Grump. Each animal had their own name, which brought us closer to them. Periodically, we’d come upon resting places, and I’d need to gather firewood to create a cozy campfire for myself and the herd. At that time, one of my calicorns, Melody, really loved to play fetch with a clump of colorful vines formed into a sphere we’d found. Others, like Benson, were more restful, waiting by the area where we’d soon sleep. Sonic, meanwhile, tended to follow me around, like a family dog who never leaves their favorite companion’s side.

It’s a heartwarming joy to get to know each of the calicorns I found on my journey to the mountain, and it’s because of the loving bonds I’d formed with each of them that its central gameplay mechanic works so well, both in my hands and in my heart. As the herd grows, leading them from the back, like a shepherd, becomes more cumbersome. The group gets wider, a bit more unpredictable, and difficult to steer. Some may occasionally lag behind or run ahead just enough that I’d quickly call them all to a halt so that I could redirect all my furry friends into a more tightly knit huddle.

Traversing narrow bridges, creeping around and barely avoiding the nests of large, territorial birds, and dodging cracks in ice all contribute to the game’s puzzle-platforming loop. The imprecise nature of the herd’s movement patterns is made manageable thanks to the game’s controls. In the most life-threatening of situations, you can tell the herd to walk especially slowly, granting you and the herd the ability to more carefully dodge hazards. In several sections, the opposite is in order, and you have to instruct the herd to form a stampede, quickly getting up an icy slide or escaping predators.

Traversing the world involves clearing obstacles that can sometimes threaten the well-being of the calicorns.

Calicorns may or may not die in the story; it depends on how well you do to keep them safe. I felt the weight of this responsibility intensely. I’d gotten to know each of them so well. The game allows you to pet any of them whenever you’d like, and regularly, you may find it necessary to clean them, as twigs and brush get stuck in their fur. These mechanics were sometimes tricky to use because the prompts to perform such actions were often missing, seemingly because the game couldn’t always distinguish which of the many huddled calicorns I wanted to target with my hugs or brushstrokes. It was a small technical hiccup that thankfully didn’t ever sabotage the more life-threatening moments. When they’re injured, they limp or bleed, and in those moments, I’d panic to find them the healing berries that are sometimes scattered around the world. It was my impassioned intent to get every one of them home safely. Anything less was going to devastate me.

As burdensome as that was meant to feel, there are even more moments of elation and beauty. Sometimes, it’s the calicorns who do the saving, reminding me that we are friends. I am not their “owner.” They are my allies. One of the game’s best moments, which thankfully can repeat a few times during your travels, is when the herd makes it to an open space free of hazards, allowing you and your calicorns to run freely. It reminded me of those videos of formerly factory-farmed animals who are rescued by a sanctuary and see grass for the first time. It means something very special to them, and I’m just glad to witness it.

As the calicorns pass through tall, colorful grass, they gain a speed boost that lets them really run ahead. Their fur healthily changes color, matching the vibrant brush. Without words, the story makes it certain: They love this. And because they do, I grow closer to all of them. I’m happy for them. If only for a short while, I’ve helped them find something like home, and together we’re overjoyed. This drives me to continue onward toward our final destination.

You can almost feel the breeze when you and your animal companions scurry across an open field.

The incredible soundtrack feels dynamic, often playing off of your own pace, picking up or slowing down as your herd does, but it’s in these stampede moments where the emotions really swirl, thanks to how the music crescendos when you and the group move swiftly. If you slow down, so too will the music–which for me always meant speeding up to really feel the moment when space allowed. Herdling’s soundtrack is the best I’ve heard, not just this year, but in some time. It wonderfully matches the spirit of the gentle creatures, inviting them back to nature with its blend of percussion, wind, and string instruments that embody the feelings of escaping a concrete jungle and galloping through a liberating plain.

For me, Herdling is a game about rediscovering one’s purpose. It is not the purpose of the calicorns to be stuck rudderless in a dying cityscape, where litter and neglect team to wear them down to nothingness. Neither does it seem to be the protagonist’s purpose to be there, based on the sad squalor they’re found in to start the game. Together, the child and their ever-growing herd of companions–not pets–go on an often heartwarming, sometimes heart-wrenching, adventure back to nature. It’s a journey I’ll remember for a long time thanks to its depiction of animals as unique individuals who, very much like us, are chiefly seeking love and safety. It was one of my favorite experiences in video games to help them find that safety and to feel that love.



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August 21, 2025 0 comments
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'To put it bluntly, it was copying others': Former Dragon Quest producer says he left Square Enix because the developer was too focused on making 'safe' games
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‘To put it bluntly, it was copying others’: Former Dragon Quest producer says he left Square Enix because the developer was too focused on making ‘safe’ games

by admin August 20, 2025



Former Dragon Quest producer Ryutaro Ichimura says he left Square Enix because the developer and publisher was too focused on making “safe” games.

In a recent episode of ReHacQ (translated by Automaton), Ichimura says he had always planned to go independent eventually, but Square Enix’s way of handling things sped that process up significantly. According to him, the publisher has been pretty focused on “safe” projects over the last several years, which he wasn’t too keen about.

He says that in comparison to current-day Square Enix, the early days of Dragon Quest were all about innovation. “In Dragon Quest 2, you had a three-person party. In Dragon Quest 3, you could change jobs. In Dragon Quest 4, party members could fight using AI,” he said. “Each entry pushed the series forward, both through the evolution of game mechanics and by leveraging the latest hardware at the time.”


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It seems as though Ichimura wasn’t fond of Dragon Quest spin-offs like Builders—a more narrative-driven Minecraft—and the Pokémon Go-inspired Dragon Quest Walk. He says Square Enix pivoted to hitting its own version of popular games to try and nail some guaranteed winners, especially as Dragon Quest’s popularity outside of Japan wasn’t as stellar as it hoped. “To put it bluntly, it was copying others,” Ichimura said.

(Image credit: Square Enix)

Automaton notes that Ichimura calls the Dragon Quest spin-offs “pakuri kikaku,” meaning copycat projects. I do feel like that’s a little harsh in the case of Dragon Quest Builders, which feels like it does enough differently from Minecraft to shake off too many comparisons.

I also feel like if anyone is taking risks with strange games right now, it’s Square Enix. Does it put any effort into marketing any of them? Hell no, but it has at least tried to push out some weirder stuff like Foamstars (which, to be fair, was very Splatoon-coded), Harvestella, and The DioField Chronicle. And lest we forget Forspoken, a game that very much had the potential to be rad if it wasn’t, well, a bit boring.

I do agree with his sentiment at large, though: bigger games are getting safer, and we’re all suffering for it. Why reinvent the wheel when there’s a perfectly good one to slap another coat of paint on and roll out to the masses?

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Games are getting more expensive to make and people are increasingly less willing to risk spending the dough on potential duds that get banished to a decades-long backlog. It’s a tough situation to be in on all sides, and while I don’t entirely agree with Ichimura’s sentiment, his frustrations are certainly valid.



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August 20, 2025 0 comments
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Dragon Quest producer Ryutaro Ichimura left Square Enix because it was prioritizing "safe" or "copycat" games
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Dragon Quest producer Ryutaro Ichimura left Square Enix because it was prioritizing “safe” or “copycat” games

by admin August 20, 2025


Dragon Quest producer Ryutaro Ichimura said he left publisher Square Enix because the company was prioritizing “safe” projects.

Ichimura joined Enix in 2000 and spent most of his career working on the Dragon Quest series, progressing to producer on Dragon Quest 8: Journey of the Cursed King and Dragon Quest 9: Sentinels of the Starry Skies.

But as the developer told ReHacQ, he ended up leaving because “to put it bluntly, [Square Enix] was copying others.”

“In DQ 2, you had a three-person party, in DQ 3 you could change jobs, in DQ 4, party members could fight using AI. Each entry pushed the series forward, both through the evolution of game mechanics and by leveraging the latest hardware of the time,” Ichimura said (as transcribed and translated by Automaton).

According to Automaton’s reporting, Ichimura felt Dragon Quest was a “leader” in the RPG space, and he was keen to “build something from zero.” But with spiralling costs, the producer felt Square Enix was less willing to innovative and instead focused on its tentpole franchises or “pakuri kikaku” — copycat projects — like the Minecraft-like Dragon Quest Builders, or Pokémon Go-inspired Dragon Quest Walk.

When Square Enix wouldn’t greenlight an idea for “game in which players could learn about wordbuilding and story structure through gameplay, and then build their own Sragon Quest-style games,” Ichimura left.

Ryutaro Ichimura formed PinCool, a new NetEase Games-funded development studio, in May 2023.



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August 20, 2025 0 comments
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