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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that's why I can't put it down
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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that’s why I can’t put it down

by admin October 3, 2025


I think Digimon Story: Time Stranger is secretly a PS2 era Shin Megami Tensei game. That’s very much my taste in RPGs. Given this is sort-of a kid’s game (OK, it’s got a PEGI 12 rating because of ‘bad language’, ‘in-game purchases’, and – bafflingly – ‘sex’), that is a pretty big surprise. I’ve come to this conclusion after sinking a good 50 hours into the game, and being taken on a surprisingly volatile journey as a result. The story is pretty guff, with a lot of shōnen-style anime filler injected into the meat to make it appear more succulent, but most of my emotive response has been to its design philosophy, its approach to dungeons, and some unbelievable pacing choices. I can close this game either loving it, or hating it. But, for the past two weeks, I’ve not been able to stop going back to it.

I adore Atlus’ Shin Megami Tensei (or MegaTen) games, for all their flaws. I have a particular soft spot for the PS2 era of games – Nocturne, Digital Devil Saga and its sequel, and Persona 3 are highlights. You can see the thumbprints of the parent series even in games as late as Metaphor Refantazio: between demons, a doomed Tokyo, cerebral reflections on the nature of humanity, and impossible philosophical choices about the fate of the universe, it’s all pretty standard RPG fodder at this point. But just as instrumental to the series are lengthy and often-unwieldy dungeons, difficulty spikes and plateaus, boss fights that feel like masochistic puzzles, and combat systems as infuriating as they are spellbinding.

Digimon Story: Time Stranger has all of this. Even down to the doomed Tokyo. But instead of demons and creatures from the pantheon of human mythology, the game is populated with the eponymous Digimon – fascinating and varied creatures that range from cute little guys made out of bubbles to leather coat-wearing dominatrixes with G-cups and a pair of desert eagles. Instead of negotiating with demons to try and get them to join your cause, you’re defeating Digimon and converting their data into living beings that can join your team.

About half the game is set in the real world, real Tokyo. | Image credit: Bandai Namco

From here, you can either train them up and add them to your ranks, or have your other allies cannibalise them to gain their power. It’s not quite the sacrificial/fusion mechanic of MegaTen, but it’s not far off. And the weird complexity in how you get your pals to evolve and grow is just as abstruse as Persona or MegaTen’s fusion systems, too. ‘What do you mean I need to Digivolve then de-Digivolve my allies in order to get the result I want?’, I’d ask my TV screen, as entertained as I am flummoxed. ‘What do you mean I need to socially engineer their personalities to get the most iconic ‘mon?’, I’d shout. ‘What do you mean my only Virus-type is now another Vaccine-type?’, I’d despair, as I get soft-locked into a battle I now have very little chance of winning.

The game is often galling, always surprising, and constantly caught me off guard. I would sleepwalk through one of the many, many beautiful biomes, dispatching Digimon like some teleplay sheriff, gobbling up their data to empower my team of devils, angels and rocket launcher-wielding werewolves. But then I’d come to a boss that would have an absurd health bar, moves that are dirty and cheap, and AI companions that were as useless as the sentient poops that I’d been grinding my team against for the past half hour.

There’s a constant level of surprising tension to Time Stranger that just kept on reminding me of the ‘too-edgy-for-you’ MegaTen games that I am enamoured with. I can imagine Young Dom (who picked up Nocturne as a teenager just because they saw Dante from the Devil May Cry Series on its cover in a games rental shop) would love this game, too: the disarming and lurching difficulty spikes and gated progression puts me in mind of the most arrhythmic PS2 RPGs. This is praise, I think. Digimon speaks to my inner child – who’d have thought?

Lots of Digimon are weirdly human, many overly sexualised. | Image credit: Bandai Namco

But every time I’d start falling in love with this peculiar, high-budget realistation of the Digital World, it would do something to aggravate me. The general pattern for progression looks like this: go to a hub, speak to loads of Digimon, figure out there’s a realm that needs saving, go to the realm. The core conceit in the game is time: maybe you’ll go somewhere, and it’s all messed up and apocalyptic. Story beats send you back in time to where it’s a bit nicer, and you figure out where the timeline schism is, then you go to fix it up. Zone complete. The next area might be the same, or it might start in a better state of repair, then you need to figure out how to stop it getting messed up. It’s linear, it’s braindead, it’s a popcorn RPG. I’m happy with that.

But whilst the earlier biomes (forests made of gears, oceans teeming with data, endless real-world sewers) are fairly straightforward RPG dungeons, the later-game zones are appalling. One area – which looks like something from anime Dark Souls – needs you to convince a frog to teleport you towards a Transylvania-esque castle. Pick the wrong dialogue option and you’re back to the beginning. D’oh! Not too bad on its own, but the dialogue takes an age to complete, the animations are atrocious and slow, and there’s no real indication of what the right answer is. Immediately after this, you’re in a zone caught between heaven and hell (read: ice and fire) that requires an unbelievable amount of backtracking, and seems to be populated exclusively with elevators that take 15 whole years to complete their animation cycle. It absolutely destroys any sense of momentum you have as you approach some story-critical climax markers.

Why? Why? I thought we left this kind of game design back in the 00s. But, for all my adult impatience, there’s something in it that reminds me of the final dungeons of my favourite MegaTen games – areas littered with atrocious teleportation devices, riddled with sadistic traps that reduce your party’s HP to practically nothing, bosses that gain sudden immunity to moves you’ve been using without pause for the past 60 hours. Digimon Story Time Stranger is the same. After breezing through most fights (even if they took a while, in some cases), later bosses suddenly ambush you with baffling modifiers: you can’t heal in this fight, you can’t use items in this one.

I play these games as a completionist: wrapping up every side mission and bonus quest as they become available. If the game had given me any indication that I might not be able to heal or use items in the later fights, I’d have baked strategies acknowledging that into my playstyle. Instead, I often found myself in situations where the only way to proceed was to de-evolve, re-evolve, and retrain all my best ‘mon just to dispatch one boss. Just as I had to, say, fuse and level a whole team of Physical Repellant demons in Nocturne, some 20 years ago, to overcome one unavoidable fight. Go figure.

I’m glad I’m not scoring Time Stranger. My experience with the game ranged from a two-star to a five-star, and it could flip on a dime. Yet, I can’t put it down. There’s something compelling about these egregious ‘gotchas’ that makes me despair as much as it galvanises me. ‘You’re not gonna beat me that easily, you cheap bastard’, I mutter to myself as I begrudgingly DNA Digivolve two of my best ‘mon into one superbeast (that proves just as ineffective as my last setup). Back to the drawing board.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Bandai Namco

In combat, in level design, in its seemingly utter disrespect for your time, Time Stranger feels like a relic of the PS2 era. Yet I know that there are a lot of people, myself included, that get a cheap thrill from this kind of anachronistic game design. When I first saw Time Stranger announced earlier this year, I assumed it’d be an easy romp, a nice, warm hug from times gone by that would remind me of playing Digimon World and puzzling how to further improve my meat farm back on the PS One. I didn’t expect it to throw up half-buried trauma memories from getting soft-locked by one of the four horsemen of the apocalypse in Nocturne on the PS2.

I got what I asked for, I suppose, even if it is a bit of a Faustian pact. I think I’m also going to go for the Platinum trophy on this absurd, unpredictable, and unexpectedly huge game. I might not be the same person at the end of it, but there’s a stubborn 13-year-old inside me that refuses to let go. And I really wasn’t expecting to have that strong a reaction to a Digimon game after the half-baked experiences in Next Order, Survive, and even the slightly (slightly) better runs through Hacker’s Memory and Cyber Sleuth.

Whatever illicit catnip developer Media Vision has laced Time Stranger with, it’s got its hooks in me, and I just pray that it lets go in time for Pokémon Legends Z-A. But, honestly, I doubt it will.



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October 3, 2025 0 comments
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Pq2
Game Reviews

One Of The Best Puzzle RPGs Of All Time Is Getting A Remaster

by admin September 4, 2025


Puzzle Quest, the match-3 RPG that invented the genre and arguably defines it to this day, is finally receiving the love and care it deserves. For the first time, the game—along with its many additions—is getting a remaster, boosted to HD, and released to run properly on your personal favorite gaming platform. Even better, it’s out as soon as September 18!

In 2007, when Steam was just a tiny baby, a match-3 RPG sprang out of nowhere. Puzzle Quest, by developers Infinite Interactive, casually invented an entire new genre, and immediately did it better than anyone else ever would. It was an early smash hit on Steam, walking through the door PopCap had opened just months earlier with Peggle. And wow, it was great.

Of course match-3 games were already a big deal. PopCap’s Bejeweled had taken care of that years earlier, following the path from Tetris to Dr. Mario to Puzzle Bobble. 1994 Russian DOS game Shariki takes the title of the first true match-3 game, but it was 2001’s Bejeweled that brought the concept into the mainstream, followed by the likes of the blissfully wonderful Zoo Keeper on DS in 2003. So by 2007, still long before King’s Candy Crush Saga would ruin everything with its free-to-play shenanigans, a billion Bejeweled clones meant match-3 was everywhere. It only took a genius to say, “Yes, but what if it were an RPG?”

That’s Puzzle Quest, where the matching of the three becomes an aggressive act, used to attack your computer opponent with spells and wallops, while collecting treasure and just generally feeling a zen marvelousness. In between each match, you moved around a properly RPG-like map, talked to D&D-like characters, and were told a story that gave meaning and purpose to your puzzling. This was largely thanks to the Warlords setting, introduced in 1989 with the eponymous Warlords which was created by Puzzle Quest lead Steve Fawkner. These elements together made Puzzle Quest something splendid, and best of all, it can still be bought and played today. (Should Steam ever recover from the launch of Silksong, anyway.) But man, it looks like a stray dog some 18 years later, which is why I’m so damned delighted about the reveal of Puzzle Quest: Immortal Edition.

This new revision includes the game’s 2008 expansion Revenge of the Plague Lords, as well as the new content that was created for the 2019 Switch port, Puzzle Quest: The Legend Returns. On top of that, there’s a new class being added, and the mysterious addition of “much more.” And gosh, it looks so shiny and new, and yet as wonderfully cluttered as it always was. This is being developed by Infinity Plus Two, the rebrand of the original Infinity Interactive that appeared in 2019, presumably with Steve Fawkner still at the helm.

Best of all, this is proper old-fashioned match-3 gaming, without all the microtransaction bullshit and ad-fueled misery that dominates the genre today. Infinity also created the extraordinary Gems of War, a live-service re-imagining of the same format that’s still receiving huge updates and new content ten years after its launch. My 10-year-old recently became astonishingly obsessed with it, and plays at a level I cannot fathom, but that comes with the constant disappointment of my refusing to pay for all three of its simultaneous battle passes every month, let alone the eight trillion “offers” it pops up with as you’re playing. (I do pay for one battle pass, I’m not a monster.)

Of course Puzzle Quest went on to receive its own sequels, including numbered follow-ups 2 and 3 and a sci-fi version called Puzzle Quest: Galactrix, as well as the F2P-riddled Marvel Puzzle Quest developed by Demiurge Studios. There was even a Magic: The Gathering – Puzzle Quest, although I admit I’d never heard of that one until researching for this article. It’d be lovely to see PQ 2 and 3, and perhaps even Galactrix getting the same treatment soon. Let’s hope this first game’s rebirth is enough of a success. It’s coming out on PlayStation 4 and 5, Xbox One and X/S, Switch and PC (no word on a mobile version yet), so there are plenty of ways to play it come September 18.



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September 4, 2025 0 comments
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Want a French-made RPG that takes inspiration from Japanese RPGs and was actually made by a team of 30? Edge of Memories should scratch that itch
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Want a French-made RPG that takes inspiration from Japanese RPGs and was actually made by a team of 30? Edge of Memories should scratch that itch

by admin September 2, 2025


We’re all still recovering from Clair Obscur: Expedition 33 fever, right? Whilst the dev has revealed there’s more set in the world of Maelle and pals to come, I can only imagine I speak for a fair few of us when I say: I want more French-made role-playing game goodness. To that end, I booked in some time at Gamescom 2025 to play something that may not be on your radar – a follow-up to 2021’s underrated Edge of Eternity curio, Edge of Eternity.

Now, if you just want more of the same turn-based catnip present in Sandfall Interactive’s emotional tour de force, I’m sorry to disappoint you: Edge of Eternity is more action-RPG than anything else. In a 30-minute demo at Gamescom, it felt more like a mix-up between Devil May Cry and Xenoblade Chronicles than the Final Fantasy X-aligned turn-based system we saw in Expedition 33. But that’s no bad thing: the modern take on old Japanese role-playing game tropes, all realised through a jaunty French lens, is more than worthy of at least a sliver of your attention.


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Let’s start with the pedigree: though the core team making this peculiar sequel is mostly French, there is some serious, well-established talent propping up the plucky young studio. Whether you’re looking at Chrono Trigger composer Yasunori Mitsuda (with NieR lyricist Emi Evans), Xenoblade Chronicles character designer Raita Kazama, orFinal Fantasy XV combat designer Mitsuru Yokoyama, there is storied talent everywhere you look in the game, and the collective work of these veteran devs actually melds really comfortably into a gorgeous, watercolour double-A title that is as refreshing as it is off-beat.

The game is set in the same world as the previous game, named Heyron, where a malignant presence called ‘the Corrosion’ has either killed or transformed the denizens of the planet into “misshapen abominations.” In just 30 minutes, I was privy to some cutscenes that reminded me of the darker moments in, say, Full Metal Alchemist Brotherhood – all family trauma, death, and hopelessness – that set a contrasting tone to the bright, airy world of Heyron.

From what I can gather, the world is standard RPG fare (this isn’t a bad thing: sometimes, you can feel very at home in a trope, especially in this genre). You play as Eline, aided by Ysoris and Kanta in your party, as you set out on a quest to cure the Corrosion-afflicted continent of Avaris from its unnatural plague. You control Eline for the most part, but quick commands can be thrown out to your erstwhile companions so that they can modify your attacks and generate combos with you (I can see the influence of Final Fantasy XV, here, for sure).

Their bark is worse than their bite. | Image credit: Midgar Studio

There are elements (fire, ice, and thunder) and related abilities, of course, that allow Ysoris and Kanta to stack effects up on enemies, letting Eline swoop in with berserker rage and pile on the DPS. That Devil May Cry reference comes back with a vengeance here, because as Eline dishes out the hurt, she can charge up what we’d know as a ‘Devil Trigger’ and start to tap into the power of ‘the Corrosion’ in order to dispatch foes with prejudice.

The demo ended with a boss fight against some sort of malignant mass that was heaving with body horror limbs, claws, and all manner of grizzly bolt-ons. Timing commands to the support characters whilst hopping, attacking, and dodging – it felt great. There are times when you can tell the game is developed by a small team of about 30 (the world is quite sparse, and the zones you’re corralled through are simple in their layout), but when the combat is firing on all cylinders… well, I can see myself slurping this one up greedily.

If I’m being completely honest, the game has a PS3/360-era feel to it. But I’m not saying that as a pejorative: some of my best non-mainstream RPG experiences came from bizarre RPG efforts in the seventh generation of consoles. Titles like The Last Remnant, Eternal Sonata and Infinite Undiscovery became totems of the mid-2000s era for me, with the likes of Lost Odyssey and Tales of Vesperia representing the ‘high tide’ of the era.

Here’s a proper look at the game’s comabt.Watch on YouTube

I came away from my time with Edge of Memories thinking about those misspent months of my life (laughing with pals at Gamescom about the appalling ‘dinner dance’ in Infinite Undiscovery, especially). I think your mileage with Edge of Memories will vary drastically depending on how sugary your soft spot for that aggressively mid-era of role-playing games is, but I honestly found this game juicing on the nostalgia glands for a period of gaming history I didn’t realise I missed so much.

The game, coming to PS5 and Xbox Series and PC, is currently listed for a 2026 release, and carrying a £31.99 price tag. I think that’s the sweet spot; you’re not going to get a full, premium experience out of this, but at the right price point, it’s definitely going to be more than just a forgettable romp. I’ll be checking out the full release next year.



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September 2, 2025 0 comments
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Save $20 Or More On Mario RPGs For Nintendo Switch This Week
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Save $20 Or More On Mario RPGs For Nintendo Switch This Week

by admin August 26, 2025



If you’re looking to fill the gaps in your collection of Nintendo Switch exclusives, you should check out the assortment of game deals at Walmart, Amazon, and Best Buy this week. Each retailer is offering discounts on several Super Mario games, including traditional platformers, role-playing games, and arcade sports titles. A handful of Nintendo Switch games outside of the Super Mario umbrella, including Zelda: Link’s Awakening and Emio – The Smiling Man, are featured in the sales, too.

Multiple games on the list below can be purchased for lower prices if you opt for an international edition from the UK or other regions. The Switch and Switch 2 are region-free consoles, so the only tangible difference a lot of the time is the ratings board logo on the cover. The one key thing to keep in mind is that DLC from the eShop must match the game’s region, so if you bought a UK edition of Super Smash Bros. Ultimate, you’d need to use the UK eShop if you wanted the Fighters Pass.

Video Game Deals: Nintendo Switch Exclusives

  • Emio – The Smiling Man: Famicom Detective Club
  • The Legend of Zelda: Link’s Awakening
  • Mario & Luigi: Brothership
  • Mario Strikers: Battle League
  • Nintendo World Championships: NES Edition
  • Paper Mario: The Thousand-Year Door
  • Super Mario 3D World + Bowser’s Fury
  • Super Mario Maker 2
  • Super Mario RPG
  • Yoshi’s Crafted World

Super Mario RPG

Turn-based RPG fans can save at least $20 on the Switch remakes of Paper Mario: The Thousand-Year Door and Super Mario RPG. The Thousand-Year Door is a beautiful and thoroughly faithful enhanced version of the 2003 GameCube classic. Amazon and Walmart are sold out of the $40 deal, but Best Buy still has copies for $40.

Many Mario fans view The Thousand-Year Door as the pinnacle of Mario role-playing games. Its main competition for the crown is Super Mario RPG: Legend of the Seven Stars, the 1996 SNES classic that was remade for Nintendo Switch in 2023. This is one of those deals that’s even better if you don’t mind picking up an international edition. The imported edition of Super Mario RPG is $36.50 at Amazon, whereas the US release is $40 at Amazon and Walmart. North American edition for $40, while the imported edition is $36.50.

Just like Mario RPG, an international copy of Mario & Luigi: Brothership is $36.50 at Amazon, and the US edition is $40 at Best Buy. Brothership has some rather unfortunate performance issues on original Switch hardware. If you own a Switch 2, however, the game runs noticeably smoother despite not receiving an official Switch 2 update. The roughly 40-hour adventure has some pacing issues and clunky design choices, but it’s still an enjoyable game. For transparency, I stopped playing it at launch due to the performance issues, but I liked it quite a bit when I gave it another try on Switch 2.

Best Buy is the only retailer with deals on Nintendo World Championships: NES Edition – Deluxe Set, Zelda: Link’s Awakening, and Emio – The Smiling Man: Famicom Detective Club. The Deluxe Set of Nintendo World Championships is bundled with a replica NES cartridge, a collection of art cards featuring cover art from the 8-bit era, and a set of enamel pins with pixel art.

For more Nintendo collectibles, check out our roundup on the discounted Legend of Zelda and Street Fighter 6 Amiibo figures. All seven figures that launched the same day as the Switch 2 console are on sale for $20.

On the Mario side of Amiibo, fans can get the Koopa Troopa and Goomba figures directly from Amazon for $16 each. Nintendo recently raised the MSRP of pre-Switch 2 Amiibo to $20, so you’re saving 20% on each. These figures launched way back in 2017 a few weeks before Super Mario Odyssey hit stores. Prior to this year, Amazon had been sold out of both figures since 2018.



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August 26, 2025 0 comments
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