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Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more – TouchArcade

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Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more – TouchArcade


Later this month on September 27th, NIS America will release FuRyu’s action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had a chance to talk to Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game, inspirations, collaborations, how the project came into being, Final Fantasy Versus XIII, coffee, a potential Xbox release, and much more. This interview was conducted in parts with TAKUMI’s portion being done on video call with Alan from NIS America translating and then it being transcribed and edited for brevity. The portion with Kazushige Nojima and Yoko Shimomura was done over email and is towards the end of this interview.

TouchArcade (TA): Tell us a little bit about yourself and what you do at Furyu right now.

TAKUMI: I’m a director and producer at Furyu. A lot of my work involves creating new games and working on brand new projects. For Reynatis specifically, I’m the person who came up with the main idea for the game. I produced it, I directed it, and I saw pretty much everything through from the beginning to the end so anything and everything related to Reynatis, I handled everything.

TA: I’ve been playing FuRyu’s games through many publishers in the West from the 3DS days, leading into PS Vita, PS4, PS5, PC, and mostly on Nintendo Switch. It feels like Reynatis has the most hype around it from any game which I’ve seen from FuRyu. How does that make you feel as a creative producer?

TAKUMI: First of all, I’m very happy. I take it very positively. I’m just simply pleased that people like it so much. About the buzz and attention it is getting, it feels like it’s actually more from abroad than inside Japan. I’ve been checking things out on Twitter and I noticed that a lot of times whenever they post information about the game, when they post trailers, when they post things like that, a lot of the comments that they’re receiving are from people outside of Japan. And so he says it seems like the fan base for this game abroad is large, or will be large.

And it also seems like, as you mentioned, up till now, this game has been receiving more feedback and more positive user interaction than any other FuRyu game in the past. So I’m really pleased to see how it seems to be being received in the West so far.

TA: Okay, so the game is obviously available now in Japan for people who live there to buy on console. How has the response been from players in Japan for the game?

TAKUMI: As someone who’s liked Final Fantasy Kingdom Hearts and things like that, I feel that the fans of those works, basically the works of Tetsuya Nomura in particular, seem to have really latched onto the game. They really appreciate what I’m doing and I really get the sense that they kind of understand everything. I’ve seen that as they’ve been playing the game, they’ve been noticing things and seeing how the story progresses and being like, “Oh, yeah, that’s how it should be,” or, “Yeah, I kind of expected that to happen.” And so they’ve gotten really excited and really delved into the world of Reynatis. They’ve also, kind of without really even being prompted, have kind of taken things farther to the next level, like, “I wonder where he’s going to take the story from here. I wonder what’s going to come next. I wonder…” All these little sub things that he hadn’t really had a chance to maybe flesh out or think about yet are things that the fan base has already decided to move forward with and already decided to start thinking about what’s going to come in the future.

Of course a creator, that makes me feel incredibly pleased and also kind of gets my creative juices flowing as it were, too, to think about what I want to do next. On the gameplay side of things, FuRyu games always kind of have areas that stand out a little bit more than others or have things about them that make them kind of unique and very FuRyu you could say. A lot of players have come to appreciate those things, too, and really enjoy those things as well. So for the people who really have always appreciated FuRyu games and have played them up until now and enjoyed them, they seem to be liking and enjoying the game as well. So far on both of those fronts, it seems that user reaction has been positive and people have really been enjoying it.

TA: I’m glad you mentioned Kingdom Hearts and Final Fantasy because from when the game was revealed, a lot of my friends who are hardcore Kingdom Hearts fans and who have been following Final Fantasy for a long time, everyone brought up Final Fantasy Versus XIII’s trailer and everyone’s trying to draw parallels with that and talking about how is this connected here, is that connected there? Can you comment on whether Final Fantasy Versus XIII’s trailer and that whole hype cycle over there had any influence on the project.

TAKUMI: So that question is a sensitive question, it’s a sensitive topic. There’s things that I can and cannot say in regards to it, but one thing I want to point it specifically is that as a fan of Nomura-san’s work and as someone who saw that original trailer for Versus XIII, and purely wondered what would this game have been like, what kind of game would this have been, how would it have played, and all these things like that running through my head, as a fan, I wanted to put myself on the same level as other fans. And as a representative of that fan base, I wanted to create my own take on it. If this game would have come out, maybe it would have turned out like this. So that feeling in terms of how Reynatis is related to Final Fantasy Versus XIII, you could say it’s something like that.

I can’t speak too much beyond this little window of speaking, but I have talked to Nomura-san. They’ve talked about several things about this,and the idea is that Nomura-san knows what he’s thinking and the things that they’ve talked about. As a fan and as somebody who really loves these works, I really wanted it to be from one fan to all the other fans out there. I feel like that group of fans who did love those games, that’s who Reynatis is for.

At the end of the day, all that really comes from that specific title is the inspiration. So seeing that initial trailer and that initial thought of “I wonder what this would be like” was an inspiration, certainly, for Reynatis. Reynatis is something that is wholly his own. It’s something that totally came from me as a creator. It is dyed in my own color as a creator. Everything that I wanted to express as a creator is what’s in this game. It’s not a copy or a rip-off of something else that’s come before, something that might have existed. It’s completely wholly my own. This was simply an initial spark of inspiration to make me think about what this world would be. Everything else about this world that is Reynatis is something that I made myself and created myself.

TA: So out of the many FuRyu games I’ve played over the years since Lost Dimension and stuff like that, my favorites are The Caligula Effect 2, Crymachina, and The Alliance Alive. Every single game usually has I’d say 75% of it is really good with memorable story, music, and stuff like that. But there are some aspects which fall short, and we usually see either technical shortcomings or some people might not like the gameplay or something like that. So I wanted to know if you’re happy with the current state of the game because I know there are updates planned.

TAKUMI: The game originally came out on July 25th in Japan, and from there, we had an actual play session where we streamed it, and there were people watching on Twitter, commenting, and since then, people have had a chance to play the game and receive their comments.

Obviously, to recreate the game, or to do things on a fundamental level, that’s impossible, but obviously, small things that we can brush up, as we are going through, for example, boss balancing, the amount of time that enemies come out, little quality of life features that kind of have to do with those things, all of those things will be addressed in the updates that are coming out. There’s an update coming out on September 1st in Japan, and then either with that, or a little bit before that, we plan to, again, start addressing some of those issues

Beyond that, obviously, if there’s any bugs or any kind of technical flaws or things like that, those are all intended to be addressed to over the coming months, because the last DLC is scheduled to come out in May, and so up until that time point, we are going to continue to work on the feedback that we’ve received, and implement as much as we can, as is reasonable and possible, into the game.

One thing I also want to point out is that specifically for players in the West, the version of the game that you be getting, essentially, will be a version that’s been refined and brushed up, compared to everything that’s come out in Japan, so please look forward to the best version of the game when it does come out here in the West.

TA: So I read the NIS America translated Famitsu interview with Takumi-san, Yoko Shimomura, and Kazushige Nojima in two parts (here and here). It was the two-part long interview and was really nice. So first, thank you to NIS America for translating that officially for us. Secondly, I wanted to touch on the part about how you approached both of them because it was very interesting and funny. I wanted to just ask you about that. How did you approach them directly? Is it just something like you messaged them or do you approach their representatives or the companies at all?

TAKUMI: It was pretty much what I said in the interview. Most of this was direct. I reached out to them directly. I didn’t contact them through a company. I didn’t do super formal emails or uptight things. The thing about Shimomura-san specifically is that Furuyo had actually done some work with her in the past on some other titles, so I kind of had an in there, but even still I ended up reaching out to her through X / Twitter.

For Naora-san, who was the illustrator for the game, it was a PM to him on X / Twitter. Kaburagi-san, who also did the illustrations, I spoke with him on X. Nojima-san, they did a lot of LINE. Even once the project had begun, a lot of the communication was still done via PMs and via private messaging and things like that. At no point was it ever really a very formal thing. I would just kind of reach out to people as necessary and say, “hey, what do you want to do about the music?” or something like that. It’s a lot rougher than you might have imagined in terms of how a company normally performs its business.

TA: That’s hilarious. It makes sense why you contacted them because they are very talented folks, and while the premise and game seem interesting, I wanted to know what prior works of theirs made you reach out to them individually? What are your favorite works by them?

TAKUMI: Well, basically, I’ve been playing Kingdom Hearts since I was a kid. I think the big part is that my personality and values were formed by Kingdom Hearts. So, when it comes to Shimomura-san’s music, I have a strong image of Kingdom Hearts. And then, in connection with that, I’ve been playing titles like Final Fantasy VII and Final Fantasy X. I think Nojima-san’s scenario has a strong feeling from that. I think I’ll just say that I wanted to do Nojima-san’s scenario with Shimomura-san’s music.

for Shimomura-san, obviously, most people think of Kingdom Hearts. It’s a really, really special game. It’s a series that I started playing when I was little. It influenced my values and who I am as a person. So, that was someone that I really wanted to work with specifically.

In terms of Nojima-san, obviously, I’m a big fan of Final Fantasy VII, Final Fantasy X, and works like that. I wanted to work with them because I just wanted to work with them. I liked their work and he wanted to work with them.

TA: I wanted to know, before the game started production, what games did you play that maybe inspired some aspects of this thing? Did you start doing research and playing more action games from other developers to see how they are?

TAKUMI: I’m honestly an action game fan to begin with. So, whether it be older titles, whether it be more recent titles, I feel like I’ve played them all. Whether you’d want to call that research or not is kind of something different, but I have played them and I have enjoyed them and obviously, there’s a lot of things that I’ve taken inspiration from, you could say, from within that.

However, one thing I want to point out really specifically is that, and this is something you know as someone who’s played many FuRyu titles, is that FuRyu size-wise and scale-wise doesn’t have the budget to do something like a Final Fantasy VII Remake or a Rebirth. That’s just on another level. When I was creating the game and thinking about what I wanted to do, I thought carefully about what would be fun for the players. What will the players enjoy? Let’s make that and then let’s also try to make everything within the game something that’s fun.

So for example, even beyond the gameplay, you have the scenario, you have the story, you have all of these things that individually are disparate, but all of them together are what makes Reynatis the experience that it is. I want players to experience it as a whole and not so much as an action game solely, for example. If you compare Reynatis to something like Final Fantasy VII Rebirth, it’s obviously not going to compete on that level. Where it can compete is on this level as an entire package, as a game experience that is the sum of its parts beyond being some specifically one thing.

TA: Can you talk about how long Reynatis has been in production?

TAKUMI: About three years, give or take.

TA: So how was it working for the team during the pandemic?

TAKUMI: The pandemic was just at its peak. I think it was a time when we couldn’t meet face to face and talk about it. But I don’t think I was in that much trouble. The development company that was actually developing it was basically all-in-one, and we were able to work with the top development team. If we had been able to communicate with them, I think we could have made the game without any problems.

After the pandemic actually settled down, we were able to meet face to face. We were able to communicate while eating together. I don’t think there was a big problem in terms of development because we couldn’t meet face to face because of the coronavirus. Things kind of kicked off right at the beginning of the pandemic, specifically when it was really difficult to go out and actually meet people.

Truthfully, at the very beginning, we didn’t have a lot of opportunity to actually meet face to face and talk about things.However, A, as time went on, and B, because we were having lots of meetings and things like that, the people that we were working with to develop it, all of them actually were in the office. Because we had a good direct line of communication with the development staff, the head of the development staff, we felt like there were no issues there.

Also, as the project continued, things loosened up, and so I was able to meet people face to face. We were able to go out to eat and talk and have meetings and things like that. So things proceeded smoothly. Even in the midst of the beginning of the pandemic, when it was more difficult to meet people, I don’t feel that it really impacted the work negatively.

We were able, and I specifically was able to do my work without any problem, and things proceeded well. So there were really no issues from that sense in regards to the pandemic situation.

TA: So one of the things I noticed is, before the game was officially revealed for localization, there was a lot of hype around “NEO: The world ends with you. Everyone was speculating if this is part of the same universe or what’s happening And now we have an official collaboration, which is officially licensed and stuff like that. So I wanted to know two things: As a fan, play NEO :The World Ends with you and how did you approach Square Enix for the collaboration?

TAKUMI: I played the original on DS in the beginning. I played the smartphone game that only lived for a brief period. I played Final Remix when it came out on Switch and then of course NEO: The World Ends With You as well. I’m a simple fan just like everyone else when it comes to the series. I have played them all.

For the collaboration, I did go directly to Square Enix as a company and approached them from an official capacity as a company. Thinking in the console game space, looking at collaborations between companies it’s very rare. All I can think of is that there was a collaboration between Capcom and Konami using Metal Gear Peace Walker and Monster Hunter 2G. Aside from that, I can’t really think of anything else in terms of console creators coming together to make it. Because this is something that hasn’t really happened before, it had to be a bit more official. On the flip side, because it hasn’t happened before, there was really nobody I could talk to internally to be like, “Hey, so how do I go about approaching this? How do I go about making it happen?” I got a lot of feedback like “Oh, that’s impossible. You can’t do that.”

However, I have the kind of personality where I’m very strong and straightforward with things. I said “No, no, no, look, if it’s not impossible, there’s a way to do this. I’m going to find a way to do this.” The simplest thing in that case was to drop the plan, to go to Square Enix directly and say, “Hey, look, I’m making this game. I really like The World Ends With You. The setting for my game is also Shibuya. Is there anything we can do together?” That’s basically how the collaboration came about.

Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more – TouchArcade

TA: Can you comment on what platforms Reynatis was always planned for? What was the lead platform?

TAKUMI: All of the platforms were decided from the beginning, but as you mentioned, you have to come up with a lead platform. In this case, it would have been the Switch and so the Switch was the main, and then the others came out from there.

TA: In the past, whenever I played FuRyu games, regardless of how much I liked them, the lead platform usually has some technical issues. I remember playing The Legend of Legacy on 3DS, which had a lot of technical issues, but now it’s perfect when you play it on modern platforms. Reynatis is a very visually striking and good-looking game from its trailers. So I was just wondering how it would run on Switch.

TAKUMI: I understand where you’re coming from. Even though the Switch is the lead platform, honestly speaking, this game pushes the Switch to its limits. Within me, there’s two rules I have to fulfill for this game. One is the producer, and the other is the director. As the producer, I have to be more mindful of things like unit sales. How many players are going to purchase and play the game? So within that, obviously, it makes the most sense that you release a game on as many platforms as you possibly can to maximize those elements.

On the flip side, as the director and as a player myself, it would have been great to focus on maybe one platform like PS5 or something to really push things to the next level. But at the same time, that’s a balance that I have to maintain within all things. There was a lot of internal struggle within how to handle that. But at the end of the day, the balance was essentially taken within those two elements of myself that I had to do. I’m happy with what came out.

TA: So far, FuRyu games release on consoles in Japan and get ported to PC for the Western releases. Has Furyu ever considered doing PC internally in Japan for these games?

TAKUMI: Actually, there was a title that came out recently that we did internally on PC. So it is something that we have been thinking about and working internally on. So yes, games are coming out made by us specifically for PC platforms.

At this point, Mr. Sonobe, FuRyu Localization Coordinator, added that FuRyu has established a partnership with NIS (America) to sell full-priced console RPGs due to their expertise in translation, promotion, and sales capabilities.

TA: The reason I ask is because we’ve seen a lot of promotions in Japan for Steam versions from publishers there. Like SEGA does with competitions for Like a Dragon and Steam Deck. Obviously you need to release on Switch, but you now also have a high end handheld PC. I see a lot of interest for Steam versions. Do you see more people recently asking for PC versions in Japan?

TAKUMI: Please take this as my opinion specifically and not a representative of the industry. For me and the people around me, the two worlds are very different. There’s the world of console gaming, as we call it, and then there’s the world of PC gaming. Those worlds don’t necessarily meet, and it seems like the players of one specific place, like console or PC, generally want to keep their play experiences limited to that space specifically. If you were to divide it up into three things, you would have consoles, you would have PCs, and then you would have smartphones. And so these are kind of the three arenas that exist. And these are kind of the three arenas that people generally tend to stay in when they’re developing and releasing games.

I don’t even necessarily know people who play on PC who have a Steam Deck or who want to play specifically on it. If they want to play a console game, they would play it on console if they had the desire to do so. That’s kind of where I feel the industry is specifically in Japan.

TA: Because you mentioned smartphones, I think FuRyu has one title which is available in the West on smartphones through another partner, Arc System Works, which is The Alliance Alive Remastered. I believe it uses NIS America’s translation for English. Do you have plans as FuRyu to do more smartphone ports of premium games?

TAKUMI: As a company we don’t have a plan to make games specifically for smartphones. It is more that our division specifically is focused on making console games and we believe that consoles are a place that can provide specific experiences that can only be provided by console games. The reason you saw something like The Alliance Alive Remastered come out on smartphones, was because we felt that it would be appropriate and because we thought it would still play well on the smartphone. For something like a super hardcore action game or something that would require more intricate controls, that wouldn’t really be suitable to be on smartphones so it wouldn’t happen. Our plan and goal going forward is to develop first for console and to bring out the best we can do in the console gaming space. IF that work is suitable enough to be brought to a smartphone, and still be able to be played well, and it doesn’t lose any of its intrinsic fun that you have from playing on console, then we will think about it in the future, but it kind of is on a case by case basis.

TA: So I play FuRyu games on multiple platforms, but there’s one platform that hasn’t seen FuRyu support much. This question isn’t just from myself, but also from readers who usually want to know why some games aren’t coming to Xbox. only myself, but a lot of our readers also usually ask us to check in on the possibility? I know there could be many reasons for why, but I still wanted to ask you directly about this if there are plans to do Xbox Series X versions of these games from FuRyu?

TAKUMI: Personally, I would like to do Xbox versions of the games but the reality is that in Japan there’s not enough demand from consumers. There’s not enough recognition from consumers for the platform itself to be able to justify being able to make an Xbox version. To talk about things from a development standpoint, you have to understand that adding another platform to the development cycle means you have to account for that within the schedule. Within that as well, the development team has to have the experience to be able, having worked on that platform, to be able to develop it appropriately for that platform. Because the team doesn’t have that experience, it suddenly becomes a very high hurdle to clear and be able to make this game. I would definitely like for us to be able to do it. I find it would be something that would be interesting. It’s just the reality of it that it’s a difficult thing to do for the reasons I mentioned.

TA: Reynatis is coming out in the West in a few weeks. I wanted to know what you’re most excited to see when players get their hands on the game in the West?

TAKUMI: I really want players to enjoy playing the game for a long time. Nowadays, you kind of have an issue that when a game comes out, it’s not uncommon for spoilers to get posted, whether that be videos or things like that. We’ve worked really hard to make sure that those spoilers don’t get out there. One of the ways that they’ve avoided having things spoiled is by having this– we talked about it a bit earlier–but by having this free DLC release schedule going forward that will bring up new story content and secret story content.

There’s going to be one that comes out October 1 that will be global. NIS America will release the game in the West in September. So players will kind of have to catch up first, but after that, they get to experience everything in real time with the Japanese player base as well as the updates come out. I hope that this is something that encourages people to keep playing the game and to play it for a long time to come and to really enjoy what they’re playing and seeing all the secrets and things that they have, because these are things that, again, are going to be not spoiled because it’s all coming out at the same time once the game gets released in the West.

TA: One of my favorite aspects of FuRyu games is always the art and music. That’s usually consistently very good. I wanted to know, are there any plans after all the DLC is out to have a Japanese release of the full art book covering everything and a full soundtrack?

TAKUMI: At the moment there are no plans specifically to do either of the things that you mentioned, but in regards to the music I really think Shimomura-san made a fantastic soundtrack and I would love to be able to get that out there to people in some fashion. So, hopefully we can do it, but there are currently no plans.

TA: Unrelated to Reynatis which we’ve covered a lot, I wanted to know what you’ve been playing outside of work in the last year, like in 2024, which you’ve enjoyed a lot, and what platforms you’ve been playing on?

TAKUMI: So for this year, I played Tears of the Kingdom and I played Final Fantasy VII Rebirth. Generally speaking, due to everything going on with Reynatis, I have a feeling that I didn’t get to play as much as I would have liked for everything else, but those are the two ones that I remember playing the most. Platform-wise, I probably played most on PS5.

As an addition, I’m a huge Disney fan and I’m also a big fan of Star Wars. All the information coming out about the new Star Wars materials has gotten, like, kind of reawakened that fire that I have, for the Star Wars property, so I’ve really been enjoying Jedi Survivor.

TA: What project that you’ve worked on so far is your favorite. If it is Reynatis, talk about another one as well.

TAKUMI: So I’ve only worked on two games: Trinity Trigger and Reynatis. To talk about Trinity Trigger, I was only the director on that game so I didn’t have the opportunity to do anything on the Producer’s role so thinking about the broader scope of things and how to reach out to customers on that. That’s something I felt was an area missing for me. I really wanted to do it. As a result of having that feeling on Trinity Trigger, I was able to, when the time came to Reynatis, I was able to take on the role of Producer, Creative Producer, and Director and therefore I was able to do everything that I wanted to do in this game. To oversee every single aspect of it.

By the same token, because Trinity Trigger was the first game I had worked on and I directed, I was able to do a lot of what I wanted to do with it. It is of course a title to him that remains really deep in his memory, but the game that I have the most affection for is Reynatis.

TA: For a lot of people, when they see FuRyu’s games, there are quite a few available on current platforms. Reynatis has the most hype. What would you like to say to folks who are excited for this who have not played a FuRyu game before?

TAKUMI: One of the things that I feel is most representative of FuRyu titles in general, is that they all have a very strong theme. If you look at each and every one of these games, the theme is very strong. The message reaching out to people is very strong. Reyantis is no different. This might be a rough or harsh way to put it, but if there are people who feel that they are weak, if there are people out there who feel like they are being put down by society, they can’t live and carry out their lives like they want to, I want you to play Reynatis.

One of the big themes in the game is that within Japanese society itself, there’s a very famous expression that you’ve probably heard many times before: “The nail that sticks out gets hammered down” People in Japan have a tendency to go with the flow, and supplement themselves into what the rest of society wants them to do or say, and as a result of that, many people kind of feel really pressured and they’re stifled within what they actually want to do. Whether it be in Japan or outside, if you feel that way, this is absolutely the game for you. The message within this is very strong and I feel like it will resonate with people who feel like they maybe are put down by society or that they are not a place they want to be in society.

Going back to what we spoke about before, while the game might not be able to compete in the arena of graphics or richness in setting, the game does have a message that resonates just as strongly as for Final Fantasy VII if not more. I believe it can compete and beat it in that. I think that because the message in the game is so strong, it will remain in people’s hearts and minds and it will be something that will be a really positive and memorable experience for them. I hope people pick up the game for those reasons.

This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.

TA: How did you get involved in the Reynatis project?

Yoko Shimomura: Via a sudden attack from TAKUMI. (laughs)

TA: What have you learned composing for games for many years now and how do you implement these learnings in your future compositions and recent ones like Reynatis?

Yoko Shimomura: It’s difficult to put into words. I think that experience does become a new power, but I mainly compose via feeling, so turning that into words is difficult.

TA: My favorite soundtracks done by you are definitely LIVE A LIVE, Radiant Historia, and Street Fighter II. I’m very curious about the Reynatis soundtrack. What has been your favorite part of working on it so far?

Yoko Shimomura: Thank you! The night before recording, even though I was totally worn out mentally and physically, I just had more and more compositions flowing out of me, which was fun. (laughs) I was really ablaze with the idea, “I’m definitely going to finish this!”

TA: As a composer you have a very distinct style that when someone hears a work by you, they know you composed it. How do you feel that your style is recognizable through multiple iterations of technology?

Yoko Shimomura: I wonder! I get told that a lot, but I don’t really understand it myself. People have said that in the past, my compositions tended to be different based on the work, so there isn’t really a feel that they were all composed by me. I think maybe my style hadn’t quite come out yet.

TA: Were you inspired by any other games when working on the Reynatis soundtrack?

Yoko Shimomura: I wasn’t influenced by any other work in particular.

TA: You’ve worked on the scenarios of many of my favorite games of all time. How do you approach different games today compared to how you worked in the 90s?

Kazushige Nojima: It depends on the game genre. For games where the narrative comes first, players today want a character who is a convincing portryal of a fully-fledged person, rather than a character that is an avatar for the player, as was common in the past. In that case, it then becomes important to give the world the character inhabits a sense of presence. I do like those old games that were more akin to a fairytale, though. I’d like to work on one again in the future.

TA: How did you get involved with this project?

Kazushige Nojima: I received a call from my old acquaintance, the composer Ms. Shimomura. She asked if it was OK to share my contact info with TAKUMI. Things started from there.

TA: Is it influenced by Versus XIII in any way?

Kazushige Nojima: I didn’t think it was when I was writing it, but I can’t say for certain.

TA: Having now seen the game’s scenario all the way, what is your favorite aspect of it, and what do you think fans of your other work should pay attention to here?

Kazushige Nojima: It’s difficult to answer this while avoiding spoilers. I think that Marin’s change in mannerisms [throughout the course of the game] is well-depicted.

TA: What have you enjoyed playing this year and have you played Reynatis yet?

Kazushige Nojima: I’ve been doing nothing but dying in it, but I’ve enjoyed ELDEN RING. I’ve also enjoyed Dragon’s Dogma 2. Embarassingly enough, I’m only partway through REYNATIS. Sure enough, I’m just not good at action games, so for the games I mentioned, I’m enjoying the atmosphere of their worlds. I think the game I’ve played the most of is Euro Truck Simulator.

TA: So now the last question is for everyone here. How do you like your coffee?

TAKUMI: I don’t actually like coffee. *laughs* I don’t like things that are really bitter. I generally go for iced tea or black tea. If I’m going to drink coffee, I’m going to put a ton of cream, milk, or sugar to drink it. It is kind of funny that in university, I worked at Starbucks so I had to know a lot about coffee, so it is kind of funny that way.

Alan Costa: I like coffee with milk or soy milk. If I’m drinking iced coffee, I like just an americano with just ice and no sugar.

The two responses below were via email.

Yoko Shimomura: I like iced tea. I drink it all the time. I like doubling up [on the bags] to make it strong.

Kazushige Nojima: Black. And strong.

I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview.

Editor’s note: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.



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Reviews Featuring ‘Fitness Boxing feat. Hatsune Miku’, Plus New Releases, Sales, and Good-Byes – TouchArcade

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Reviews Featuring ‘Fitness Boxing feat. Hatsune Miku’, Plus New Releases, Sales, and Good-Byes – TouchArcade


Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 6th, 2024. Well, this is the last one. You’ll see one more special from me next week with a few reviews that have specific embargo dates, but this is the final regular SwitchArcade Round-Up for TouchArcade by yours truly. We’ve been at this for several years and I wish I could have seen the Switch through to its end with these articles, but circumstances dictate another course. We’re going out with another chunky one, with a pair of reviews from our pal Mikhail, a pair of Shaun reviews, a handful of new release summaries, and the usual lists of new and expiring sales. Let’s ride one last time!

Reviews & Mini-Views

Fitness Boxing feat. HATSUNE MIKU ($49.99)

After Imagineer’s success with the Fitness Boxing games that led to the hilarious but good Fitness Boxing Fist of the North Star, I didn’t know what IP the team would work with for a new fitness game. When Fitness Boxing feat. HATSUNE MIKU was announced, I thought it was a smart collaboration, but was curious to see how the game felt after Fist of the North Star. I’ve been playing it over the last few weeks alongside Ring Fit Adventure and I’m impressed with Fitness Boxing feat. HATSUNE MIKU in many ways.

If you’re new to the Fitness Boxing series, these games, as the name suggests, use boxing and rhythm game movements to get you into shape through daily exercises, mini-games that also get you sweating, and more. With Fitness Boxing feat. HATSUNE MIKU, everyone’s favorite vocaloid gets in on the action and there’s even a separate dedicated mode for her songs in addition to the normal songs included in this release. Keep in mind that this is a Joy-Con only game so you can’t play it with a Pro Controller or any third party accessories as far as I’m aware.

As with other games in the series, there are difficulty options, a free training mode to do as you please, warmups, and tracking with reminders and the systemwide alarm that can remind you even if your Switch is in sleep mode. There are cosmetics you can unlock through the points you earn by playing as well. I can’t comment on the DLC yet, but as for the base release, I liked Fitness Boxing feat. HATSUNE MIKU more than Fist of the North Star aside from one issue.

The audio in Fitness Boxing feat. HATSUNE MIKU is great, but the main instructor’s voice isn’t great. I ended up turning this voice down because it felt out of place with the rest of the game, and just sounded a bit weirdly directed.

Just like the Fitness Boxing Fist of the North Star release from Imagineer, Fitness Boxing feat. HATSUNE MIKU is a solid fitness-focused game that does a great job of bringing Miku to the world of Fitness Boxing to try and appeal to her fans. While it is a competent fitness game with its daily workout, customization, and tracking, I feel like it would be better as a complement to something like Ring Fit Adventure or your own other exercise routine rather than being the sole exercise you do during the week. -Mikhail Madnani

SwitchArcade Score: 4/5

Magical Delicacy ($24.99)

Magical Delicacy from sKaule and Whitethorn Games is one I hadn’t paid much attention to until a friend of mine linked me to an Xbox Game Pass announcement for it. Since then, I’ve played it on Switch as well, but feel like it needs a bit more time in the oven. I adore Metroidvania-style platformers and cooking games, but it feels like Magical Delicacy takes the good bits of both genres while not putting them together in the best way possible. This results in a game I adore in parts, but one where the flaws hurt a bit more.

You play as Flora who is a young witch in a story that’s equal parts mysterious, magical, and wholesome. Your aim is to cook meals and craft for various folks, and I was surprised at how well the exploration was implemented aside from the backtracking that annoyed me sometimes. I expected it to be lacking compared to the cooking and crafting, but the team nailed the Metroidvania elements. There are some issues with ingredients in the crafting and in how inventory is managed. This is made a bit worse by the UI that I took a while to get used to with interaction.

Magical Delicacy makes a great first impression with its gorgeous pixel art visuals, lovely music, and tons of settings. The latter includes UI scale and text options that are both very useful when playing on Switch in handheld mode. I feel like Magical Delicacy would have benefited a lot from an early access release or will from potential updates.

When it comes to the Switch version, it plays very well aside from some seemingly frame pacing-related hiccups. It has good rumble as well. Having played it on Xbox Series X, this is definitely a game I’d play more on a portable so a Switch or Steam Deck version would be best. I just play the genre more on handhelds.

Magical Delicacy is a game I should’ve loved given it is basically a blend of a Metroidvania and a crooking/crafting game, but it feels a little undercooked (I couldn’t resist) in parts thanks to some inventory and backtracking issues. While it is a very good game right now that feels at home on Switch, a few quality of life updates and polishing will make it an essential. -Mikhail Madnani

SwitchArcade Score: 4/5

Aero The Acro-Bat 2 ($5.99)

A lot of companies tried their hand at the whole mascot platformer thing in the 16-bit era in the wake of Sonic the Hedgehog‘s explosive success. Like, the sheer number of them is just baffling. Even more than I remembered. Not many of them managed to see sequels, but Aero The Acro-Bat is part of that elite few. How each member of that club got there is its own story, but in Aero’s case it seems to have been a combination of the first game going over well enough, and sheer force of will to try and make fetch happen. Sadly, fetch did not happen. Aero spin-off Zero the Kamikaze Squirrel launched several months after Aero 2, but outside of that Aero was never seen in another original title again.

Does that make Aero The Acro-Bat 2 a bad game? I don’t think so. It doesn’t seem like it was a big enough success to merit another follow-up, at the very least. But then again, Sunsoft’s parent company had recently lost a ton of money on a bad investment involving golf courses, and that certainly put it in a fiscally conservative mood for a while. Either way, I don’t think the fault can be placed on the quality of the game. It’s as good as the first game was, with all that implies. A more polished experience that in shedding some of those rough edges loses some of its character, but a decent enough platforming romp.

I was fully expecting this release to be in Ratalaika’s usual emulation wrapper, but much to my surprise there’s been an upgrade in the presentation. This feels a lot more tailor-made for the game, and in terms of both options and extras I think this is a far better experience overall. Box and manual scans, achievements, a gallery of sprite sheets, a jukebox, a bunch of cheats, and more. I frankly have no complaints at all about how the game plays and the suite of features here. The only nit I will pick is that you only get the Super NES version of the game here. I feel like the SEGA Genesis/Mega Drive version should have been included too, just to keep everyone happy.

Those who enjoyed Aero The Acro-Bat should naturally give Aero The Acro-Bat 2 a shot. I even think those who were slightly put off by the first game’s quirks might have a better time here. I really have to commend Ratalaika for stepping up its game with the emulation wrapper for this release. Perhaps I’m being greedy, but I’d love to see the first game updated with a similar interface just for consistency. A fine release for Aero fans and those on the look out for 16-bit platformers to play, and one that makes me optimistic for the remaining reissues of this series.

SwitchArcade Score: 3.5/5

Metro Quester | Osaka ($19.99)

I got quite a bit of enjoyment out of the original Metro Quester when it released a while back. It’s a bit of a bear to get into, but once you understand its rules and what you have to do, it’s an immensely satisfying dungeon-crawling turn-based RPG. Experimenting with party builds to try to find the optimal team was a task I truly enjoyed taking on. With that in mind, I was very happy to see that there was another game in the series coming. Metro Quester | Osaka feels a little more like an expansion pack than a proper sequel, but I’m more than happy with that given how much I got out of the original.

The story here is a prequel to the original game, and we’ve moved to Osaka as a setting. You get a whole new dungeon to explore, and some new character types to do that exploring with. Osaka is a much wetter location, so you’ll need to use your canoe to travel over the water in places. With the new dungeon comes new weapons, skills, and enemies to deal with. Definitely more to chew on here for those who have wrung out the original game, and if you had a good time there then you will enjoy this one, too.

That said, this game shares much of its broader mechanics with the original Metro Quester. If you need an explanation, please check out my review of that game for more details. Short version: turn-based combat, top-down dungeon exploration, and a whole lot of inching your way outward a little further each time before having to head back to camp. You know, the good stuff. Those who are careless will find themselves in hot water very quickly, as planning and cautious play is practically a necessity in this game.

Those who found themselves fully absorbed in Metro Quester will find plenty to enjoy in Metro Quester | Osaka, and new players should probably just skip right to this game. It’s more of an expansion pack than a sequel, but that in no way should be taken as a bad thing. Rather, it just seems like the designer wanted to send players on another adventure that pushes out the existing systems in some fascinating ways. It’s certainly a game you’ll have to be patient with to get the most out of, but those willing to invest the time will enjoy the dividends.

SwitchArcade Score: 4/5

Select New Releases

NBA 2K25 ($59.99)

NBA 2K is back… in 25 form! You know, I find myself wondering something. What happens to the name of this series when we hit the year 2100? NBA 2K100? Just feels weird. We’ll have to talk about that when the situation arises, I suppose. Apparently this year’s version has improved gameplay, a new feature called Neighborhood, and some nonsense about MyTEAM. I’m not going to pretend to know what’s going on here, so instead I will just toss out the amount of space you’ll need on your memory card for this game and then move on. Here we go. 53.3 GB!

Shogun Showdown ($14.99)

Got room in your heart for another riff on Darkest Dungeon? This one has a Japanese-inspired setting, and there are a few bits in here that change things up a little. Setting all of that aside, this is very much a familiar style of game and I think it’s a decent enough example of such to be of interest to those on the hunt for another one.

Aero The Acro-Bat 2 ($5.99)

Well, there’s a review up above this section, but in case you’re in the habit of skipping down the page, let me fill you in. This is the somewhat more polished sequel to the successful Aero The Acro-Bat, all done up in Ratalaika’s emulator wrapper. Said wrapper was given additional effort for this release, and it looks good! The version of the game included is the Super NES one, and you can play the North American release or the Japanese one. I wish the Genesis/Mega Drive version was in here, but I can’t imagine Aero fans being unhappy with this overall outside of that.

Sunsoft is Back! Retro Game Selection ($9.99)

Sunsoft is back! Okay, Sunsoft has been back for a while now, and you probably don’t need a trio of heretofore non-localized Famicom games to sell you on that. So instead let the games sell you on themselves, as you get a trio of unique and varied titles in this bunch. A side-scrolling action platformer, an adventure game, and an action-RPG of sorts. I reviewed this set a couple of days ago, so I advise checking that out if you need more details. Short version: if you like weird old games, this is a good pick-up.

Sales

(North American eShop, US Prices)

Some fun stuff in the inbox today, including a really good price on the Cosmic Fantasy Collection. A little dear at its normal price, but at 40% off I think it is worth considering for retro RPG fans. I’ll also call out the enjoyable platformer Tinykin, which is at its lowest price yet. Have a good look through those lists and see what catches your eye.

Select New Sales

Zombie Army Trilogy ($8.74 from $34.99 until 9/12)Zombie Army 4: Dead War ($14.99 from $49.99 until 9/12)Wild Seas ($2.49 from $4.99 until 9/12)Chants of Sennaar ($14.99 from $19.99 until 9/13)The House of Da Vinci 3 ($4.99 from $9.99 until 9/13)Warhammer 40k: Boltgun ($15.39 from $21.99 until 9/13)Toziuha Night: Dracula’s Revenge ($1.99 from $4.99 until 9/16)Monkey Barrels ($7.49 from $14.99 until 9/19)Banchou Tactics ($15.99 from $19.99 until 9/19)Transiruby ($10.49 from $14.99 until 9/19)Picontier ($19.99 from $24.99 until 9/19)Kamiko ($1.99 from $4.99 until 9/19)Fairune Collection ($3.99 from $9.99 until 9/19)Alchemic Dungeons DX ($3.19 from $7.99 until 9/19)Ninja Smasher! ($6.39 from $7.99 until 9/19)Ninja Striker! ($1.99 from $3.99 until 9/19)

Great Ambition of the Slimes ($9.59 from $11.99 until 9/19)Shinobi Non Grata ($11.99 from $14.99 until 9/19)Let’s Build a Zoo ($7.99 from $19.99 until 9/20)Owlboy ($8.74 from $24.99 until 9/20)Hakuoki: Wind & Blossom ($44.99 from $49.99 until 9/20)Omen of Sorrow ($7.99 from $19.99 until 9/20)Dungeonoid 2 Awakening ($4.49 from $8.99 until 9/20)The Witcher 3 Wild Hunt CE ($23.99 from $59.99 until 9/22)Knights of Grayfang ($10.49 from $14.99 until 9/26)Gale of Windoria ($7.49 from $14.99 until 9/26)Justice Chronicles ($7.49 from $14.99 until 9/26)Armed Emeth ($7.49 from $14.99 until 9/26)Jinshin ($10.49 from $14.99 until 9/26)Alphadia Genesis ($7.49 from $14.99 until 9/26)Grace of Letoile ($10.49 from $14.99 until 9/26)

Tinykin ($6.24 from $24.99 until 9/26)Despot’s Game ($4.99 from $19.99 until 9/26)Cosmic Fantasy Collection ($29.99 from $49.99 until 9/26)Cosmic Fantasy ($15.90 from $26.50 until 9/26)Cosmic Fantasy 2 ($15.90 from $26.50 until 9/26)Spirittea ($15.99 from $19.99 until 9/26)Punch Club 2: Fast Forward ($9.99 from $19.99 until 9/26)Railway Empire 2 ($37.49 from $49.99 until 9/26)Lil’ Guardsman ($11.99 from $19.99 until 9/26)Potion Craft Alchemist Simulator ($11.99 from $19.99 until 9/26)Euphoria ($1.99 from $14.99 until 9/26)Of The Red, the Light, & Ayakashi ($25.06 from $50.13 until 9/26)Modern Combat Blackout ($1.99 from $7.99 until 9/26)The Friends of Ringo Ishikawa ($8.99 from $14.99 until 9/26)Arrest of a Stone Buddha ($8.99 from $14.99 until 9/26)Fading Afternoon ($16.99 from $19.99 until 9/26)Astor: Blade of the Monolith ($14.99 from $24.99 until 9/26)Tamarak Trail ($8.99 from $14.99 until 9/26)Rigid Force Redux ($3.99 from $19.99 until 9/26)Yaga ($6.24 from $24.99 until 9/26)Rabi-Ribi ($13.99 from $19.99 until 9/26)

Sales Ending This Weekend

Dead in Vinland: True Viking ($2.79 from $27.99 until 9/7)Gunslugs ($4.79 from $7.99 until 9/7)Gunslugs 2 ($4.79 from $7.99 until 9/7)Heroes of Loot ($4.79 from $7.99 until 9/7)Heroes of Loot 2 ($5.99 from $9.99 until 9/7)Meganoid ($5.39 from $8.99 until 9/7)NOISZ re:||COLLECTION G ($19.99 from $24.99 until 9/7)Phoenotopia: Awakening ($6.99 from $19.99 until 9/7)Space Grunts ($8.39 from $13.99 until 9/7)Stardash ($5.99 from $9.99 until 9/7)Superhot ($9.99 from $24.99 until 9/7)Dormitory Love ($24.49 from $34.99 until 9/8)Dying Light: Definitive Edition ($9.99 from $49.99 until 9/8)Fur Squadron ($2.79 from $6.99 until 9/8)Tchia: Oleti Edition ($23.44 from $34.99 until 9/8)

That’s all for today, this week, this month, this year, and forever, friends. I haven’t been very loud about this, but this is not only the end of the SwitchArcade Round-Up, but also of my eleven and a half years at TouchArcade. I’ll still be writing here and there at my blog at Post Game Content as well as putting up exclusive articles on my Patreon, but other than that I think I’m hanging up the ol’ webs on this specific kind of work. Twenty-six years in this end of the business is a good run, and I’m ready for new challenges. Do look for me at one of the aforementioned places, hit me up on BlueSky and say hi, and if you’re a fancy executive looking to hire a very seasoned writer, I’m your guy.

With that said, I will extend the highest possible gratitude to all of TouchArcade’s readers for being with me on this leg of my life’s journey. I treasure all of you more than you can know. I wish you all the sincerest happiness in your lives, and forever and always – thanks for reading.



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NBA 2K25, ARCO, ODDADA, DATE a LIVE Ren Dystopia, Star Trucker, Skull and Bones, & More Reviews With New Verified Games – TouchArcade

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NBA 2K25, ARCO, ODDADA, DATE a LIVE Ren Dystopia, Star Trucker, Skull and Bones, & More Reviews With New Verified Games – TouchArcade


Welcome to this week’s edition of the Steam Deck Weekly. If you missed my Warhammer 40000: Space Marine 2 Steam Deck review, read it here. Today’s article focuses on Steam Deck impressions and reviews for many games I’ve been playing over the last few weeks with the Steam Deck Verified games and one notable set of discounts on right now.

Steam Deck Game Reviews & Impressions

NBA 2K25 Steam Deck Review

While many scoff at yearly sports releases, I’ve always been a fan of 2K’s NBA games despite the issues. NBA 2K25 is notable for a few reasons. The first is that this is the first time since the PS5 generation began that the PC version of NBA 2K25 is actually the “Next Gen” version rather than being based on the older consoles. The second reason is that the official PC FAQ confirmed that NBA 2K25 is optimized for Steam Deck. While it doesn’t have an official rating from Valve yet, this was great to see. Now that I’ve played NBA 2K25 on Steam Deck and also both consoles thanks to review codes and buying a disc, I’m more than pleased with the game, but it has some of the usual issues you’d expect.

If you’ve been playing NBA 2K on PC for a few years, the standout features of this year’s entry are the ProPLAY technology for improved gameplay which has only been on PS5 and Xbox Series X prior to NBA 2K25. WNBA also makes its PC debut with NBA 2K25 alongside the MyNBA mode. If you ended up skipping the last few years of NBA 2K games on PC in the hope of getting the full experience, NBA 2K25 is it for sure, and I hope it does well enough se we keep seeing not only the Next Gen version on PC, but also 2K doing good work on Steam Deck.

On PC and Steam Deck, NBA 2K25 has 16:10 and 800p support which is already a good sign. Beyond that, it has AMD FSR 2, DLSS, and XeSS support, but I disabled this. I’ll get into why a bit later. You can also adjust v-sync, dynamic v-sync that targets 90fps during gameplay and 45fps outside that (including The City), toggle HDR (yes it works on Steam Deck), texture detail, overall quality, and two shader options. I recommend letting the game cache all the shaders on initial boot for the best possible experience during gameplay. For some reason, NBA 2K25 on Steam Deck does a quick shader cache on each boot. It isn’t too long but is notable.

The NBA 2K25 PC graphics options have an advanced menu with many options including shader detail, shadow detail, player detail, crowd detail, NPC density, volumetric effects, reflections, era filters, global illumination, ambient occlusion, TAA, motion blur, depth of field, bloom, and max anisotropy. This is quite a feature packed PC port when it comes to settings. I left most on low or medium with turning off the upscaling since it made gameplay look a bit too blurry. The main settings I left at medium were player level and shader detail. I also capped the game to 60fps at 60hz using the Steam Deck quick access menu. This provided the best and most stable experience with better clarity than the defaults.

Speaking of the default, if you don’t care about adjusting any settings, the game has a Steam Deck visual preset which works fine out of the box, but it looked a bit too blurry for my liking. This is what made me play around with the settings over the last few days.

I was curious if NBA 2K25 is playable offline. I know many of the modes require an internet connection but what happens if you try booting up the game when not online? When trying this on my Steam Deck OLED in airplane mode with wifi turned off, the game booted up but didn’t let me load MyCAREER or MyTEAM. There’s a Connect option in the menu to retry connection, but I could get into quick play and eras fine while offline. I noticed some load times were quicker when offline as well.

When looking at the console versions, NBA 2K25 is a much better experience than Steam Deck technically, but I find myself playing it more on Valve’s handheld after years of enjoying these games on Switch and more-recently on Steam Deck. The biggest differentiator is the load times. Even on my Steam Deck OLED’s internal SSD, NBA 2K25 doesn’t load as fast as PS5 or Xbox Series X. It isn’t as bad as older systems, but this was a notable difference. Beyond that, keep in mind that there is no crossplay for the PC version with both consoles.

As with every recent NBA 2K, the microtransactions are still a problem. This is important if you want to play some of the modes that have a focus on them. If you just want to get this to have a great looking and playing basketball game, they might as well not exist, but keep that in mind when you make your purchase since NBA 2K25 is a $69.99 game on PC as opposed to being priced lower for the last few years.

With NBA 2K25, the Steam Deck now delivers a fantastic portable basketball experience at feature parity with PS5 and Xbox Series X. With a bit of tweaking, it looks and runs great, and I’m glad to see 2K finally bring all the features to PC after many years. If you own a Steam Deck and were hoping for a good experience with NBA 2K25, 2K and Visual Concepts have delivered. Just be aware of the microtransactions in some of the game modes though.

NBA 2K25 Steam Deck review score: 4/5

Gimmick! 2 Steam Deck Impressions

If you’re not familiar with Gimmick! 2 yet, read Shaun’s review of the Switch version here. I was curious to see how it felt on Steam Deck. As of this writing, Gimmick! 2 hasn’t been tested by Valve, but it runs fine out of the box. In fact, it even has a mention of Steam Deck and Linux fixes in its newest patch.

Gimmick! 2 is currently capped at 60fps on Steam Deck, and I even recommend forcing your Steam Deck screen to 60hz if you play on an OLED to avoid any jitter issues. There are no graphics options at all, but it does seem to support 16:10 display by default for the menus at least. When I forced the game to run at 1080p on the Steam Deck’s own screen, I wanted to make sure the game wasn’t stretching the visuals like some others do. I can confirm it indeed supports 16:10 properly after making sure of the aspect ratio of the UI and other elements. This only applies to menus though as the actual gameplay runs at 16:9.

While I was hoping to see Gimmick! 2 support above 60fps, it isn’t a deal breaker or even close. I wouldn’t be surprised if this gets Steam Deck Verified soon because it runs perfectly out of the box. As for the game itself, I definitely agree with Shaun’s review linked above. I’m just glad to see Gimmick! 2 run so well out of the box on Steam Deck.

Arco Steam Deck Mini Review

Arco is a game I adored from the get go, but it felt like it was a few updates away from greatness. The dynamic turn-based RPG with pixel art visuals and a lovely story hit PC and Switch a few weeks ago, and it has gotten a major update on Steam already fixing most of my issues. As of this writing, the update isn’t live on Switch and I decided to review the Steam Deck version since that is the most up to date right now.

When looking at Arco trailers, you might think it is just a nice looking tactical game. Well, it is a lot more than that, and the combat system is very interesting. In fact, the audio and story surprised me the most. Arco has you experiencing different stories with characters that have unique gameplay styles (in a way). While it is a turn-based affair, there are real-time elements. I saw someone call it Superhot meets a pixel art tactical RPG and I feel like that isn’t giving you the full picture, but it is a glimpse into the kind of blend of gameplay you can expect here.

On Steam Deck, Arco ships Verified from the get go, and I had no issues playing it on both my Steam Decks. It is capped to 60fps as far as I can tell and has 16:9 support only. The current build on Steam Deck includes an assist mode (beta) letting you skip combat, get infinite dynamite, and more. These are good to have if you want to skip the combat, but I’m happiest about the option to skip the first act when replaying the game.

On paper, Arco seemed like it would be very good, but I didn’t expect to love it as much as I do now. It feels dynamic across the board with superb visuals, music, and a lovely story. If you want an interesting tactical RPG with a memorable story, get Arco right now. There’s even a free demo you can try on Steam right now.

Arco Steam Deck review score: 5/5

Skull and Bones Steam Deck Steam Deck Mini Review

Skull and Bones is an interesting release to cover. It launched on PS5, Xbox Series X, and PC earlier this year, but wasn’t on Steam until just over a week ago. Having never played it before, I wasn’t sure what to expect aside from a friend of mine telling me he enjoyed it despite its many flaws on Xbox. I was also curious to see how it felt on Steam Deck as a current generation console title, but Ubisoft posting about it being playable gave me some hope. For this review, I’m focusing on the Steam Deck port more than the game.

On Steam Deck, Skull and Bones has an official Valve rating of being Playable. On booting it up for the first time, you have to login to your Ubisoft Connect account and this process isn’t smooth because the interface feels sluggish. I was hoping it would just pick up my details since I logged into Ubisoft Connect for Prince of Persia: The Lost Crown, but I had to do it again for Skull and Bones. Beyond that, the tutorial runs fine, but I wanted to get more stable performance. I set it to a 30fps frame rate limit and it runs at 16:10 and 800p. I opted for FSR 2 quality upscaling as well, though performance is more stable with the performance upscaling preset. I left everything else on low aside from textures which I set to high. I found this delivered a good experience overall.

As for Skull and Bones as a game itself, I’m still early on since I’ve only played it for just over a week now, but I see the potential here. If Ubisoft keeps supporting it, it will be an easier recommendation. It is already a better experience than before looking at what was added in recent updates.

Skull and Bones is a hard game to recommend at full price, but I do recommend checking out the free trial. I enjoy naval combat and open world Ubisoft games, and Skull and Bones with all its updates so far is good, but it has potential to be better. If you do plan on playing Skull and Bones on Steam Deck, keep in mind that it is an online only experience. I will likely grab it on console to also play there with cross progression.

Skull and Bones Steam Deck review score: TBA

ODDADA Steam Deck Review

I love interactive toys like Townscaper because they are excellent at letting me spend a few minutes trying to create something cool. When ODDADA was announced, it felt like the next great interactive toy for me, and that’s exactly what it ended up being with a small caveat in its controls.

ODDADA is not technically a game, but a music maker hybrid that feels like a game. The aesthetic reminds me of Windosill in a way, but it really is a gorgeous and elegant little toolbox with a plethora of ways for you to create something special. You interact with it using a mouse or touch controls on Steam Deck, and slowly progress through the different levels and instruments working your way to the end. The randomness element makes it so every creation sounds and feels different.

On Steam Deck, I mentioned ODDADA has no controller support yet, but it runs perfectly at 90fps out of the box. There are a few graphics options like resolution, v-sync, and anti-aliasing toggles. You don’t need to worry much about settings in this one, but the text in the menu is a bit small for Steam Deck.

Aside from the lack of controller support, I have nothing bad to say about ODDADA. I would argue that even with full controller support, it will play best with touch or mouse controls, but I know some folks prefer a controller across the board.

If you enjoy music, art, or just want to make your own music with a lovely little game, ODDADA is for you. In its current state, ODDADA doesn’t have controller support, but it plays perfectly with touch controls on Steam Deck. The team is working on getting it Steam Deck Verified so keep that in mind if you plan on purchasing it now or later.

ODDADA Steam Deck review score: 4.5/5

Star Trucker Steam Deck Mini Review

Sometimes, a game is released blending two genres together in a way that might not satiate either fanbase. These situations can result in a game that doesn’t hit as hard for anyone, but there’s also a chance that it manages to capture a new audience. I feel like Star Trucker is one of those with how it tries to do automobile simulation and space exploration at once, but without going too deep into either of those genres. This one hasn’t been rated by Valve, but I didn’t have any issues playing it on Proton Experimental right now.

Your aim in Star Trucker is to explore space, take on jobs, earn money, and unlock more to do on the massive galactic map. It includes many difficulty options and the ability to tweak things as you like before starting a new game. While I love the gameplay loop, the real highlights are the visuals, writing, and voiced banter on the radio.

On PC and Steam Deck, Star Trucker lets you adjust video mode, resolution (16:10 support included), refresh rate, v-sync, graphics quality, render scale, shadow quality, temporal anti-aliasing, ambient occlusion, mesh detail, and light shafts. I opted to use a custom preset with low shadows but left everything else at normal. I also turned off temporal anti-aliasing. This was good enough for a 40fps or so target. I’m sure someone will find a better compromise in visuals for improved performance, but I was happy with this while playing.

The major issues holding Star Trucker back are the controls that took me a good while to get used to. I hope these see some improvements in updates.

Star Trucker surprised me with its blend of truck simulation and its setting in a way I didn’t think was possible. This feels like a game catering to what I enjoy a lot in automobile simulation and exploration games. While it might not be for everyone, I’ve enjoyed playing Star Trucker quite a bit ever since I got review code on Steam Deck. I hope the developers optimize it a bit more for Valve’s handheld though.

Star Trucker Steam Deck review score: 4/5

DATE A LIVE: Ren Dystopia Steam Deck Mini Review

Originally released in Japan on PS4 only back in 2020, Sting and Idea Factory’s DATE A LIVE: Ren Dystopia has made its way to the West only on Steam, and it is a great follow up to DATE A LIVE: Rio Reincarnation. If you’re not familiar with it, Date A Live is a light novels series from Koshi Tachibana with illustrations by Tsunako. DATE A LIVE: Rio Reincarnation was a great introduction to that world, and every fan of that release needs to play DATE A LIVE: Ren Dystopia.

DATE A LIVE: Ren Dystopia has you playing as Shido who has a dream about a girl named Ren, and this is where the narrative begins with multiple paths and returning characters. There are many choices to make as you’d expect, and it is all accompanied by very good art from Tsunako. DATE A LIVE: Ren Dystopia feels more lighthearted across the board, and it serves as a perfect compliment and follow-up to DATE A LIVE: Rio Reincarnation. I’m just surprised it took this long to see it released in English.

DATE A LIVE: Ren Dystopia runs perfectly on Stema Deck out of the box. I didn’t need to change anything. It has 16:9 support at 720p and plays all cut-scenes without issues out of the box. I recommend checking the system settings to ensure the confirm button is set to A and not B. Also make sure it isn’t stretching the 16:9 image to 16:10 in fullscreen mode.

DATE A LIVE: Ren Dystopia is an easy recommendation for fans of DATE A LIVE: Rio Reincarnation with its lovely art, music, and memorable characters. I don’t recommend playing it before Rio Reincarnation though.

DATE A LIVE: Ren Dystopia Steam Deck Review Score: 4/5

Total War: PHARAOH DYNASTIES Steam Deck Review Impressions

I can’t recall the last time I’ve seen a free game update or re-launch get a new store page on Steam, but that’s what happened with Total War: PHARAOH DYNASTIES. When SEGA reached out asking if I wanted to try the update early, I figured it would just be early access to the update, but not a brand new app on Steam. I always thought Total War: PHARAOH was good and had potential, but it clearly wasn’t ready for a full price launch when it debuted. Fast forward to today, Total War: PHARAOH DYNASTIES is exactly what the original should’ve been, and it is an easy recommendation on PC, but the Steam Deck version has some caveats.

Total War: PHARAOH DYNASTIES builds on the original by nearly doubling the main campaign content, adding in four new factions, the Dynasty system, and tons of improvements to existing areas of the game. If you already own Total War: PHARAOH, Total War: PHARAOH DYNASTIES will feel like a sequel in some ways, but also an enhanced re-release in others. It is a great game right now.

On Steam Deck, Total War: PHARAOH DYNASTIES still doesn’t have controller support, but it is playable with the trackpad and touch controls. I’m still playing it on and off to see how it feels, but my initial impressions are very positive as someone who enjoyed the original Total War: PHARAOH but thought it needed more work.

Pinball FX Steam Deck Impressions

Shaun has been talking about Zen Studios’ Pinball FX series so much over the years, that I’ve always wanted to check it out on a handheld. I ended up getting some of the tables for older games on Switch before, but with the new digital version of the game simply titled Pinball FX out on Steam since last year, I was curious how it would play on Steam Deck.

When the two new DLC tables were released, I downloaded the game on Steam Deck to see how it and the DLC tables felt. What surprised me the most is the PC port features, and how it plays on Steam Deck. I’ve not played every single DLC table so I can’t comment on how the game will run there, but having access to a lot of PC graphics options including proper HDR support on Steam Deck makes it hard to not recommend at least downloading the free client to see how you find it.

As for the gameplay, I’ve played about 7 tables since getting the game, and I love this release. I’m looking forward to covering more of these tables in the future, but Pinball FX feels like a love letter to the world of pinball. While not a review, Pinball FX is absolutely worth your time on Steam Deck. Even if you don’t want to buy anything, I recommend grabbing the free to play version on Steam to access a few of the tables at no additional cost. This will let you see how the game looks and runs on Steam Deck as well as sampling a bit of the many tables available as paid DLC.

New Steam Deck Verified & Playable games for the week

I’m surprised Black Myth: Wukong is marked Unsupported and not Playable given it performs better than a lot of Verified games. I’m glad to see Hookah Haze and OneShot: World Machine Edition Verified this week. I’m looking forward to playing them both.

Black Myth: Wukong – Unsupported (Read my review here showing it is playable)
F1 Manager 2024 – Playable
Hidden Through Time 2: Discovery – Playable
Hookah Haze – Verified
METAL SLUG ATTACK RELOADED – Verified
OneShot: World Machine Edition – Verified
Slash Quest – Verified
Syberia – Verified
Toree’s Panic Pack – Verified
Volgarr the Viking II – Playable

Steam Deck Game Sales, Discounts, and Specials

Check out the Games from Croatia sale with discounts on the amazing Talos Principle series and much more this week. This sale is on until Monday morning.

That’s all for this edition of the Steam Deck Weekly. As usual, you can read all our past and future Steam Deck coverage here. If you have any feedback for this feature or what else you’d like to see us do around the Steam Deck, let us know in the comments below. I hope you all have a great day, and thanks for reading.



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‘NBA 2K25 Arcade Edition’ Headlines October 2024’s New Apple Arcade Releases With Three App Store Greats – TouchArcade

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‘NBA 2K25 Arcade Edition’ Headlines October 2024’s New Apple Arcade Releases With Three App Store Greats – TouchArcade


Apple just announced October 2024’s new Apple Arcade games with NBA 2K25 Arcade Edition as the headliner. Following yesterday’s news about Balatro, Apple confirmed that NBA 2K25 Arcade Edition will release on October 3rd with three App Store Greats. NBA 2K25 Arcade Edition is notable because it marks the debut of The Neighborhood on iOS letting you explore the immersive world, outdoor streetball courts, NBA legends recruiting, a new badge system, and more with limited-time quests planned. Check out the NBA 2K25 Arcade Edition gameplay screenshot below:

Alongside NBA 2K25 Arcade Edition, we have Smash Hit+, Furistas Cat Cafe+, and Food Truck Pup+ joining Apple Arcade as App Store Greats. I’ve only played the first of those before so I will be checking out the others assuming I can stop playing Balatro+. If you’d like to sign up to get the new games, check out NBA 2K25 Arcade Edition here on Apple Arcade. With Balatro+ and NBA 2K25 Arcade Edition this is definitely the best month in a while for the service. What do you think of the newly revealed Apple Arcade games?



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The 10 Best PlayStation 1 Games on Nintendo Switch – SwitchArcade Special – TouchArcade

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The 10 Best PlayStation 1 Games on Nintendo Switch – SwitchArcade Special – TouchArcade


Well here it is, friends. This will be the last of my retro game eShop lists, mostly because I am running out of retro consoles with a good variety of games to choose from. I’ve left one of the best for last, though: the PlayStation. Sony’s first whack at the ol’ console market succeeded beyond any expectations, and it’s little wonder it built a library so full of great games that we still see re-releases to this day. Sure, these games gave Nintendo a black eye a quarter of a century ago, but it’s all smiles now for everyone who can enjoy them on their platforms of choice. We’ve got ten of our favorites here, in no particular order of course. On with the PlaySta-Show!

Klonoa: The Door to Phantomile – Klonoa Phantasy Reverie Series ($39.99)

Klonoa is a really great game that probably didn’t get as much attention as it deserved, but got enough that it didn’t go totally unnoticed. Probably one of the more successful 2.5D platformers on the console, even. You play as a little floppy-eared cat-creature who is navigating the world of dreams to stop a dangerous threat. Vibrant visuals, snappy gameplay, interesting bosses, and a surprisingly impactful story for what it is. The second game, originally released on PlayStation 2, isn’t quite as good as the first, but you have to get them as a set anyway.

Final Fantasy VII ($15.99)

This is one of the big ones, isn’t it? The Japanese RPG that finally woke the wider Western market up to the genre, Square Enix’s biggest success ever, and one of the main instruments of the PlayStation’s rocket to the top of the business. Sure, there is that remake of Final Fantasy VII out there, but I hope by now that people realize what that really is. If you want to play the original Final Fantasy VII story, you’ll have to risk getting your eye poked out on some sharp polygons. Still a very good game, and it’s not hard to see why so many people took to it the way they did.

Metal Gear Solid – Master Collection Version ($19.99)

Another very big name from the PlayStation, Metal Gear Solid dragged a franchise that was more or less dormant into the spotlight of a much bigger stage. The Metal Gear Solid series got a lot sillier over time, and perhaps started gazing into its own belly button a little too deeply. But it’s hard to argue with this first game, which feels less like a bizarre trip through Kojima’s philosophical musings and more like an episode of GI Joe. It doesn’t hurt that it’s a very fun game to play, either. And hey, if you enjoy it enough, both of the PlayStation 2 follow-ups are available on Switch too.

G-Darius HD ($29.99)

Alright, let’s venture into the weeds again just a little bit. G-Darius took Taito’s classic shoot ’em up series into 3D, and it’s amazing just how well it made that transition. Sure, those chunky rough-textured polygons haven’t aged as well as the sprites in the 2D games, but there’s a real charm to them. The vivid colors, enjoyable enemy-catching mechanic, and creative bosses make for one heck of a solid shooter.

Chrono Cross: The Radical Dreamers Edition ($19.99)

I could almost fill this entire list with Square Enix games, but I’m going to leave it with this one and Final Fantasy VII just to give other games a chance. Chrono Cross had an impossible job: follow up one of the most well-liked Japanese RPGs ever made. And no, it couldn’t quite manage that task. People today do not speak of Chrono Cross the way they do Chrono Trigger, and that’s fair. But pull it away from that comparison and you’ll find a really clever and gorgeous RPG with a huge cast of (admittedly poorly developed in the main) characters to recruit and play with. Also, one of the best video game soundtracks of all time. Feel free to @ me, I’m right.

Mega Man X4 – Mega Man X Legacy Collection ($19.99)

I love just about every Mega Man game to some extent, but I am well aware that my vision is clouded by bias stemming from a severe case of childhood nostalgia. As such, when it comes to recommending games in the series with clearer eyes, there are only a few games in each series I feel good about putting in the hands of non-fans. With the Mega Man X series, it’s just two games: Mega Man X and Mega Man X4. While I enjoyed the games between them, X4 just feels like it has itself put together better than most of its siblings. This was a short-lived slice of balance, because things went off the rails again with the next game. But hey, don’t take my word for it – buy the Legacy Collections and see for yourself!

Tomba! Special Edition ($19.99)

You know, there were a lot of games published by Sony as first-party releases that it ended up not owning. I always assumed Tomba was as much a first-party property as Crash Bandicoot was, but… oh wait, I guess it was. Anyway, Tomba! is a really interesting platformer. It incorporates a lot of adventure game elements, but the action is on point too. Just don’t forget that that creator of Tomba! is the same guy behind Ghosts ‘n Goblins. It might seem breezy at first, but it’s going to challenge you as it goes on. Very neat game, and I’m glad it’s available again.

Grandia – Grandia HD Collection ($39.99)

Okay, technically Grandia was a SEGA Saturn game first, but the PlayStation port was clearly used as the basis of this HD release so I’m putting it here. Grandia comes from many of the same people who made Lunar, and it channels much of its spirit. In a time period where many RPGs were taking heavy cues from Evangelion, Grandia dared to be a bright and cheerful adventure. It also has a very satisfying combat system that builds on what Game Arts was doing with the Lunar games in strong ways. The other game in this set isn’t too shabby either.

Tomb Raider – Tomb Raider I-III Remastered Starring Lara Croft ($29.99)

Another true icon of the PlayStation era, Lara Croft had five adventures on the PlayStation by the time the console reached its end. The quality varied from game to game, and some of them were stronger at some things and weaker at others. If you asked me to pick the best one, I think I’d have to go with the original. It was more focused on actual raiding of tombs and less on action, and I think that was putting the best foot forward as far as the Core Design period of the franchise went. But this is another chance to make up your own mind, because you get the first three games here whether you like it or not.

moon ($18.99)

Let’s finish up with a deeper cut. Originally only released in Japan, moon was something of a deconstruction of the contemporary RPG. Indeed, its creators refer to it as an anti-RPG. In practice, it’s more of an adventure game than anything else, and it is very… punk? Can I call it punk? There are parts of the game that aren’t very fun at all, but it’s also not trying to be fun all the time. There’s an interesting message to this game if you see it through, and I’m glad we finally got to see this come out in English.

And that’s the list, friends. Are there any PlayStation 1 games you enjoy on the Switch? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. I hope everyone has enjoyed this series of articles as much as I’ve enjoyed writing them. As always, thanks for reading!



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Reviews Featuring ‘Emio – The Smiling Man’, Plus Today’s New Releases and Sales – TouchArcade

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Reviews Featuring ‘Emio – The Smiling Man’, Plus Today’s New Releases and Sales – TouchArcade


Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 5th, 2024. Thursday already, eh? Where does the time go? We’re going in hard on the reviews again today. I have two for you, covering Emio – The Smiling Man: Famicom Detective Club and Teenage Mutant Ninja Turtles: Splintered Fate. Our pal Mikhail chimes in today too, with his looks at Nour: Play With Your Food, Fate/stay night REMASTERED, and TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK. We then move into the finest new releases of the day, then sweep up with the lists of new and expiring sales. Ah, Thursday. I shall miss you when it is Friday. Let’s go!

Reviews & Mini-Views

Emio – The Smiling Man: Famicom Detective Club ($49.99)

It seems like the latest trend is making sequels to decades-dormant franchises. Video games, always trying to be like Hollywood. Nintendo has rather unpredictably decided to resurrect Famicom Detective Club, a series mainly known in the West through the “blink and you’ll miss it” remake of the first two games that came out on Switch a couple of years back. I feel like there may be a connection here. At any rate, for the first time this millennium we have a brand new Famicom Detective Club adventure! That’s nifty.

The challenge with bringing back an old brand is in deciding how faithful to the original the new game should be. The risk of being too faithful is that the game could be seen as old-fashioned or out of date, but change too much and there’s a chance fans could be completely turned off. Emio – The Smiling Man: Famicom Detective Club leans more toward maintaining the style of the recent remakes, themselves hewing quite closely to the originals. It’s an odd blend, to be sure. The visuals are as good as anything you would see in similar games from modern times, and the story certainly pushes a little further than what the Nintendo of the 90s would have done even in Japan. But the gameplay feels very old-school, and I think that is a determining factor in whether or not you enjoy this game.

A student is found dead with a paper bag over his head that has a smiling face on it. This digs up some old unsolved murders from eighteen years ago that featured a similar calling card, which raises all manner of questions. Then there is the urban legend about Emio, a killer who promises to give his victims an eternal smile. Has a previous killer resurfaced after all this time? Is it a copycat? Is there really any such thing as Emio? The cops are stumped, so it’s time to call in the Utsugi Detective Agency! Using the powers of going around to places and badgering people, you’ll do what the law enforcement was powerless to: find the truth!

Basically, you’re searching around every scene for clues, talking to all of the people you meet (sometimes you need to press the issue and ask multiple times to get what you want), and trying to find the connections you’ll need to solve the case. Think of the sections of Ace Attorney outside of court and you’re not too far off the mark. Depending on how well you take to this kind of gameplay, you mind find parts of the game to be annoying or a slog. There are certainly bits I feel could have been handled more smoothly, and it feels like specific chains of logic needed just a little more signposting. Well, this is a Cat Hair Mustache genre, and I suppose by that standards Emio isn’t doing anything particularly egregious.

And you know what? That’s where I’m going to leave it. I have some criticisms of the story, but I enjoyed it on the whole. It was engaging, twisty, and well-written. Some of the plot beats didn’t hit me the way it seems they hit others, but I can’t really talk about that in detail without ruining the story. And I really don’t want to do that, because this is a tale that is best experienced fresh. I liked more than I didn’t, and when it picks up it really picks up.

Emio – The Smiling Man: Famicom Detective Club is not the sort of thing we typically see from Nintendo, but if there was any rust on the team it assuredly doesn’t show. It’s perhaps a little too adherent to the original games in its mechanics, and while the plot is mostly excellent there are some times where the pace falls off or things resolve in ways I didn’t find as satisfying as I would have ideally hoped for. Still, these are minor complaints for what is otherwise a thoroughly enjoyable mystery adventure. Welcome back, Detective Club. Don’t stay away so long this time.

SwitchArcade Score: 4/5

Teenage Mutant Ninja Turtles: Splintered Fate ($29.99)

We’re starting to get a nice little set of TMNT games on the Switch, aren’t we? You can enjoy the Konami classics in the Cowabunga Collection, get an incredible modern take on the arcade beat ’em up formula with Shredder’s Revenge, bring the modern arcade home in Wrath of the Mutants, and now satisfy your urge for something with a little more home console flavoring in Splintered Fate. There are a couple more on the way, too. We’re swimming in Turtles! With Turtles? Turtles, they’re everywhere. So how is this one?

Not too shabby, actually. I mean, if you’ve played this on Apple Arcade then you know the deal, and if you’re reading this site then the odds are somewhat decent you have. But just in case, let’s go over the broad pitch. Basically, imagine taking a TMNT-style beat ’em up and blending it with Hades. Alright, that pretty much does it. You can go it alone in the usual roguelite style, or play with up to four players via local or online multiplayer. Mikhail and I did the online multiplayer thing together and it worked rather well, so that’s a good way to go. The game is fine when you’re on your own, but adding more people predictably improves the experience. That’s TMNT for you.

Anyway, some kind of shenanigans occur with Shredder and a mysterious power. Splinter is in trouble, and the Turtles have to try to figure out how to save him. When all you have is a katana, every problem looks like a Foot Soldier. Slice, dice, and/or bludgeon whatever enemies come in front of you, dash tactically to avoid attacks, pick up some perks that you can enjoy in your current run, and collect another currency to score some permanent upgrades. If you die, it’s back to the lair to try again. Roguelite beat ’em up. But with the Turtles, so it’s automatically better than it would be without them. It isn’t particularly inspired, but it does its job well enough.

I wouldn’t call Splintered Fate a must-have in general, but TMNT fans will probably enjoy this twist on the usual fare. The multiplayer is well-implemented, and it’s good to see that important TMNT element wasn’t passed over despite this being the kind of game that is usually played solo. Those without an affinity for the Turtles can find better roguelite games to play on the Switch, but with this being such an intensely competitive genre on the platform it’s to the credit of Splintered Fate that it can manage to keep pace at all. Not bad.

SwitchArcade Score: 3.5/5

Nour: Play With Your Food ($9.99)

When Nour: Play With Your Food originally released on PC and PS5, I was a bit surprised to see it not also released on Switch and mobile. It felt like a perfect fit for touchscreens as an experimental food art experience. I played it on PC and liked it quite a bit, but this isn’t a traditional game for everyone. If you enjoy playful sandbox-like experiences and love food, you will likely find a lot to love in Nour: Play With Your Food, but the Switch version is a bit lacking.

If you’re new to Nour: Play With Your Food, it has you playing with specific food types across different stages with interesting music and a lot of over the top nonsense (compliment). It feels like a combination of an interactive app made for those who love food and art equally. Initially, you only get access to the basics, but I found myself surprised at how much the developers added to let you literally play with your food as the name suggests. This is when I realized why it might not be as easy to play on a touchscreen.

I am disappointed in the lack of touchscreen support on Switch though. Aside from that, Nour: Play With Your Food was a bit of a heavy game on Steam Deck as well, and you can see the cutbacks on Switch to have it run decently. The biggest issue is the load times being long both docked and handheld on Switch.

Nour: Play With Your Food is worth experiencing if you love food, art, and interactive apps. While the Switch version isn’t the best way to experience it, Nour still feels best on a portable, and I hope it does well enough to get more DLC or even a physical release. We don’t see many releases like this in gaming, but games like Nour and Townscaper are the perfect compliment to more-involved RPGs and story-driven games. -Mikhail Madnani

SwitchArcade Score: 3.5/5

Fate/stay night REMASTERED ($29.99)

Fate/stay night REMASTERED launched about a month ago on Nintendo Switch and Steam worldwide. I was hoping to have it covered sooner, but the month has been really busy and Fate/stay night itself is very long. Before covering the game itself, I want to take you on a bit of a journey. Many years ago, a close friend convinced me to watch Fate/Zero as one of the first few anime I watched from start to finish. Back then, I wanted to experience more from the universe, but there wasn’t really something interesting I could officially play in English. I ended up importing the PS Vita version of Fate/stay night Realta Nua just to own it, and since then have basically been playing whatever Fate-related release or Type Moon property we see in the West. This includes Fate/EXTELLA, Fate/Samurai Remnant, watching Fate/stay night, and even trying out Fate/Grand Order for a bit.

All of that led to me being very glad that Aniplex brought over Witch on the Holy Night and Tsukihime‘s remake recently, but there was the one game I was hoping we’d see released in English somehow. I didn’t bother with fan translations, and kept hoping we’d see Fate/stay night in English. Here we are. It still feels unreal that this is in English and on Switch. But is it worth your time and money? Well I can save you some time and say absolutely on both fronts with a few caveats.

Fate/stay night REMASTERED is a remaster of the 2004-released Type Moon visual novel covering the story of Emiya Shirou, the Holy Grail war, and more. This is basically the best entry point into the Fate universe, and I know there are many who have only experienced it through anime and other games so far, so this is now a chance to see the origin of the series as it was meant to be. Fate/stay night REMASTERED even with its few quality of life features is still a 55+ hour experience at least, and that makes the low asking price shocking. I get that this is a remaster of an older game, but the volume of text and work done really makes it one of the best value releases on the eShop this year.

If you already played the original versions of Fate/stay night in Japanese, Fate/stay night REMASTERED does a lot to improve the experience. Obviously it adds English, but the 16:9 support is welcome. It also feels like a lot more work went into this than I initially expected. I’ve been playing a bit of the PS Vita release to compare, and the developers of this remaster have done a great job at making Fate/stay night look good on modern displays, but don’t expect the gorgeousness of Tsukihime‘s recent remake.

While I love Fate/stay night itself, I’m glad that the developers actually put in touchscreen support on Nintendo Switch. I played most of Fate/stay night REMASTERED on my Switch Lite (which is sadly busted now) and then synced it to my Switch OLED to play at home and also docked. It feels perfect on Nintendo’s hybrid system. Hopefully it gets more platform releases in the future like iOS and PS5 so more can experience it.

Speaking of more platforms, I also played a good amount of Fate/stay night REMASTERED on Steam Deck. It works perfectly out of the box. If you were wondering where to play Fate/stay night REMASTERED assuming you owned a Steam Deck or Switch, get it wherever you want but make sure you play it. It is that good.

There’s nothing really holding Fate/stay night REMASTERED back right now aside from no physical release on Switch, and I hope it does well enough to get one in the future to go on my shelf with Witch on the Holy Night and Tsukihime.

Fate/stay night REMASTERED is basically an essential for visual novel fans and I still can’t believe it is not only available in English, but also on both Switch and Steam. The low asking price makes it an even easier recommendation. While it may not look as good as Tsukihime‘s recent remake, Fate/stay night REMASTERED is still worth your time, and I’m glad I finally got to play it in English after all these years of owning the Japanese PS Vita release. -Mikhail Madnani

SwitchArcade Score: 5/5

TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK ($49.99)

As someone who didn’t bother with VR outside of borrowing a PS VR headset on PS4 Pro years ago, I know I’ve ended up missing out on some great games. When looking at what my friends who own current VR headsets talk about, in addition to games like Thumper or Beat Saber, I used to see rumblings of TOKYO CHRONOS and ALTDEUS: Beyond Chronos mentioned. Both were praised for their stories and also for being full experiences in VR. I never got to experience the stories until TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK hit Switch through Izanagi Games just over a month ago.

When you first boot up TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK on Switch, you get to choose which game you want to play. The first game has you experiencing the story of high school friends in an alternate version of Shibuya, lost memories, killers, and more. If you’ve played many visual novels or adventure games, the narrative here will feel very predictable in parts, but it isn’t bad. It has good visuals and I feel like trying it out in VR after seeing how it feels on Switch just for the novelty of a full visual novel in VR.

ALTDEUS: Beyond Chronos on the other hand is a lot better with its production, music, writing, voice acting, and characters in general. It also goes beyond being a pure visual novel in parts, and I love when developers do this. Punching above your weight in a visual novel usually makes for a more memorable experience when coupled with important story beats. ALTDEUS: Beyond Chronos is the standout of the two, but I think the pack is definitely worth buying if you’re ok with the controls and movement in the demo.

Aside from some aspects of the stories not hitting as hard, the Switch version has some performance issues when it comes to camera movement. These aren’t a dealbreaker, but it is distracting having that happen during first person and other encounters. The rest of the Switch features more than make up for it though with touchscreen support (my favorite feature in adventure games) and good rumble.

TOKYO CHRONOS & ALTDEUS: Beyond Chronos TWIN PACK is a great experience on Nintendo Switch with its touch controls and rumble support added to make it even more immersive. I’m glad I got to finally experience these stories since I never owned a VR headset, and I hope to see more from this team in the future. If you enjoy sci-fi stories, I urge you to download the demo at least to see how this one feels on Switch. -Mikhail Madnani

SwitchArcade Score: 4.5/5

Select New Releases

Fitness Boxing feat. Hatsune Miku ($49.99)

This might be the winner for the title that does the most clear and concise work in explaining a game’s content. At least for 2024, anyway. So yes, this is Fitness Boxing. Featuring Hatsune Miku. It has 24 songs from Miku and friends, plus 30 more from the Fitness Boxing series. Plenty of tunes to punch it out to, in other words. Mechanically, it looks like the other games in the series. No surprise there. Pick it up if you want a Fitness Boxing game featuring Hatsune Miku.

Gimmick! 2 ($24.99)

I reviewed this yesterday, but in case you missed that, allow me to bring you up to speed. This is a very faithful follow-up to the original cult favorite, building on its foundations a bit, bringing in a slick new presentation, and still as hard as that piece of a Subway pizza sub you lost under the sofa back in the 90s. If you don’t mind a challenge and enjoy clever platformers, you’ll want to check this one out.

Touhou Danmaku Kagura Phantasia Lost ($29.99)

Are you tired of switching between games based on whether you feel like playing a rhythm game or a bullet hell shoot ’em up? Touhou Danmaku Kagura Phantasia Lost is here to save you from the inconvenience! There are two modes in this game, and it kind of feels like peanut butter and chalk in some sense. But the Touhou theme ties them together, and for fans of the property I’m sure it will pass muster. At least you know the music will be good?

EGGCONSOLE Hydlide MSX ($6.49)

We’ve already seen one version of Hydlide release in EGGCONSOLE, but here’s another one for good measure. It came after the one we have, but before the NES one. It falls somewhere in between them as a result, and I suppose if you are a Hydlide super-fan then you’ll want to grab as many versions as they release. For everyone else, I’m not sure how much more you’ll get out of this MSX version if you already played the PC-8801 release.

Arcade Archives Lead Angle ($7.99)

Well, at least Hamster’s mixing it up a little. This is a 1988 Seibu Kaihatsu release, a follow-up to Empire City 1931. It’s one of those gallery shooters that were all the rage at the time, though I can say with some confidence that Lead Angle was not all the rage at the time. It’s a decent enough example of the genre though, so if you enjoy this sort of game you probably shouldn’t be too quick to push the plate away. Shooting gangsters! You don’t see that kind of theme all that often anymore either, come to think of it.

Sales

(North American eShop, US Prices)

Not much excitement going on today, but No Man’s Sky is never a bad choice. The rest of the good games in the inbox are frequently on sale, so do what you will with them. Oddly, one could say the same about the outbox. I’ll leave all of that business to you today, as I don’t have any strong feelings on the matter.

Select New Sales

No Man’s Sky ($23.99 from $59.99 until 9/17)The Last Campfire ($1.99 from $14.99 until 9/17)XALADIA: Rise of the Space Pirates X2 ($8.09 from $17.99 until 9/18)Scars of Mars ($15.99 from $19.99 until 9/18)Die for Valhalla ($3.59 from $11.99 until 9/25)Moonlighter ($3.74 from $24.99 until 9/25)Thea: The Awakening ($5.39 from $17.99 until 9/25)Children of Morta ($5.49 from $21.99 until 9/25)Dungeon of the Endless ($3.99 from $19.99 until 9/25)Yes, Your Grace ($2.99 from $19.99 until 9/25)Hypnospace Outlaw ($4.99 from $19.99 until 9/25)Nowhere Prophet ($2.49 from $24.99 until 9/25)Soccer Story ($7.99 from $19.99 until 9/25)Family Man ($1.99 from $19.99 until 9/25)South of the Circle ($6.49 from $12.99 until 9/25)Wingspan ($9.99 from $19.99 until 9/25)

Sales Ending Tomorrow, September 6th

Ambition: A Minuet in Power ($4.99 from $9.99 until 9/6)Dance of Death: Du Lac & Fey ($2.39 from $15.99 until 9/6)Fear Effect Sedna ($1.99 from $19.99 until 9/6)Galak-Z The Void Deluxe ($2.99 from $14.99 until 9/6)Kingdom Rush ($5.49 from $9.99 until 9/6)Kingdom Rush Frontiers ($5.49 from $9.99 until 9/6)Kingdom Rush Origins ($8.24 from $14.99 until 9/6)My Time at Portia ($4.49 from $29.99 until 9/6)PowerWash Simulator ($17.49 from $24.99 until 9/6)Skulls of the Shogun ($3.99 from $19.99 until 9/6)Suhoshin ($4.49 from $14.99 until 9/6)The House of Da Vinci 2 ($4.99 from $9.99 until 9/6)Ty the Tasmanian Tiger 4 ($9.99 from $19.99 until 9/6)Ty the Tasmanian Tiger HD ($10.49 from $29.99 until 9/6)Violet Wisteria ($7.49 from $14.99 until 9/6)What the Fork ($4.49 from $17.99 until 9/6)

That’s all for today, friends. We’ll be back tomorrow to finish things up, with more reviews, new releases, and sales to look at. Hey, did you know? I have an at-the-moment dormant blog that is going to get active again soon. You can find it at Post Game Content. If you like reading Shaun’s thoughts on games, you’ll certainly find some there. I hope you all have a thrilling Thursday, and as always, thanks for reading!



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Razer Kishi Ultra Mobile Controller Review – The Best Mobile Controller in 2024? – TouchArcade

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Razer Kishi Ultra Mobile Controller Review – The Best Mobile Controller in 2024? – TouchArcade


Back in April, the Razer Nexus (Free) app on iOS and Android was updated with support added for an unannounced “Razer Kishi Ultra” controller boasting features like analog stick deadzone customization and more. Since then, Razer has announced and released the Razer Kishi Ultra with support for more than just phones. The Razer Kishi Ultra is also the most expensive mobile controller as far as I’m aware, but it offers more features than expected for specific devices. Having used the Razer Kishi and the Backbone One including the new USB-C versions for years now, I didn’t think I needed a new controller, but the Razer Kishi Ultra changed my mind in a way the Hori Split Pad Pro did on Nintendo Switch a few years ago.

Razer Kishi Ultra – what’s in the box

The Razer Kishi Ultra box included the controller itself, a few sets of rubber cushions to use depending on your device, a sheet of stickers, and an instruction booklet. For the price point of $149.99, I expected to have a carrying case or at least a pouch included. Beyond that, the box and casing for the controller in the box are good quality as usual from Razer.

The Razer Kishi Ultra rubber cushions come in pairs that are properly labeled for use with iPhone (Pair A), iPad Mini 6th generation (Pair B), and Android (Pair C). If you use a case, you don’t need to use any of these rubber cushions.

Razer Kishi Ultra compatibility – iPhone, Cases, Android, and iPad Mini

While most mobile controllers, especially the telescopic ones, only support iPhone and Android, the Razer Kishi Ultra also supports tablets like the iPad Mini 6th generation. We’ve also recently had some telescopic controllers ship with bluetooth support, but as for USB-C, this one seems to have some of the best compatibility. For the purpose of this review, I tested the Razer Kishi Ultra on my iPhone 15 Pro, iPhone 14 Plus, and wired on my iPad Pro. I didn’t test on Android or Windows, but I did try it on my Steam Deck wired. It is detected as a generic Xbox gamepad, but it did work when I was playing NBA 2K25 on Steam Deck yesterday for review and it also supports decent rumble in games like Bakeru that I tested with.

Razer Kishi Ultra buttons, d-pad, and triggers

Before getting to the new features, how does the Razer Kishi Ultra actually feel and perform? I was a bit worried about the d-pad, but it ended up working great when I played games like Garou: Mark of the Wolves ACA NeoGeo or even newer ones like Hades and Hitman Blood Money Reprisal. Beyond the d-pad, the shoulder buttons and triggers work well just like Razer’s older controller. The analog sticks are comfortable and smooth to use with the face buttons being clicky albeit with more travel distance which I didn’t expect after the original Razer Kishi.

Overall, I have no complaints with the Razer Kishi Ultra d-pad, buttons, or triggers after considerable use including some sessions lasting a few hours where I played Zenless Zone Zero while charging my phone through the passthrough charging here.

In terms of feel, the textured finish isn’t rubbery, but it works well for a grip and remains very comfortable to hold even for a few hours. I don’t usually care for Chroma stuff on controllers, and just like the Razer Kitsune, I would’ve preferred if the lights could somehow match the gameplay on screen.

Razer Kishi Ultra – new features

The main draw of the Razer Kishi Ultra is the full-size form factor. Instead of feeling like a compact mobile controller as we’ve seen with Razer’s prior release or the Backbone One, the Razer Kishi Ultra is a full-size one that feels like you’re holding your phone in the middle of a good quality console controller. This may not be a plus for some looking for a compact solution, but it isn’t meant to be that. The full-size form factor makes this the comfiest mobile controller I’ve used by far.

The other features are the Chroma customization through the app, haptics (for Android and Windows), and virtual controller mode (Android only). The virtual controller mode is good for Android games since we see some notable ones skip adding controller support outside iOS on mobile like Genshin Impact.

Aside from the new features, the Razer Kishi Ultra has a 3.5mm headphone jack, passthrough charging (15W), and the L4 and R4 shoulder buttons.

Razer Kishi Ultra features missing on iOS – haptics and virtual controller mode

The haptics and virtual controller mode are only available on Android (or Windows as well for the former) and not available on iOS. I don’t really care about virtual controller mode, but I hope Razer can work on something to enable the haptics in some way for iOS devices as well. I love haptic feedback on PS5 and HD Rumble on Switch, so having something that tries to do similar things on iOS would be nice.

Razer Kishi Ultra price point – is it worth it?

I already think most folks are better off getting a PS5 or Xbox controller to play wirelessly on iOS as the best possible and cheaper option. If you do want a good controller that has a telescopic form factor and attaches onto your phone, the most popular options are already $99.99 so the Razer Kishi Ultra at $150 is definitely a more premium controller. Is it worth that much more? If you’re ok with the current Razer Kishi and Backbone One price point, this is definitely worth the extra price for the comfort, but the lack of the haptics makes it feel like a lesser experience on iOS compared to Android where you get the fully featured experience.

It remains to be seen if the joysticks on this one don’t drift over time as well.

Razer Kishi Ultra – the best mobile controller in 2024?

If you’ve not read my review of Razer’s older controller, check it out here. Moving from that more compact form factor that I’ve gotten used to for years across Razer and Backbone products to this big one has been interesting. Just like the Hori Split Pad Pro for Nintendo Switch, I find myself wanting both a full-size controller and a more compact one for iPhone.

The Razer Kishi Ultra is easily the comfiest mobile controller I’ve ever used, but I wish it was easier to travel with. I worry about how it might end up in my bag unless I carry it in the big box it ships with. I don’t know if the Razer Kishi Ultra will replace my normal Kishi or Backbone One when I travel, but I’m definitely only using it when I play at home.

At the asking price, I was hoping for hall effect analog sticks though. I’ve had drift issues with multiple controllers over the years and while it hasn’t happened to the Razer Kishi Ultra yet (or the Razer Kishi itself), but I can’t say how things might be in a few more months. This is more of a thing to keep in mind when you buy it.

Having now covered the Backbone One and Razer Kishi models, I definitely want to try out the GameSir lineup as they seem more than worth checking out. Hopefully in the near future.

Razer Kishi Ultra 2 wishlist

When thinking about what I’d like to see in an updated Razer Kishi Ultra, aside from hall effect sticks, I’d like some of the sharper edges like the passthrough charging port to be smoothed out a bit. Beyond that, while I love the L4 and R4 buttons as options, I vastly prefer having paddles on the bottom of the controller since they feel more natural to use. It would be good to have those as options given the premium price. Maybe even L5 and R5 as paddles on the bottom with remapping available in the Razer Nexus app. The final thing I want is a carrying case for this to come with the controller. When looking at the pro level controllers on console, they usually come with a nice hard case. Granted this one doesn’t cost as much as a DualSense Edge or Victrix Pro BFG, but it would be a nice addition to the package that wouldn’t cost too much.

Razer Kishi Ultra review

If you’re used to playing on traditional PS5 or Xbox Series controllers or basically any full-sized controller and don’t enjoy using the compact Joy-Con size buttons and sticks we usually see in mobile controllers, the Razer Kishi Ultra is perfect for you with its comfortable grip, great d-pad, and face buttons. The lack of full feature support on iOS is disappointing, but this is a great addition to the mobile controller space, and I hope Razer can build on this through the years while also offering a carrying case so I don’t have to worry about anything happening to this in my bag when I go out.

Razer Kishi Ultra review score: 4.5/5

Amazon Link: Razer Kishi Ultra

If you’re curious about the book in the header image, it is Andy Kelly’s upcoming book titled Perfect Organism: An Alien: Isolation Companion that I’m currently reading for review. You can pre-order it here.

Disclaimer: TouchArcade may earn a small commission from purchases made using the affiliate links above.



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The 10 Best Game Boy Advance & Nintendo DS Games on Nintendo Switch – SwitchArcade Special – TouchArcade

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The 10 Best Game Boy Advance & Nintendo DS Games on Nintendo Switch – SwitchArcade Special – TouchArcade


In the latest look at retro game offerings on the Nintendo Switch, I’ve opted to take a different approach. You see, there aren’t quite so many distinct Game Boy Advance and Nintendo DS ports on the Switch as some other consoles. I know, it surprised me too! So they’re going to be sharing a list, much like how they shared a few years on retail shelves. While you can find plenty of great games from the Game Boy Advance in the Nintendo Switch Online app, we’re instead looking at those games that dare to exist in the wilds of the Switch eShop. We’ve got ten of our favorites here, four from the Game Boy Advance and six from the Nintendo DS. No particular order, of course. On with the show!

Game Boy Advance

Steel Empire (2004) – Over Horizon X Steel Empire ($14.99)

We’ll start off with a decent little shoot ’em up, Steel Empire. While the original Genesis/Mega Drive version is the better game in my opinion, this isn’t a bad take at all. Worth playing just to compare with the other version, and it’s certainly a breezier experience in some ways. Steel Empire is a pretty cool game no matter how you play it, and it’s one that even those who don’t normally get into shooters tend to enjoy.

Mega Man Zero – Mega Man Zero/ZX Legacy Collection ($29.99)

While the Mega Man X series started to flounder on home consoles, the true successor to the Mega Man crown was rising up on the Game Boy Advance. Mega Man Zero is the start of an excellent series of side-scrolling action games, and one that perhaps didn’t figure out how to present what it wanted to do in the smoothest way. Those rough edges would get sanded off as the series went on, but the first game is where you want to start. Feel free to continue on from there.

Mega Man Battle Network – Mega Man Battle Network Legacy Collection ($59.99)

Yes, I’m double-dipping on Mega Man here. But I think it’s warranted here, because Mega Man Zero and Mega Man Battle Network are very different kinds of games, and both are very good at what they do. This one is an RPG with a unique battle system that manages to incorporate a bit of action to go with the more strategic elements. The core concept of this whole virtual world existing inside of electronic devices is a clever one, and the game doesn’t do things halfway with it. The returns diminished harder on this series than they did with Zero, but there’s plenty of fun to be had here.

Castlevania: Aria of Sorrow – Castlevania Advance Collection ($19.99)

Another collection where you’ll probably just want to run the whole board, but if I have to pick one best one it’s clearly Aria of Sorrow. When I’m in the right mood, I’d rather play this than even the amazing Symphony of the Night. The soul collecting system encourages grinding, and the gameplay is so fun that I don’t even mind that. Throw in an unusual setting and some fun secrets and you’ve got a real winner here. One of my favorite third-party Game Boy Advance games full-stop.

Nintendo DS

Shantae: Risky’s Revenge – Director’s Cut ($9.99)

The original Shantae was something of a cult hit, but the low distribution numbers meant that relatively few people had a chance to play it. It was with the DSiWare release of Shantae: Risky’s Revenge that the Half-Genie Hero had a chance to make a bigger splash, and she certainly did that. Indeed, this established Shantae so well that she hasn’t missed a console generation since. This game kind of sits on a fuzzy line since it was sort of built from the ashes of a Game Boy Advance game that never released. Curiously, that game will be getting a release soon and might fit this list when it does.

Phoenix Wright: Ace Attorney – Phoenix Wright: Ace Attorney Trilogy ($29.99)

Look, if you’re really bothered about the lists being imbalanced, you could (and maybe should) count this as a Game Boy Advance game. That is the console where it originated after all, it just wasn’t localized at that time. Anyway, you probably know Ace Attorney. Fun adventure games that blend on-location investigations with overly dramatic court scenes. Goofy humor, but rather good stories. This first game completely knocks it out of the park, and while I might prefer later installments I wouldn’t be able to argue against anyone who said this was the best.

Ghost Trick: Phantom Detective ($29.99)

From the creator of Ace Attorney, Ghost Trick is just as well-written but has its own cool gameplay hook. You’re a ghost and need to use your abilities to save people, all with an eye to figuring out the truth behind your own untimely demise. This game is a complete wild ride and I recommend everyone play it from start to finish. It was a bit slept on in its original Nintendo DS form, and I’m glad to see Capcom hasn’t given up on it. Reward them for their tenacity.

The World Ends With You: Final Remix ($49.99)

The World Ends With You is, quite frankly, one of the top games on the Nintendo DS. Ideally, it’s the place where you should play the game. It’s just so tightly built around that hardware and its capabilities that none of the ports have been able to get just right. Still, time marches on. The Switch version of this game will do just fine if you don’t want to dig up a working Nintendo DS, and you really should play it somewhere. Why not here? A great game in just about every possible way.

Castlevania: Dawn of Sorrow – Castlevania Dominus Collection ($24.99)

The Castlevania Dominus Collection just released not long ago, and it collects all of the Nintendo DS Castlevania games. This is another case where all of the games are worth playing, and I’m picking Dawn of Sorrow simply because having its gimmicky touch controls replaced with more fitting button controls makes for a significant improvement. But really, play all three of the Nintendo DS games in this collection. They’re all great in their own ways.

Etrian Odyssey III HD – Etrian Odyssey Origins Collection ($79.99)

This is another franchise that in some ways can’t exist easily outside of the DS/3DS ecosystem. But Atlus made a good attempt here, and I think the results are playable enough. Each of the Etrian Odyssey games stands alone, and they’re all pretty substantial RPGs. Etrian Odyssey III is the largest of the three, and while it’s more than a little wooly, it’s well-worth sinking your teeth into.

And that’s the list, friends. Are there any Game Boy Advance or Nintendo DS games you enjoy on the Switch? Feel free to sound off down in the comments and let us know what you’re thinking! It’s always interesting to hear the opinions of others on this kind of thing. As always, thanks for reading!



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‘Balatro’ Is Coming to Apple Arcade and Also iOS as a Standalone Premium Release Beginning September 26th – TouchArcade

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‘Balatro’ Is Coming to Apple Arcade and Also iOS as a Standalone Premium Release Beginning September 26th – TouchArcade


Balatro from developer LocalThunk and publisher Playstack is finally coming to mobile later this month on iOS, Android, and also directly on Apple Arcade. Yes, this will be a premium release on iOS and Android, but also one available as a “+” version on Apple Arcade from day one. The Poker-inspired roguelike Balatro has sold over 2 million units across PS5, Switch, Steam, PS4, and Xbox platforms in less than six months, and I can’t wait to see how it performs on mobile with more planned including a major free update in 2025 bringing new ideas and strategies. Balatro will be launching for $9.99 on mobile and you can watch the mobile announcement trailer ahead of its September 26th release date below:

If you’ve not played Balatro yet, read my 5/5 review of it here on Switch and check out my feature on the best games of the year so far on Switch where I included it here. I also interviewed LocalThunk about the game, the mobile release, and more. Read that here. You can pre-order Balatro on the App Store for iOS here and pre-register for it on Android here. The Apple Arcade version is here. Have you played it before and will you be getting one of the best games of 2024 later this month on mobile?



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19 New Games to Drop for GeForce NOW in September

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19 New Games to Drop for GeForce NOW in September


Fall will be here soon, so leaf it to GeForce NOW to bring the games, with 19 joining the cloud in September.

Get started with the seven games available to stream this week, and a day one PC Game Pass title, Age of Mythology: Retold, from the creators of the award-winning Age of Empires franchise World’s Edge, Forgotten Empires and Xbox Game Studios.

The Open Beta for Call of Duty: Black Ops 6 runs Sept. 6-9, offering everyone a chance to experience game-changing innovations before the title officially launches on Oct. 25. Members can stream the Battle.net and Steam versions of the Open Beta instantly this week on GeForce NOW to jump right into the action.

Where Myths and Heroes Collide

A vast, mythical world to explore with friends? Say no more…

Age of Mythology: Retold revitalizes the classic real-time strategy game by merging its beloved elements with modern visuals.

Get immersed in a mythical universe, command legendary units and call upon the powers of various gods from the Atlantean, Greek, Egyptian and Norse pantheons. The single-player experience features a 50-mission campaign, including engaging battles and myth exploration in iconic locations like Troy and Midgard. Challenge friends in head-to-head matches or cooperate to take on advanced, AI-powered opponents.

Call upon the gods from the cloud with an Ultimate and Priority membership and stream the game across devices. Games update automatically in the cloud, so members can dive into the action without having to wait.

September Gets Better With New Games

The Casting of Frank Stone on GeForce NOW
Choose your fate.

Catch the storytelling prowess of Supermassive Games in The Casting of Frank Stone, available to stream this week for members. The shadow of Frank Stone looms over Cedar Hills, a town forever altered by his violent past. Delve into the mystery of Cedar Hills alongside an original cast of characters bound together on a twisted journey where nothing is quite as it seems. Every decision shapes the story and impacts the fate of the characters.

In addition, members can look for the following games this week:

The Casting of Frank Stone (New release on Steam, Sept. 3)
Age of Mythology (New release on Steam and Xbox, available on PC Game Pass, Sept.4 )
Sniper Ghost Warrior Contracts  (New release on Epic Games Store, early access Sept. 5)
Warhammer 40,000: Space Marine 2 (New release on Steam, early access Sept. 5)
Crime Scene Cleaner (Steam)
FINAL FANTASY XVI Demo (Epic Games Store)
Sins of a Solar Empire II (Steam)

Here’s what members can expect for the rest of September:

Frostpunk 2 (New release on Steam and Xbox available  on PC Game Pass, Sept. 17)
FINAL FANTASY XVI (New release on Steam and Epic Games Store, Sept. 17)
The Plucky Squire (New release on Steam, Sept. 17)
Tiny Glade (New release on Steam, Sept. 23)
Disney Epic Mickey: Rebrushed (New release on Steam, Sept. 24)
Greedfall II: The Dying World (New release on Steam, Sept. 24)
Mechabellum ( Steam)
Blacksmith Master (New release on Steam, Sept. 26)
Breachway (New release on Steam, Sept. 26)
REKA (New release on Steam)
Test Drive Unlimited Solar Crown (New release on Steam)
Rider’s Republic (New release on PC Game Pass, Sept. 11). To begin playing, members need to activate access, and can refer to the help article for instructions.

Additions to August

In addition to the 18 games announced last month, 48 more joined the GeForce NOW library:

Prince of Persia: The Lost Crown (Day zero release on Steam, Aug. 8)
FINAL FANTASY XVI Demo (New release on Steam, Aug. 19)
Black Myth: Wukong (New release on Steam and Epic Games Store, Aug. 20)
GIGANTIC: RAMPAGE EDITION (Available on Epic Games Store, free Aug. 22)
Skull and Bones (New release on Steam, Aug. 22)
Endzone 2 (New release on Steam, Aug. 26)
Age of Mythology: Retold (Advanced access on Steam, Xbox, available on PC Game Pass, Aug. 27)
Core Keeper (New release on Xbox, available on PC Game Pass, Aug. 27)
Alan Wake’s American Nightmare (Xbox, available on Microsoft Store)
Car Manufacture (Steam)
Cat Quest III (Steam)
Commandos 3 – HD Remaster (Xbox, available on Microsoft Store)
Cooking Simulator (Xbox, available on PC Game Pass)
Crown Trick (Xbox, available on Microsoft Store)
Darksiders Genesis (Xbox, available on Microsoft Store)
Desperados III (Xbox, available on Microsoft Store)
The Dungeon of Naheulbeuk: The Amulet of Chaos (Xbox, available on Microsoft Store)
Expeditions: Rome (Xbox, available on Microsoft Store)
The Flame in the Flood (Xbox, available on Microsoft Store)
FTL: Faster Than Light (Xbox, available on Microsoft Store)
Genesis Noir (Xbox, available on PC Game Pass)
House Flipper (Xbox, available on PC Game Pass)
Into the Breach (Xbox, available on Microsoft Store)
Iron Harvest (Xbox, available on Microsoft Store)
The Knight Witch (Xbox, available on Microsoft Store)
Lightyear Frontier (Xbox, available on PC Game Pass)
Medieval Dynasty (Xbox, available on PC Game Pass)
Metro Exodus Enhanced Edition (Xbox, available on Microsoft Store)
My Time at Portia (Xbox, available on PC Game Pass)
Night in the Woods (Xbox, available on Microsoft Store )
Offworld Trading Company (Xbox, available on PC Game Pass)
Orwell: Keeping an Eye on You (Xbox, available on Microsoft Store)
Outlast 2 (Xbox, available on Microsoft Store)
Project Winter (Xbox, available on Microsoft Store)
Psychonauts (Steam)
Psychonauts 2 (Steam and Xbox, available on PC Game Pass)
Shadow Tactics: Blades of the Shogun (Xbox, available on Microsoft Store)
Sid Meier’s Civilization VI (Steam, Epic Games Store and Xbox, available on the Microsoft store)
Sid Meier’s Civilization V (Steam)
Sid Meier’s Civilization IV (Steam)
Sid Meier’s Civilization: Beyond Earth (Steam)
Spirit of the North (Xbox, available on PC Game Pass)
SteamWorld Heist II (Steam, Xbox, available on Microsoft Store)
Visions of Mana Demo (Steam)
This War of Mine (Xbox, available on PC Game Pass)
We Were Here Too (Steam)
Wreckfest (Xbox, available on PC Game Pass)
Yoku’s Island Express (Xbox, available on Microsoft Store)

Breachway was originally included in the August games list, but the launch date was moved to September by the developer. Stay tuned to GFN Thursday for updates.

Starting in October, members will no longer see the option of launching “Epic Games Store” versions of games published by Ubisoft on GeForce NOW.  To play these supported games, members can select the “Ubisoft Connect” option on GeForce NOW and will need to connect their Ubisoft Connect and Epic game store accounts the first time they play the game. Check out more details.

What are you planning to play this weekend? Let us know on X or in the comments below.



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