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More action than RPG, Vampire: The Masquerade - Bloodlines 2 struggles to convince after a few hours' play
Game Reviews

More action than RPG, Vampire: The Masquerade – Bloodlines 2 struggles to convince after a few hours’ play

by admin August 20, 2025


I can’t hide it: I’m a little disappointed. The wait for Vampire: The Masquerade – Bloodlines 2 has been an excruciating one. This is the long-awaited follow-up to the flawed but respected Bloodlines 1 from 2004, and it was originally announced in 2019 with a release date of 2020. But it was systematically delayed, then full-on suspended, before being resurrected at The Chinese Room (Still Wakes the Deep) where it’s been reshaped for release. Bloodlines 2 has had problems. The question is: does it still have problems and has it been worth the wait?

Vampire: The Masquerade – Bloodlines 2

Having played Bloodlines 2 for a few hours in a preview build my answer – frustratingly for you – is I’m not sure. I have mixed feelings. There are things I really like about it – I love how powerful it makes you feel as a vampire from the very beginning of the game; the action feels great – but I’m concerned by how narrow the game is as a role-playing experience. Too often I feel led through metaphorical corridors from point A to B, as though I’m playing a predetermined experience rather than shaping one of my own. I think it’s telling that Paradox is leaning into the “action” part of the “action RPG” descriptor; from what I’ve played, this is more like an action or stealth game, with some RPG elements, rather than the other way around. And given the extensive and exhaustive resource material involved – a tabletop RPG that’s been running for decades – that disappoints me. But there are upsides to this approach.

The things I like, then: Bloodlines 2 wastes no time making you feel cool. You do not wake as a fledgling vampire but an elder one who’s been asleep for a hundred years. From the moment you take control of this character – a character cringingly called “Phyre” (“fire”), and who likes to announce their name at every given opportunity – you can already do incredible things. You can scramble up walls like a spider, even entire buildings if you plan your route right, and leap off the other side, to the ground, and take no damage. You can move with blur-like vampire speed, float through the air, and punch people so hard they float – well, fly – through the air. You can telekinetically grab at objects and then hurl them wherever you want. You can even telekinetically grab people. There’s no gradual build-up of power here: you are, from the beginning, a beast.

Watch on YouTube

It feels great. There’s a snap and a pace and a wallop to everything you do. Even a small thing like climbing up a ladder is sped-up so that it’s like doing it on fast-forward. And as you start to unlock more powers as you level up, which differ slightly depending on which of the game’s six clans you join – I joined the Brujah clan, which are brawlers – the action gets more ridiculous still. (Note: two of the clans you have to pay to unlock, which is grubby.) I have a Lightning Punch ability that rapidly strikes, countless times, anyone who I ‘mark’ nearby to be punched. I pulverize them in a blur of action. I have a charge that makes me thunder towards anyone in my path and pick them up and slam them into whatever I’m running towards. Tactility: there’s a lot of it here.

This is the upside to the game’s somewhat obvious action focus. The more linear approach to levels and situations also means areas have been shaped specially to encourage entertaining, platformer-like traversal, and that they’ve been decorated to a high degree because designers know where the level you’ll be. Take the derelict building you wake up in, for example: there’s only one route through it as you work your way onto the roof, away from inquisitive police, so visually, the crumbling ruin of the place is writ large all around you. Developer Chinese Room showed what flair it has for environmental storytelling in Still Wakes the Deep, on that wonderfully touchable and dilapidated 1970s oil rig, and you can see that expertise here too. The dimly lit griminess of it. The posters on the wall. The graffiti. The walls smeared in blood. It’s exactly the atmosphere a Bloodlines game begs for. The detail in your home-base apartment, a kind of disgusting, makeshift laboratory, is incredible.

This is the male version of the main character Phyre, who I don’t think you can structurally customise. You can change his hair and piercings and clothing but not completely customise who you are. I guess it’s for cinematic reasons. He’s a bit annoying. | Image credit: Paradox / The Chinese Room

Nice though they are to look at, in these areas there’s little you can actually interact with – a problem that carries right across the game. Take the city of Seattle, for instance, where the game’s set. It looks nice, caught as it has been in heavy snowfall, and moody in the dark, lit by pools of streetlight or car headlights. But the only doors you can interact with are the ones that lead to specific quest objectives, of which there are only one or two in the preview build, and the only people you can interact with… Well, you can utter a few words to some people, in an effort to lead them into an alley to drink their blood, which regenerates health or regains special ability charges, or earns you a kind of upgrade currency, but that’s about it. For the most part, it feels like a place filled with non-interactive extras.

This feeling extends to the building environments you enter. There’s a hotel lobby that’s full of people at a Christmas do, but I can’t interact with any of them. Then, when I get to the more gamey areas of the hotel, which are where I’ll fight some packs of low-level vampires – thugs, really – there’s no one else around. These halls and corridors are mostly empty with only occasional clusters of enemies there. It’s a bit dull. Even the more central characters don’t inspire much excitement when you meet them. They’re nice enough to look at but predictable to the point of stereotype – with exception of Tolly, a disfigured nosferatu who injects much needed humour and charisma – and the interactions with them feel stiff. There’s not much intrigue in the dialogue. You can provoke reactions, such as arousal or embarrassment or annoyance, which suggests these things mean something in a gameplay sense, but how that plays out is unclear for now from what I’ve played.

I wasn’t allowed to take my own screenshots so I’ve had to use these supplied ones, which don’t really show the game in action very well. All the same, they highlight some of the nice lighting and atmosphere and character design, which can be very striking. | Image credit: Paradox / The Chinese Room

Thankfully the story does have some intrigue of its own – it’s literally embedded in you. You wake with not so much a voice in your head as a whole other personality, who happens to be – bizarrely but brilliantly – a noir-style private investigator, which prompts an amusing clash of styles between him and his overly dramatic inner monologues, and your surliness. It also allows you an on-board narrator who can explain the world as you adventure through it. Actually, the best part of the preview came when inhabiting the PI-style character through a memory of his, because he had access to a different range of vampire abilities – mind-affecting ones. The gameplay challenge here became extracting information through dialogue from characters who didn’t necessarily want to give it, which was much more interesting than rote battles with uninspiring packs of vampire thugs. It was a glimpse at the sort of thoughtful dialogue interaction I had hoped the game would have.

Look, there’s still hope. This, it’s worth remembering, is a preview build of a game still a couple of months from release, and it’s only the start of the experience – the part that typically lays some ground rules before opening up and letting you do what you want to do. I fully expect this empty-feeling Seattle playground to populate with places to go and people to meet. At least, I hope that’s the case. But I also expect a preview build to be designed to showcase the best parts of the game I’m previewing, and for the beginning of a game to grab and dazzle a player, and convince them to stick around. I did enjoy some of what I played, and I’m willing to give it another go. But I wasn’t grabbed or dazzled.

I’m always wary of critiquing a game for what it’s not, rather than meeting it where it is – and just to emphasise, the focus on action here makes plenty of sense. But this is a sequel to a cult RPG after all, and one based on a major tabletop RPG to boot. In this case it feels valid to crave a little more role-playing, a little more texture and depth to the game’s people and conversations. And so for now, a question mark remains.



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August 20, 2025 0 comments
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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



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

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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June 25, 2025 0 comments
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Layoffs at Vampire: The Masquerade - Bloodlines 2 studio as Paradox promise RPG will still release in October
Game Updates

Layoffs at Vampire: The Masquerade – Bloodlines 2 studio as Paradox promise RPG will still release in October

by admin June 24, 2025


Still Wakes The Deep and Vampire: The Masquerade – Bloodlines 2 developers The Chinese Room have laid off a number of staff, seemingly as part of parent company Sumo Digital’s wider strategic decision in February 2025 to move away from original game creation and “focus exclusively on development services for partners”.

As originally reported by Game Developer, several Chinese Room devs took to LinkedIn last week to post about leaving the studio.

VFX artist Jamie Berry writes that “the scourge of redundancy has struck”. Technical producer Pascal Siddons adds that “we are none of us safe from the headsman’s axe when redundancy time comes around”. 3D animator Bradly Adams and senior environment artist Adam Sharp both observe less colourfully that “my current role and many others have been affected by recent events”.

The Chinese Room have yet to give a comment on the situation, but Game Developer have confirmed with Sumo Group that several members of the company’s Content & Communications team have been affected by the company’s recently announced change of direction. Sumo haven’t shared a timeframe or any other details about these departures.

PCGamer, meanwhile, have picked up a statement from Bloodlines 2 publishers Paradox Interactive, who insist that all this redundancy rigmarole will not affect the game’s planned October release. “Development on Vampire: The Masquerade – Bloodlines 2 is unaffected by the recent staffing changes at The Chinese Room; the game is still scheduled for an October release,” a Paradox representative told the site. “We wish those affected the best of luck on their future endeavors.”

Vampire: The Masquerade – Bloodlines 2 has been delayed so often it may well be subject to some kind of ancient curse. Once in the hands of Hardsuit Labs, it was transferred to The Chinese Room in 2021, becoming more “spiritual successor” than sequel in the process. Still, this week’s revelations are more about Sumo than vampires and their masquerades.

Founded back in 2003 and acquired by Tencent in 2021, Sumo have a long history of work-for-hire projects, including many spells as lead dev on games like the fairly smashing Sonic & Sega All-Stars Racing. They had recently been experimenting with original games such as Deathsprint 66 via their own publishing label, Secret Mode, but the last couple of years have been rocky. Sumo cut hundreds of staff in June 2024 while closing Canadian studio Timbre Games (who have since resurfaced as an indie).

In February this year, the company announced that “we must balance our creative ambitions and the commercial realities to ensure the long-term stability and success of our business”, acknowledging that “unavoidably this transition will have an impact on our studios and people.” Best of luck to all the everyday humans impacted by these rebalancings.



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June 24, 2025 0 comments
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The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG
Gaming Gear

The Blood of Dawnwalker developers share a look at gameplay from the upcoming vampire fantasy RPG

by admin June 22, 2025


One of the games that really caught my eye during the Xbox Games Showcase at the beginning of June was The Blood of Dawnwalker, a dark fantasy action-RPG from Rebel Wolves, the studio co-founded by Witcher 3 director Konrad Tomaszkiewicz. First teased earlier this year, The Blood of Dawnwalker is a single-player open-world game set in a version of 14th-century Europe that’s crawling with vampires.

The first two trailers gave us a bit of a glimpse at what the gameplay will be like, but the developer has now shared an in-depth look in a 21-minute video, which you can watch below. It looks pretty sick — but keep in mind that this footage is from the “pre-beta” game, so there’s still a lot of polishing to be done.

In The Blood of Dawnwalker, “You play as Coen, a young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night. Fight for your humanity or embrace the cursed powers to save your family.” It’s slated to hit PC, Playstation 5 and Xbox Series X/S in 2026.



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June 22, 2025 0 comments
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Here's our first look at gameplay from former The Witcher developers' fantasy RPG, The Blood of the Dawnwalker
Game Reviews

Here’s our first look at gameplay from former The Witcher developers’ fantasy RPG, The Blood of the Dawnwalker

by admin June 22, 2025


Rebel Wolves, the studio from former CD Projekt director Konrad Tomaszkiewicz, has dropped a new trailer giving us our first meaningful look at The Blood of the Dawnwalker’s gameplay.

Recorded on PC – and clearly labelled as a pre-beta “work-in-progress” – the trailer presents a bumper-length introduction to some of the game’s features and gameplay mechanics. You can check it out below:

The Blood of Dawnwalker — Gameplay Overview.Watch on YouTube

As well as watching protagonist Coen in action, and some of the gorgeous environments he’ll visit, we also get a good long look at his perks menu, too, and learn a little more about how to balance his human qualities with his superhuman ones.

“Using hexes consumes his health,” explains design director, Daniel Sadowski. “The way our magic system works, there’s always a price to pay for manipulating reality.”

Rebel Wolves confirmed its first project would be dark fantasy RPG Dawnwalker at the beginning of last year. Described as a “brand-new role-playing saga”, it’s single-player and open-world, with a “strong focus on story and narrative”, casting players as Coen – a “young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night”. You must “fight for your humanity or embrace the cursed powers to save your family”.

Alongside Tomaszkiewicz, Rebel Wolves counts former CD Projekt scribe Jakub Szamałek as its narrative director and main writer, with other team members including design director Daniel Sadowski, animation director Tamara Zawada, art director Bartłomiej Gaweł, CFO Michał Boryka, and studio head Robert Murzynowski – who have collectively worked on games such as Cyberpunk, Thronebreaker, Shadow Warrior 2, and The Witcher series.

The Blood of Dawnwalker is coming to PC, PS5, and Xbox Series in 2026.



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June 22, 2025 0 comments
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Fantasy Life i might be the star of the Switch 2 launch, providing both the Animal Crossing and RPG experience it needs
Game Updates

Fantasy Life i might be the star of the Switch 2 launch, providing both the Animal Crossing and RPG experience it needs

by admin June 21, 2025


What a strange and wonderful game. It took me about four hours to pin down what Fantasy Life is, because by turns it’s Animal Crossing and then it’s a role-playing game, and then it’s something else. The form of the game shifts and shimmies during the opening hours as a constant stream of new ideas are introduced, and it’s only as they begin to settle that you begin to appreciate what an intoxicating blend it can be.

Fantasy Life i: The Girl Who Steals Time

Officially , Fantasy Life i is a life sim RPG, which broadly means – and you’ll know this if you’ve played Fantasy Life on 3DS of course – that you can play many roles within the game, many Lives, as they’re known. You can be a carpenter, a blacksmith, a mercenary, a paladin, an alchemist, a spellcaster, a tailor and so on. There are many Lives to choose from. But the crux of this is you don’t have to choose only one of them. If you want, you can be them all.

You can be out adventuring as a mercenary, wielding a big sword and wearing your mercenary kit, then switch instantly to being a woodcutter the moment you approach and interact with a choppable tree. It’s similar when approaching a workbench, as your carpentry Life takes over and woodworking skills kick in. The same is true of every Life skill you learn: once you’ve got them – and there’s a little tutorial to-and-fro involved in getting them (which you can skip if you know what you’re doing) – they will be available wherever you go, whenever you need them. It’s a surprisingly liberating system.

There is cloying sweetness to the game, which isn’t entirely unwelcome, and there are some genuinely funny jokes and characters to meet. There’s a strong sense of tongue-in-cheek running through it.Watch on YouTube

Why would you want so many Lives, though? Firstly because the game encourages you to have them, either through main quests or villager-given quests on the island, but also because being a woodcutter and being able to source your own wood for your carpentry Life makes sense, just as mining your own ore as a blacksmith makes sense too. But Fantasy Life i takes this a step further, in terms of motivating you, by also being a go-out-and-adventure kind of role-playing game, meaning you’re not always stuck in town, wandering around.

The story is convoluted but it involves travelling backwards and forwards in time to an island that’s either resplendent and filled with life, or destroyed, depending on whether you’re in the past or the present. A thousand years ago, the island was vibrant and populated by an eccentric cast of villagers, who you’ll slowly get to know – and some are genuinely very amusing – whereas in the present, there’s no one around. It’s in these past and present futures where you’ll build a home and make a life, but that’s not all there is to Fantasy Life i.

Well I don’t want to toot my own horn but it’s true, I do. | Image credit: Eurogamer / Level 5

There is a wider game to explore that goes as far as other worlds, and it’s one of these, Ginormosia, that you’ll keep coming back to. This place is massive and much more closely resembles the kind of adventuring land you find in a typical action-based RPG (and which will be the basis of the roguelike mode being developed for the game, by the way). It’s the sort of place with zoned biomes and packs of enemies that gradually increase in strength, and even towers and shrines to unlock that do similar things as in the recent Zelda games – reveal nearby locations, or offer puzzles.

In Ginormosia, your combat skills will be of particular use, and you’ll obviously benefit more heavily from whatever better-quality armour and equipment you’ve made or acquired. But there’s no way you can tackle Ginormosia in one go: it will take several nibbles over the course of the game, as each time you go away and level-up a bit, and equip-up a bit, and then return. This is where Fantasy Life i finally starts to come into view, in how it presents us with two game experiences stretched across our home life and our adventuring life, that compliment each other.

For instance, combat prowess: you can level up in your chosen Life while out adventuring, but you can’t increase your rank without doing jobs for the guild master, who’s back in town. And it’s only by increasing your rank that you can access more powerful skills on your skill tree, and unlock things like charged attacks, better combos, and various passive abilities, all of which make you more deadly or hardy, depending on what you want to do. It’s a similar deal for crafting abilities – yes they have skill trees too. So you see that you might want better combat abilities and equipment for your adventures, but in order to get them you’ll have to pursue several different Life paths at home first.

This is the carpentry mini-game. You have to move between the three stations and press the buttons prompted as fast as you can. It’s simple but it’s fun.

That might sound laborious but there’s an innate joy involved in pursuing them. Take carpentry for example. A mini-game springs into life when you want to make something that involves pressing button prompts as fast as you can in order to successfully craft. It’s a little more complex than that but suffice to say that it’s energetic and fun, which aren’t words I typically associate with crafting systems in games. Even chopping trees or mining ore are enjoyable, using ideas like ‘find the sweet spot’ to alleviate the boredom, whereby if you hit a sweet spot, you can greatly increase the speed you take a node down. Couple this with powerful buffs from food or potions and you can smash through resource nodes in seconds. And now you probably want to learn alchemy in order to achieve this. Do you see how it goes? One thing encourages another.

It’s as you start to nose through the skill trees in the games and overlap the Lives you’re living that Fantasy Life i really gets a hold of you, and because it’s so broad, it manages to satisfy a lot of game urges in one. Do you want to build and decorate a home like you do in Animal Crossing? That kind of peaceful island life exists here. Do you also want the thrill of adventure and story and combat?

That kind of experience exists here too. It’s a clever blend and a clever studio that can knit them together and make them work. There’s much more to Fantasy Life i than meets the eye and, for me, it’s one of the stars of the Switch 2 launch.

A copy of Fantasy Life i: The Girl Who Steals Time was provided by Level-5.



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June 21, 2025 0 comments
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Leaked footage of "paused" Dungeons & Dragons RPG shows the thing doing a thing with the stuff
Game Updates

Leaked footage of “paused” Dungeons & Dragons RPG shows the thing doing a thing with the stuff

by admin June 20, 2025


Some footage from a reportedly cancelled Dungeons and Dragons RPG from Counter-Strike: Global Offensive co-developers Hidden Path Entertainment has surfaced online, alongside concept art.

All of it paints a vague picture of a work-in-progress game – which was being assembled under the watchful eye of a Wizards of the Coast that’s currently facing a post-Larian Baldur’s Gate conundrum – that looked a bit like a bunch of the big fantasy RPGs we’ve gotten in recent years.

If you need a quick refresher, this unannounnced Hidden Path D&D game was reported as having been cancelled alongside a bunch of other stuff at WoTC back in 2023, only for the studio to then refute that reporting. Then, last year, Hidden Path creative director Michael Austin posted on LinkedIn that they had made the call to “pause development on that project and reduce the company size until we have an opportunity to return to it”. 44 devs lost their jobs.

Now, this footage (via MP1st) has come out, and looks to have been put together by a music supervisor on the game, which was codenamed Project Dante. It shows off a party of three adventurers, made up of the player and two companions, putting a bunch of bandits to the sword in third person combat that looks quite Dragon Age: The Veilguardy to me.

They then do some puzzles to get the magical water flowing at a temple, explore a bit, and towards the end things get pretty cutsceney with a group of folks chilling in a tavern, before ending with the player sneakily watching a group of NPCs sing while crouching in some grass. I hope they at least tossed the crooning crew a coin as a tip after taking that last bit in.

Overall, not much sticks out to me as beyond what you might expect from a big fantasy RPG like this, though the concept art does have a very nice picture of a flying cat, or a Tressym to give the furry boi its proper name.

Well, I say that, but while the temple puzzling’s going on one of the companions – named Kavar – does say the line “The thing is starting to do a thing with the stuff”. It’s not really noteworthy, maybe a tiny bit eye-roll inducing, but I got a kick out of it.

If this D&D RPG had made it to release rather than that paused/cancelled limbo, I could see myself quoting it to mates in a fashion I’m sure they wouldn’t find irritating whatsoever.



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June 20, 2025 0 comments
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Pentiment and Fallout: New Vegas designer Josh Sawyer isn’t usually a fan of RPG romances, but thinks Cyberpunk 2077 nailed it: ‘If I were gonna base romances on anything, I’d probably do something like that’

by admin June 16, 2025



I had the chance to talk to veteran RPG designer Josh Sawyer (Pentiment, Pillars of Eternity, Fallout: New Vegas) at this year’s Game Developer’s Conference, and alongside other big ticket RPG topics, I had romance on my mind.

I don’t want to pigeonhole Sawyer as “the anti-RPG romance guy,” but he’s been a consistent critic of how love and sex have been implemented in the genre for years⁠. “I don’t hate love in game stories; I just hate reducing love to shallow, masturbatory fantasy indulgence,” he said in a 2006 Obsidian forum post about the topic, preserved on Reddit. Regarding Baldur’s Gate 3’s explosively popular companion dating, Sawyer said that he doesn’t entirely get the appeal, and where he does get it, he doesn’t like it.

He most often criticizes the checklist structure of many RPG romances, but has said that he’s not opposed to them from a storytelling perspective⁠—he seems to see it as more of a design and pacing issue. I asked Sawyer if there were any RPGs he thinks did romance right, and he answered immediately and without hesitation: Cyberpunk 2077.


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“The reason is because those relationships, whether you like the characters or not⁠—which I feel is kind of beside the point, from a design perspective⁠—it’s not in a party context,” Sawyer said. He argued that the typical RPG party camp/wandering around in a squad presentation makes intimate conversations and moments a bit incongruous: “There are six of us together, and we’re engaging in these romantic talks right next to everyone, and it feels kind of odd.”

Cue Wynn or Sten standing stock still in the background of a romantic cutscene in Dragon Age: Origins. It has a bit of the energy of a Weird Anime Club Couple getting too handsy in the school cafeteria. Is this allowed?!

Time to simmer

The other big issue 2077’s romances avoided, according to Sawyer, is one of pacing: In open-ended, nonlinear RPGs, “The crit path can proceed at a different rate than the side content,” said Sawyer, and that’s a challenge when it comes to making multipart side stories, particularly romantic ones, proceed at a clip that makes sense.

That’s an issue I’ve definitely run into: Expending all of a companion’s romance dialogue and being stuck at a stasis point until the next progress gate lowers. Cyberpunk’s romantic partners like Kerry or Judy have plotlines that are staggered, but they aren’t trailing behind you or hanging out at your house waiting for things to progress.

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“You do something with Judy, let’s say, and then, you wrap it up, you have a convo, and then she’s like, ‘I gotta go do some things, bye,'” said Sawyer. “She is gone and you’re not going to hear from her until time has elapsed, and probably until you’ve progressed a critical path.

“There’s a built-in pacing, so the development of the human component of that relationship is developed over content that is specifically made for the two of you, like it’s content for you and Judy alone. River doesn’t come into it at all.”

Sawyer also praised Cyberpunk’s gorgeous, expensive presentation for helping the romances land. “Some of it is production value, which, of course, Obsidian is not necessarily the big cutscene company,” he said. “Larian does that extremely well. Of course CDPR does that exceptionally well. BioWare also does it well.”

In addition to those production values, Sawyer also feels that Cyberpunk’s exclusively first person perspective transformed scenes that might not have been as memorable with a cinematic camera. He pointed to a scene in the character Panam’s arc, one that potentially plays out romantically for male Vs, and platonically for female ones: “There’s the part where you come out of the storm, and you sit on the couch and she puts her legs up on you. In a first person perspective, that has such a different feeling of intimacy than if it’s a third person camera.”

But even with the great art, animation, and writing, it’s still the pacing and implementation that most won Sawyer over. “They do feel like they have their own lives, but you keep coming back together to continue that storyline,” he said. “It’s not to say that’s flawless, but I really do enjoy that way of doing them.

“If I were gonna base romances on anything, I’d probably do something like that.”



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June 16, 2025 0 comments
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Crimson Desert's Clunky RPG Action Made Me Crash Out
Game Reviews

Crimson Desert’s Clunky RPG Action Made Me Crash Out

by admin June 12, 2025


I’m trying to put all my thoughts about the time I spent with the medieval fantasy RPG Crimson Desert at Summer Game Fest into words. Kotaku Managing Editor Carolyn Petit likes to tell us that we should feel bold enough in our criticism of video games to say something is “bad” without couching it in wishy-washy “this just isn’t for me” disclaimers. These days, making sweeping declarations about something’s quality can feel like a daunting task, as the internet has lost any ability to put opinions into context. If I say something is bad, that must be me making a declarative statement that readers are required by law to agree with. Thus, we get the typical internet defensiveness that follows, and the most annoying person you know starts to nitpick everything you say as being too definitive and not acknowledging that plenty of other people might feel differently.

6 Things To Know Before Starting Persona 5 Tactica

Sometimes I still get self-conscious about making definitive statements about whether or not something is “bad” or if it’s just “not for me,” especially in a preview situation where I’m playing an unfinished game. Carolyn is on vacation right now, so I feel that I must honor her and say flatly that Crimson Desert was one of the most frustrating demo experiences I’ve ever had in over a decade of doing this job.

One of the hardest things developers have to do in these preview settings is find a concise slice of a game for writers and content creators to experience that gives them a good enough sense of what that game is trying to accomplish, while also giving the player enough guidance to navigate their way through. The only charitable grace I can give Crimson Desert is that a lot of my problems might be alleviated in a final playthrough that affords me more time with its systems and enemy behaviors. But therein lies the problem with the video game industry’s current preview cycle structure. I could give Crimson Desert the benefit of the doubt, considering I’ve had poor experiences in previews with games that I wound up enjoying far more when I played the final product.

Is it fair to call something bad when I’ve only played it for 30 minutes? One would argue yes, as those are the terms of the unwritten agreement between developers and critics when previews are arranged – show me what you’ve got, and I’ll give my opinion on it. Now, would I keep playing Crimson Desert if this were my first impression of it, freshly downloaded onto my PS5 back home? Absolutely not, because the issues I had with it are the type of thing that would have made me drop it in five minutes. Lastly, am I cognizant that there is a subset of the internet that will take every negative criticism I write here as an albatross around the game’s neck, which it will never be able to relieve itself from, and that might inform why I’m hesitant to cast a dark shadow over it before it’s even out? Obviously yes.

Like I said, I’ve been doing this a while, and if I’ve learned anything over the third of my time on this planet writing about video games on the internet, it’s knowing that having a stray thought, a knee-jerk reaction, or even publishing the most well-thought-out argument in the history of the written word often opens you up to willful misinterpretation and accusations of some kind of agenda in which you are rooting for a game to fail.

But despite the game not yet having a chance to speak for itself, it’s not unfair for me to tell the world that Crimson Desert nearly pushed me to the level of Gamer Crash Out that you see in cautionary television caricatures. Developers put their games in these showcases fully knowing they may get a wide range of reactions. But the level of frustration I felt playing Crimson Desert probably goes beyond what anyone involved expected. I could feel my annoyance creeping into other parts of my mind as my thoughts bounced between every other frustration I was feeling in Los Angeles that day. It all coalesced as I fumbled with the game’s unintuitive controls, being pestered by a massive crowd of enemies who never seemed to lose aggro, no matter how far I rode my horse to get away from them while trying to reach my quest objective. All of this exasperation followed me as I tried to reach a boss fight that displayed the game’s combat potential, which was immediately hampered by one of the most frustratingly obtuse video game interaction systems I’ve ever dealt with.

Question: How many button prompts should it take to pick up an object, in your opinion? One or so, right? Crimson Desert has a system in which you pick up heavier objects by magically lifting them, then holding them on your shoulder before you place (or swing) them. To do this, you press down both analog sticks, aim a reticle at the object in question, repeatedly tap a button to lift it in the air, then, when you’ve done this enough, you can finally hoist your target over your shoulder and do with it what you will. At first, I did this with a fallen flag that needed to be raised once more, and it felt awkward and convoluted under the most mundane circumstances. The next time I encountered this mechanic was during the aforementioned boss fight, in which my foe would knock down pillars in the arena where we were fighting. After smacking him around a bit, I would magically lift these structures off the ground, then bonk him on the head to erase a chunk of his health bar. If I take too long to get this hunk of stone in the air, homeboy gets off the ground and starts fighting again. Do you know how much of a needless struggle it is to beat someone with a pillar when you have to go through an absurd amount of button presses to do something that’s much simpler in most games?

Getting to this climactic fight was also a pain in the ass because as I was riding past enemies in a warzone trying to reach my objective. Entire platoons of foes would break off from other fights to chase me across a battlefield like I owed them money or fucked their dads. Crimson Desert’s hero is a remarkably sturdy dude, which means he can take plenty of hits if one of these men who may or may not have had their fathers fucked ever caught up to me. If half a dozen of them did, they would hackey sack me around a field.

Crimson Desert feels weighty in that your character moves as if he’s running with an oversized backpack on. That clunkiness intensifies as you get knocked around by enemies, making it difficult to reorient yourself and get back in the fight after a good toss around. All I had to defend myself with was the sword in my sheath and bow on my back, and using them in ways that could fight off multiple enemies at once was just as obtuse as picking up an object off the ground. One of the attacks you have in your arsenal is shooting arrows on the ground to direct an artillery strike to take down, but it’s hard to pull an arrow back on a string and shoot it at a target when I’m busy getting tossed like a Frisbee on a crowded college campus (and not in the fun way!). Some of my sword swings can strike multiple enemies at once, but they, like most actions in Crimson Desert, require more complex inputs than your average action game, making them a pain to execute when I’m surrounded.

When I started the demo, the developer warned me the game’s systems were “complex,” and in the time I was able to spend with them, “cumbersome” felt like a more apt descriptor. Usually, when a game is complicated or challenging, I can see the vision for why. But playing Crimson Desert just felt like I was trying to hold melting putty in my hands as it slipped through my fingers. Yeah, maybe that’s harsh for a game that’s not out yet, and that I played in a disorienting context most people will never experience, but by the time I was done, the only thing keeping steam from coming out of my ears was the headset I wore at the demo station.

 



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June 12, 2025 0 comments
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Obsidian's Dungeons & Dragons RPG Neverwinter Nights 2 gets an Enhanced Edition next month
Game Updates

Obsidian’s Dungeons & Dragons RPG Neverwinter Nights 2 gets an Enhanced Edition next month

by admin June 10, 2025


Neverwinter Nights 2 – the 2006 RPG from Obsidian based on D&D 3.5 – is getting an Enhanced Edition, and it’s out next month. ‘Enhanced’ in this case means nicer textures, camera improvements, Steam Deck and controller compatibility, and Steam Workshop mod integration. It’s out next month, July 15th.

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It also includes three story expansions. If that’s simply not enough Neverwinter Nights for you, there’s a bundle on Steam currently where you can buy both this and the original NN – also in Enhanced Edition form – for 10% off. This would require pre-ordering, however. It’s like I always say: if someone has to bribe you into doing something, it’s surely a brilliant idea. Here’s Steam on the matter of the affairs of the particulars of the videogame at hand:

Return to the city of Neverwinter in Dungeons & Dragons Neverwinter Nights 2: Enhanced Edition. A dark force sweeps over Faerûn, ravaging everything in its path as though searching for something – something that you now find in your possession. As the Shard-Bearer, only you can stop the King of Shadows and his army from desecrating the land you call home. Will you save Faerûn, or fall victim to the temptation of absolute power? When your actions dictate the fate of the Realms, there are no small choices.

I bet there are some small choices, really. That’s just good writing. How do you make the big choices seem big otherwise? Please, consider your hyperbole for one second, advertising blurb.

The previous Neverwinter Nights: Enhanced Edition was handled by Beamdog. They’ve since been gobbled up by Aspyr, themselves a gobbling appendage of chief gobblers Embracer, and it’s Aspyr on both enhancing and publishing duties this time around. Being long in the tooth by now, the Neverwinter Nights games have built up a decent modding community over the years, and the minimal amount of research I’ve done suggests that mods for the original NN worked fine with the 2018 EE. Assuming that’s the case for this new one, it means you’ll be able do things like play the entire Baldur’s Gate 1 campaign inside of it.

Here’s John’s (RPS in peace) diary series A Bastard In Neverwinter if you’re curious to learn how Neverwinter Nights 2 reacts to proto-Dark Urge shenanigans, and also just find the word ‘bastard’ inherently funny enough to force at least once into most articles you write, like some sort of marauding crambastard.



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June 10, 2025 0 comments
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