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Marvel’s Guardians of the Galaxy Review
Marvel’s Guardians of the Galaxy Review
You Just Lost Your Tape Privileges Games get missed for review in the years they come out for one reason or another. Eidos-Montreal's Marvel's Guardians of the Galaxy is one of those titles. It had some heavy competition in 2021 for noticeability and was definitely a title that many RPGamers got to later, helped by generous discounts. Guardians of the Galaxy has a ton of great ideas and excellent writing, though it's held back due to its lack of flexibility and linearity. In true Guardians fashion, our story begins with its established team once again down on their luck, low on units (the intergalactic currency), and taking a questionable job. In an attempt to capture a rare monster for Lady Hellbender, the team finds themselves in the Quarantine Zone, a restricted area under the Nova Corps. Unfortunately, things get hairy when Peter "Star-Lord" Quill accidentally releases a strange alien entity from a small yellow gem, forcing the Guardians to flee and save themselves. Even worse, the Unified Church of Truth and the Lethal Legion both have a score to settle with our intrepid heroes, and Peter may or may not be the father of a young Centuri girl named Nikki. Where's the galaxy's version of Maury Povich when you need him? As usual, the Guardians of the Galaxy cannot catch a break. Guardians of the Galaxy has a fantastic story, and it's abundantly clear how much care was put into crafting a narrative that seems likely for this ragtag group of heroes for hire. The game's episodic start is strong, but every plot point works well in tandem as the pieces of the story, from Peter’s past and his connection to Nikki to the struggle to free galaxy-kind from an insane cult, come together. Its threads combine to craft a tale where players can see how Peter's potential decisions can both shape his relationships with his comrades and affect the galaxy. While the main story is worth praising, the writing does an excellent job of capturing the Guardians perfectly, with sharp, witty writing and tons of hilarious, laugh-out-loud banter. Drax the Destroyer and Rocket Raccoon pop off the screen with both deadpan humour and sassy snark. The zingers that they land, particularly on Peter, are top-tier shade throwing. [caption id="attachment_102157" align="aligncenter" width="640"] The best boy in the universe.[/caption] A standout element in Guardians of the Galaxy isthe player's decision-making throughout the story. Different decisions affect and change the world, making some areas of the game easier and others much more challenging. Siding with certain Guardians over others during critical moments can lead to one member being Star-Lord's biggest fan or his biggest hater. Throughout the narrative, there are numerous pros and cons to consider, so even small decisions can feel like they have larger implications. The decision-making in Guardians is well thought out, but wrinkles still come from the game being so linear and the choices themselves being very cut and dry. In terms of combat, Guardians of the Galaxy uses a system where Star-Lord takes command of his crew, issuing orders during encounters to gain experience. The team shares the same pool of experience and earns an ability point with each level, with the game offering enough enemy encounters to ensure that the player will unlock all character abilities. With it being an action-based combat system, a lot of fights are very frantic, and issuing orders creates both chaos and style for our intrepid heroes. Since the player can only directly control Star-Lord, there is a lot to manage in terms of issuing commands while also shooting one's way through bad guys. The controls take a bit of getting used to, and paying attention to one's surroundings becomes imperative during longer encounters, as each Guardian can also take advantage of environmental traps to help with larger enemy skirmishes. There is so much happening during combat that it is both exhilarating and exhausting. The player has to trust in the AI to make good decisions when commands aren't being issued due to ability cooldowns. There's a fairness in how all five Guardians are equally equipped, but it's also very disappointing that players can only play as Star-Lord, as being able to take control of Drax, Gamora, Groot, or Rocket would have given the combat more flexibility and also made it more enjoyable on the whole. Given the game’s short length of less than twenty hours and its crippling and scripted linearity in all regards, it makes sense why this option isn’t there, but one can't help but feel sad that they can't be Rocket Raccoon causing explosive shenanigans. Being stuck as one character makes combat feel one-dimensional, and though it works well, it eventually devolves into monotony. [caption id="attachment_101240" align="aligncenter" width="640"] Here comes the boom![/caption] Two other noteworthy elements to the combat are interesting ideas on paper, but don't feel as though they have any oomph behind them. First, as the story progresses, Star-Lord's weapons take on elemental properties that can be switched between on the fly and are great for destroying enemy barriers, such as ice freezing enemies in place, or wind bringing a foe that is high up closer to Star-Lord. It's a fine addition, though the elemental properties in combat only have one specific function, except when they are part of an exploration puzzle. The second is the huddle gauge, which is filled by attacking enemies. Once it is full, Star-Lord can bring the gang together for a quick pep talk that boosts their stats for a brief period of time and plays a wicked tune (or Rickrolls the player) while the gauge is depleting. Both are solid ideas, but neither enhances combat in a meaningful way. Where Guardians stands out is in the audiovisual department. The voice acting in the game is phenomenal, and many of the actors do a great job embodying their portrayed characters. Particular praise is needed for Jason Cavalier, who voices Drax the Destroyer, and almost does a near-perfect voice impersonation of Dave Bautista, which definitely made this reviewer do a double-take. Jon McLaren nails the bro-ness and laid-back vibe of Star-Lord, and Kimberley Sue-Murray absolutely brings Gamora's hotheadedness to life. The same can also be said about the game's soundtrack, which is a mixture of licensed tracks and original songs. While it is fantastic to listen to Billy Idol's "White Wedding" while in a huddle, the game's original soundtrack does an equally fantastic job supporting the story and setting as well. [caption id="attachment_103150" align="aligncenter" width="640"] The gang is all here![/caption] The visuals are nothing to scoff at either. The majority of the game is lovely to look at, and the character models are well-detailed. It's not without the odd blemish or two, as there are definitely some issues on PlayStation 5 with textures popping in and out, as well as slowdown during combat. These technical issues are especially noticeable during the game’s final chapters when lots is happening on screen. The environments are lush and colourful, though due to the game's linear nature, there aren't a lot of nooks and crannies to explore or even any side content to engage with. It's a shame in a lot of ways that Guardians of the Galaxy didn't get its flowers when it released. There's a lot to love in terms of its presentation, storytelling, and use of the property. It's also abundantly clear that Eidos-Montréal put a lot of care into making sure the characters and their world were true to the source material. While there's almost too much happening during combat and the game in general is too linear, it’s hard to deny how enjoyable the game is to play despite its shortcomings. Guardians of the Galaxy is a solid experience that, while not a life-changing game, is the perfect palette cleanser for anyone wanting an RPG that doesn't take itself too seriously and also doesn't outstay its runtime. The post Marvel’s Guardians of the Galaxy Review appeared first on RPGamer.
rpgamer.com
January 10, 2026 at 1:39 AM
Avowed Releasing on PS5 in February
Avowed Releasing on PS5 in February
Obisidian Entertainment announced that its first-person action RPG Avowed is coming to PlayStation 5. The game, which released for Pc and Xbox Series X|S last year, will release on the console on February 17, 2026. It is available to pre-order now in a $49.99 standard edition and a $59.99 Premium Edition that includes a digital art book, digital soundtrack, and a selection of in-game player armours and companion skins. Obsidian Entertainment is also currently working on an anniversary update for the game, which will include a New Game Plus mode, photo mode, a new weapon type, and more. Avowed is set in the same world as Obsidian Entertainment’s Pillars of Eternity series. Players control an envoy sent by the Aedyran emperor into a region called the Living Lands. They arrive at the port city of Paradis, which has been shaped by multiple generations of pioneers and is now the centre of tension between the empire and the locals. This tension is exacerbated by a mysterious plague called the Dreamscourge, which is affecting the people, animals, and even the land, eventually turning those afflicted into fungal-sprouting Dreamthralls. Those looking to read more about Avowed can check out Zack Webster's review of its PC release.   The post Avowed Releasing on PS5 in February appeared first on RPGamer.
rpgamer.com
January 9, 2026 at 7:21 PM
Persona 5: The Phantom X Version 3.0 Update Released
Persona 5: The Phantom X Version 3.0 Update Released
Sega has released its Version 3.0 update for free-to-play title Persona 5: The Phantom X. The update adds the Main Story Chapter 3: Unconditional Love Phase 3. It also adds new five-star Phantom Thief Frostgale Kotone, who alternates between Wind and Ice attributes and is featured in the Most Wanted Phantom Idol Contracts: Ice Princess running until February 5, 2026. Persona 5: The Phantom X is currently available on PC, iOS, and Android. It released in China, Taiwan, Hong Kong, and Korea in 2024, with the international and Japanese versions released in June 2025. The game is developed by Perfect World’s Black Wings Game Studio under supervision from Atlus and, like Persona 5, is set in the same modern-day Tokyo, though it features a new set of Phantom Thieves led by a new protagonist codenamed Wonder. It features a new story where desires have been lost as well as various side events and stories, with the original Phantom Thieves appearing in special contracts. The game features similar dungeon-crawling and social sim elements to Persona 5, including new palaces, Personas, modes, and mini-games, while other elements have been adapted.     The post Persona 5: The Phantom X Version 3.0 Update Released appeared first on RPGamer.
rpgamer.com
January 9, 2026 at 2:55 PM
The Legend of Heroes: Trails Beyond the Horizon Opening Movie Released
The Legend of Heroes: Trails Beyond the Horizon Opening Movie Released
NIS America released the opening movie to Nihon Falcom's The Legend of Heroes: Trails Beyond the Horizon western release next week. The latest title in the long-running series, it will release on January 15, 2026, for PC, PlayStation 4, PlayStation 5, Nintendo Switch, and Nintendo Switch 2. The video features original song "Shiroisekai" by Falcom Sound Team jdk with vocals from Megumi Sasaka. Trails Beyond the Horizon sees Van Arkride, protagonist of Trails through Daybreak and Trails Through Daybreak II, return as one of three main protagonists alongside Trails from Cold Steel’s protagonist Rean Schwarzer and Trails in the Sky the 3rd’s Kevin Graham. Its events revolve around the Republic of Calvard’s launch of an Orbal rocket to explore space, while the protagonists are brought together through an invitation from Marduk to cooperate in a high-tech training exercise. Those looking to read more about The Legend of Heroes series can check out RPGamer’s Where to Start? feature, updated in 2025, while those looking to read about The Legend of Heroes: Trails Beyond the Horizon can check out Ezra Kinnell's review of its PlayStation 5 version.   The post The Legend of Heroes: Trails Beyond the Horizon Opening Movie Released appeared first on RPGamer.
rpgamer.com
January 8, 2026 at 8:36 PM
New Release Round-Up (January 8, 2025)
New Release Round-Up (January 8, 2025)
Welcome to RPGamer's first new release round-up for 2026. In this column, we look to provide our readers with details on the major RPGs released since our last update. Please note we do not currently include Early Access releases where the game is still in development. Pricing is shown in US dollars before application of any discounts, local pricing may vary. --- Dungeon Antiqua 2 Platform: PC, Mac Publisher: Shiromofu Factory Developer: Shiromofu Factory Available: Steam Price: $8.99 (15% launch discount) Dungeon Antiqua 2 is a 2D dungeon-crawling RPG inspired by SNES classics. Players explore six dungeons, with visibility of corridors and enemies depending on the party's current vision. The game is said to take around a dozen hours to complete, with players building a party from ten different classes, five of which are unlocked at the start. --- EvoCreo Platform: PC (previously released on iOS, Android) Publisher: Ilmfinity Studios Developer: Ilmfinity Studios Available: Steam Price: $9.99 Monster-catching RPG EvoCreo sees players journey across the world of Zenith, capturing and battling over 170 creatures known as Creo. Players build up and train their party of Creo, taking on criminal agents and other Creo collectors while searching for a lost family members and uncovering a nefarious plot. --- Fairy Tail: Dungeons Platform: Nintendo Switch (previously released on PC) Publisher: Kodansha Game Creators’ Lab Developer: ginolabo Available: Nintendo eShop Price: $13.99 (20% launch discount) Fairy Tail: Dungeons is a deckbuilding roguelike based on the Fairy Tail manga and features an original story, with players controlling characters from the game. The game involves a mysterious door leading to a strange dungeon that robs those who enter of their abilities. After being rescued from monsters by a character named Labi, the group sets out to find Labi’s friends, who are deeper within the dungeon. The game sees players trying to overcome the dungeon within a limited number of turns. The Switch version includes five new unlockable heroes as well as numerous new amulets, magic cards, skills, quests, monsters, and items, also available on PC through a free update. Those wishing to read more can check out Michael Apps’s review of its PC release. --- Hero Seekers Platform: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch (previously released on iOS, Android) Publisher: KEMCO Developer: VANGUARD Available: Steam, PlayStation Store, Xbox Store, Nintendo eShop Price: $19.99 (10% launch discount) Hero Seekers is a retro-styled turn-based fantasy RPG. The game is set in a world where three heroes who defeated the Demon King have been erased from history and memory. Lunette, the only one who remembers the true history, sets out on a journey to restore it by summoning the forgotten souls of heroes and reclaiming the light once stolen from the world. --- Stardew Valley Platform: Nintendo Switch 2 (previously released on PC, Mac, Linux, PlayStation 4, PlayStation Vita, Xbox One, Nintendo Switch 2, iOS, Android) Publisher: ConcernedApe Developer: ConcernedApe Available: Nintendo eShop Price: $14.99 (free upgrade for Nintendo Switch version owners) Stardew Valley is a sandbox farming sim that sees players taking over their grandfather’s old farm, spending their time interacting with NPCs, planting crops, exploring caves, fishing, etc. The Switch 2 version includes support for mouse controls, four-player split-screen co-op, and GameShare support for up to four consoles. Please note that ConcernedApe has noted that there are currently unspecified issues with the Switch 2 version, and that fixes will be applied as soon as possible. At the time of writing, the Nintendo Switch 2 version is not yet available in other regions. --- Sales Links * Xbox Store * PlayStation Store (North America) * PlayStation Store (Europe) * Nintendo eShop (North America) * Nintendo eShop (Europe) * Steam * GOG.com * Epic Games Store * The Humble Store The post New Release Round-Up (January 8, 2025) appeared first on RPGamer.
rpgamer.com
January 8, 2026 at 8:36 PM
Reposted by RPGamer
The Legend of Heroes: Trails Beyond the Horizon sees the west finally catch up with @falcom.co.jp's Trails series. Although not one for newcomers to jump in on, it proves to be a triumph for fans, built on the back of the full context of the series.

rpgamer.com/review/the-l...
The Legend of Heroes: Trails Beyond the Horizon Review - RPGamer
The latest entry in Nihon Falcom’s Trails series is a triumph for the franchise, only hindered by some elements feeling “for fans only.”
rpgamer.com
January 8, 2026 at 2:15 PM
The Legend of Heroes: Trails Beyond the Horizon Review
The Legend of Heroes: Trails Beyond the Horizon Review
We're in the Endgame Now (Sort Of) I find it difficult to formally review a game like The Legend of Heroes: Trails Beyond the Horizon. While it isn't difficult to quantify its elements; the difficulty instead lies in trying to land on how to recommend a game like Trails Beyond the Horizon, the thirteenth game in the franchise and the third game in the Calvard arc that began with Trails Through Daybreak, making the game extraordinarily difficult to recommend to non-diehard fans. However, that doesn’t stop Trails Beyond the Horizon from being an absolute triumph for the series, top-to-bottom. The Legend of Heroes: Trails Beyond the Horizon opens with a training exercise three months after the events of Trails Through Daybreak II. Van Arkride, protagonist of the previous two Daybreak games, takes center stage alongside his part-time assistant Feri Al-Fayed and teacher Bergard Zeman as they battle through an Augmented Reality combat simulation for the Marduk Company, a tech giant in the Republic of Calvard on the continent of Zemuria. Then, in the middle of the simulation, it is revealed that Van’s team is actually “racing” against another team on the opposite side of the augmented training area. The game swaps perspectives over to the second team, which features returning protagonist Rean Schwarzer from the Trails of Cold Steel quadrilogy, last seen in Trails into Reverie; his combat partner and former student Altina Orion; and, perhaps most excitingly for diehard fans, Father Kevin Graham. Returning after a long absence Kevin was last playable in Trails in the Sky the 3rd and since then only seen in a piece of static artwork in Cold Steel IV, a piece of dialogue in Trails into Reverie, and another piece of static artwork in Trails Through Daybreak. After the training exercise concludes, the characters all go their separate ways, and the story splits into three routes; Van’s Route, Rean’s Route, and Kevin’s Route, all running parallel to one another, all under the backdrop of the Calvardian government preparing to launch the first ever manned rocket into space. [caption id="attachment_166536" align="alignnone" width="640"] The first ever instance of space travel in the series underpins the entire game.[/caption] The allure of returning characters, especially favorites like Rean and Kevin, might set off alarm bells in some players, as it runs the risk of being fanservice for the sake of fanservice. And, at times, Trails falls into those traps. However, Trails Beyond the Horizon is one of the finest examples of why a long-running, serialized franchise like this is so valuable. Every character in this franchise belongs to some sort of faction, whether they realize it or not. Rean is an excellent example of this; he is a practitioner of the Eight Leaves One Blade, a school of swordsmanship whose practitioners have been appearing since the very first game in the franchise. Rean’s story heavily focuses on his connection to the Eight Leaves One Blade, a story thread that has always felt like it was building to something, though, like many groups in the franchise, it it is never exactly clear what. That said, it helps that when these characters return, it is as if they never left the franchise. Rean’s interactions with Altina and a certain other returnee are pitch perfect examples of this. While it’s clear they’ve all grown up in their time off screen, their interactions are written excellently. Though Rean and Kevin’s routes are immensely important and chock-full of exciting moments, in essence they serve to contextualize the events of Van’s route. After the prologue, it becomes clear that this is essentially Trails Through Daybreak III in all but name. Van’s morally-grey work as a Spriggan, effectively a private detective who isn’t afraid to get his hands dirty, is the template for every route’s side content, with both Rean and Kevin's groups fulfilling requests in his stead. Consequently, systems from the previous two games, such as conversation topics, light stealth sections, and moral choices, make their return. Van’s sections are longer, while the entire Daybreak cast returns and are all essential players in the arc. Trails Beyond the Horizon has far and away one of the most thrilling, thoughtful, and effective stories of the entire franchise. The epic qualities of the narrative are underpinned by incredibly effective and satisfying character writing, building up to one of the greatest finales this franchise has ever seen. Nihon Falcom’s show of restraint throughout the franchise, refusing to pull the trigger on certain key characters, figures, and reveals, pays off incredibly well here, while still managing to leave the player with more questions than answers by the time they roll credits. [caption id="attachment_166541" align="alignnone" width="640"] Kevin Graham returning is an absolute treat for fans.[/caption] It is a shame, then, that the PlayStation 5 review build crashed multiple times during the playthrough for this review, and twice during the finale. While autosave usually does an excellent job of preventing too much time from being lost, having to fight the final boss a second time just to see the final moments of the final cutscenes and roll credits did hurt the experience, though hopefully these issues will be fixed come launch, as was the case with the PS5 version of Daybreak I. hankfully, the rest of the game is fairly spotless on a technical level, with only some framerate drops in high-density areas and visually complex zones being noticeable. Turn-based combat remains much the same, with three additions; BLTZ, Shard Commands, and ZOC. BLTZ is relatively simple: sometimes a character who isn’t in the active party but is either in reserve or an extra non-playable member, will act as a free link in the turn order, either adding an additional follow-up to a basic attack or boosting Arts and Crafts that the player casts. It doesn’t have much of an effect beyond giving certain non-playable characters something to do in combat, though for some that might be enough. Shard Commands have a much more pronounced effect on combat. Instead of spending up to two full S-Boost gauges to activate shard skills that are more specific to individual character builds like in previous games, players can spend S-Boost gauges to Shard Commands passive effects that boost damage, lessen post-attack delay, and even reduce damage taken from attacks for the whole party over a set number of turns. While these effects may seem overpowered in the player’s favour, certain bosses are also able to utilize the mechanic, and if players want to cast a Shard Command while an enemy one is active, the cost increases by one S-Boost gauge. ZOC is a mechanic that acts as another double-edged sword. It allows for S-Boosting twice in the same turn allows for that character to immediately take a second turn, but certain bosses can naturally activate this effect as well, making it a jolt of excitement and dread whenever either side activates it. Each of these new additions to the turn-based combat framework do an excellent job of integrating themselves, and do a good job of balancing themselves while still feeling fun and adding even more depth to an already deep combat system. The real-time combat elements introduced in Daybreak are at their absolute finest in Trails Beyond the Horizon. In addition to normal attacks, charge attacks, and Quick Arts, activating ZOC in real-time combat slows time down and enhances damage dealt. Furthermore, certain characters, like Van, Kevin, and Rean, are able to activate Awakening, draining the S-Boost gauge but vastly increasing damage dealt and passively healing the awakened character. This makes real-time combat far more viable for defeating normal enemies, though it is still usually faster to stun an enemy in real-time and finish them off with a quick bout in turn-based combat. [caption id="attachment_166542" align="alignnone" width="640"] Combat brings some welcome additions from previous entries.[/caption] The Märchen Garten from Daybreak II returns in a different guise as the Grim Garten, though mostly it exists as an optional side story running alongside the main narrative. The same light dungeon-crawling, rogue-lite esque mechanics return from Daybreak II with a new coat of paint. In addition to less content overall, this time players have to complete Grim Garten before the "point of no return". Overall, it is highly recommended for those curious about the machinations of a certain Secret Society, and the break of pace makes it a fun addition. Presentation is another feather in the cap of this game’s accomplishments. The soundtrack, soundtrack, while not reaching the full highs of series, is easily the best of the Calvard arc, with some boss themes being definite earworms. The English voice acting is excellent. Though it hasn’t been terribly long since Trails into Reverie released in English, Sean Chiplock returning to the role of Rean Schwarzer is a definite highlight, though the cast across the board does an excellent job. However, the star of the show is the fully-animated event scenes. While these have been present since Trails Into Reverie, they are utilized to maximum effect in Trails Beyond the Horizon. They enhance every moment they are used for, and they are an essential piece of how well the finale comes together. For me, The Legend of Heroes: Trails Beyond the Horizon is easily the best game in the Calvard arc thus far, and one of the greatest games in the entire franchise, though with the caveat that it is made possible by building on twelve games worth of context. New players should really avoid leaping in here and go back to at least Trails Through Daybreak, but series fans are in for a treat. The narrative is excellent, the combat is in top form, and has never been at a higher level. Plus, with the release of this game, English language players are finally fully caught up with Japan. Nihon Falcom has started simultaneous global releases that will hopefully continue with the next entry, as with everything that Trails Beyond the Horizon has built upon it's incredibly exciting to see what comes next.     Disclosure: This review is based on a free copy of the game provided by the publisher. The post The Legend of Heroes: Trails Beyond the Horizon Review appeared first on RPGamer.
rpgamer.com
January 8, 2026 at 2:22 PM
Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February
Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February
Publisher NetEase Games and developer Joker Studio released a new gameplay trailer for free-to-play ocean adventure RPG Sea of Remnants. The six-minute video gives a look at mini-games, sailling, exploration, dungeon puzzles, and more. It comes ahead of the game's "Wanderer Test", which will run on PC from February 5-12, 2026. Those interested in participating can sign-up until January 23, 2025. Sea of Remnants puts players in the role of a puppet-like sailor without any memories. Joined by a mysterious girl, they journey across the seas and uncharted islands around the nearby city of Orbtopia, uncovering its secrets. Players can recruit an assortment of fellow puppetfolk crew, customise their ship, and create teams to participate in exploration and turn-based battles. The game is said to feature over 300 characters aligned to different factions, with player choices altering storylines and alliances. In addition to the turn-based island combat, players also participate in real-time naval encounters as well as spend time on activities in Orbtopia including fishing, cooking, and mahjong. Sea of Remnants is planned to release for PC, PlayStation 5, iOS, and Android in 2026.   The post Sea of Remnants Receives Gameplay Trailer, Wanderer Test Set for February appeared first on RPGamer.
rpgamer.com
January 8, 2026 at 2:22 PM
The Elder Scrolls Online Switching to Seasonal Update Model
The Elder Scrolls Online Switching to Seasonal Update Model
ZeniMax Online Studios announcd that it is changing is update model for MMORPG The Elder Scrolls Online. The game will provide new content in the form of Seasons, which will each have a distinct theme running for three months. All gameplay content in each Season -- including any new zones, dungeons, storylines, systems, classes, or skill lines -- will be free for all owners of the base game, with each Season including its own battle pass-style experience offering free rewards and optional paid upgrade paths. The first Season, titled "Season Zero: Dawn and Dusk", will release for PC, Mac, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S on April 2, 2026, and run until July 8, 2026. It introduces the Night Market, a new Event Zone in the Oblivion realm of Fargrave, that will be available for that period. Here, players choose one of three unique factions and serve them in a PvE encounter gauntlet. It will include new stories, new characters, new quests, and a new earnable in-game home. Although they are only active for a limited time, Event Zones such as the Night Market are intended to return in future Seasons.     In addition, Season Zero will include quality-of-life changes such as the ability to respec Skills and Attributes directly from the UI at no cost, faster training for Riding skills, and increased furnishing limits for most player houses. It will also include refreshes of the Dragonknight class and Two-Handed Weapon skill line, plus a rework of Werewolf visuals and a new Challenge Difficulty option. ZeniMax Online Studios also revealed some of the contents of two further Seasons following Season Zero. Season One will include a new Thieves Guild questline, the return of Sheogorath, dynamic World Events, and a new end-game Trial, while Season Two will include the return of the Night Market, two new solo dungeons, a new large-scale World Events.     The post The Elder Scrolls Online Switching to Seasonal Update Model appeared first on RPGamer.
rpgamer.com
January 8, 2026 at 2:22 PM
The Legend of Heroes: Trails Beyond the Horizon sees the west finally catch up with @falcom.co.jp's Trails series. Although not one for newcomers to jump in on, it proves to be a triumph for fans, built on the back of the full context of the series.

rpgamer.com/review/the-l...
The Legend of Heroes: Trails Beyond the Horizon Review - RPGamer
The latest entry in Nihon Falcom’s Trails series is a triumph for the franchise, only hindered by some elements feeling “for fans only.”
rpgamer.com
January 8, 2026 at 2:15 PM
Reposted by RPGamer
Former RPGFan editor Nicholas Ransbottom has passed away. With many articles, reviews (even Features that meant a lot to me), a fun sense of humor, and great taste in games, books, and more –he'll be missed. We've made a post highlighting his contributions.

www.rpgfan.com/2026/01/07/r...
January 7, 2026 at 11:00 PM
Reposted by RPGamer
Xenogears Retroview
Xenogears Retroview
Starry Aspirations The Xeno- games helmed by Tetsuya Takahashi, first at SquareSoft and since then at Monolith Soft, can be best defined by a single word: ambition. This starts right at the outset, as its first title, Xenogears, is infamous for its sky-high aspirations and how they were not fully executed due to development time constraints. But despite this, its narrative is extensive, rich, deep, and layered with heavy, complex, and emotional themes that it tackles and examines masterfully. Its setting, characters, and world are dizzying in their scope. When combined with its solid, entertaining gameplay foundation and gorgeous presentation, the result is a game that, while not perfect, is truly special and deserving of its place among the pantheon of RPG greats. Xenogears opens with a chaotic cinematic: an intergalactic ship traversing the cosmos is suddenly beset with a disastrous malfunction that the ship’s crew desperately tries to contain and control. High-level technobabble echoes in the ship’s cockpit and, suddenly, the crew realizes their control is fully compromised, and their efforts are pointless. The screen becomes covered in a bold, red-colored repetition of an ominous message, “You shall be as gods.” Panic ensues, and an evacuation process begins, but it is too late. The ship explodes, crashing down onto a planet, and a naked, lone purple-haired female rises from the wreckage. [caption id="attachment_182218" align="aligncenter" width="531"] The opening superbly sets the tone and atmosphere for much of what is to come.[/caption] The game then pivots away, briefly explaining its world, setting, and factions. Xenogears takes place on the continent of Ignas, which has been roiled in war between neighboring countries Kislev and Aveh for nearly 500 years. To try to break the back-and-forth stalemate and gain the upper hand, both countries have been excavating Gears, giant mechs that are relics of a civilization from thousands of years ago. With that established, the game pivots once more, away from the conflict, focusing on protagonist Fei Fong Wong, an adopted amnesiac who has spent the last three years living peacefully in the village of Lahan after being left there by a mysterious masked man. However, Lahan is suddenly caught in the crossfire between Aveh and Kislev, with mechs crashing into the village one night. When Fei attempts to pilot an empty mech and defend his friends in the ensuing chaos, he blacks out and causes a massive explosion, killing many and destroying the village. After being exiled, Fei is left to wander throughout Ignas and subsequently must navigate the war, all the while uncovering truths about the continent’s prior civilizations and its current political and religious turmoil. Xenogears gradually reveals its hand at a very deliberate pace. For much of its first disc, it is quite slow pacing-wise, and those looking for quick payoffs could be forgiven for not being immediately enamored in its early going. In bursts, it bombards players with tons of names of organizations, people, places, and concepts. It is a bit hard to follow, but the characters, NPCs, and set pieces along the way are all so fascinating, exciting, and dazzlingly written, and more than just about any other game, Xenogears greatly rewards player attention to its plot elements. While it’s certainly a slow-burning experience, the game progressively erupts in brilliance so often and with increased frequency that it more than makes up for the slow pacing. How Xenogears accomplishes narrative excellence boils down to its outstanding writing and localization, its heavy and deep thematic elements, its tonal consistency and atmosphere, and its sheer creativity and scope. For a game released over 25 years ago, during a time when many contemporaries such as Final Fantasy VII suffered from localization mishaps, Xenogears impresses throughout the entire experience with its sharp, focused, and moving dialogue. While there is an occasional smattering of typos throughout the game’s gargantuan script, they are innocuous in nature, and much credit must be given to translator Richard Honeywood for being able to translate and convey a script of this depth and size so well, while also skirting potential religious sensitivities at the time. [caption id="attachment_182219" align="aligncenter" width="610"] Xenogears never misses a beat with its writing.[/caption] Bolstered by its outstanding script, Xenogears magnificently discusses and navigates incredibly serious topics and themes, ranging from institutional sexual abuse, memory, mental illness, human experimentation, cycles of abuse, trauma, religion and god, and psychological self-realization. So much can be said about each of these themes, but what ultimately makes this a masterpiece in storytelling is one overarching theme that intersects with all others: humanity. Xenogears has so much to say about the human condition: what it means to live, love, cry, hurt, feel, connect, and suffer. Even when the second disc morphs into mostly character narration and cutscenes, the writing stays razor sharp. Though the heartbreaking in-development snippets of unfinished dungeons and the like sadly loom over its second disc, the overarching plot is fully and completely executed, impressively leaving no plot thread unresolved. In some ways, there is even arguably some meta-commentary from the developers, with a later plot thread on the second disc drawing parallels with the emotional pain of a character who is unable to finish a painting. If the Xenogears team were handed a bag of old lemons, they made the sweetest possible lemonade, and it all culminates in a tear-jerker conclusion for the ages. The gameplay of Xenogears doesn’t quite excel to the extent of its other qualities, but it is fundamentally sound and very entertaining. Utilizing a form of the Active Time Battle (ATB) system, combat occurs in two flavors: on foot alongside the cast of characters, and while piloting Gears. Attacking has players utilizing three buttons to perform weak, strong, and fierce attacks. These can be combined to execute learned “Deathblows,” powerful attacks that serve as the primary method of dealing damage both on foot and in Gears. On foot, attacks cost AP, and unused AP can be accrued across turns to eventually unleash combos of Deathblows. In Gears, players gain Attack Levels for each executed attack, up to three levels, and can execute two-button combo Deathblows of increasing power with each level. Aside from the Deathblow system, Xenogears offers magic spells and special character-specific moves in the form of Ether abilities, which allow players to inflict buffs and debuffs and influence combat further. Interestingly, character stats and equipment directly impact the function and utility of their corresponding Gears. While the bedrock of combat is solid, engaging, and generally fun to play, Xenogears suffers from occasionally oblique or non-existent explanation of its stats and mechanics, and less-than-ideal implementation of its mechanical systems. [caption id="attachment_182220" align="aligncenter" width="611"] Gears can be on the field along with characters![/caption] There is a good deal of attention given to each character’s skillset and abilities, and the skeleton of an outstanding combat system is here, but it lacks the full set of tendons and ligaments to hold it all together, never muscling its way into asking much of the player until its second disc. There are only two to three fights in the entire game that ever warrant building AP and using combos, and most fights — even bosses — can be adequately dispatched with Level 1 Deathblows. A decent chunk of the status spells and Ether abilities don’t get to see much use until later, when it becomes ridiculously easy to figure out ways to exploit and pump certain stats. Combat works and does its job well, but most of its entertainment comes from the brilliant gear designs, outstanding attack animations, and visual flair of its presentation. Xenogears nicely implements its explorative elements, and this is one area where the grandiosity of its world really gets to shine. Unlike many RPGs of the time, Fei and company can jump, lending increased verticality to dungeons, towns, and other areas, which does wonders for the game’s scope. In so many areas, seeing Gear or character sprites absolutely dwarfed by technological behemoths inspires a truly remarkable sense of awe. Unfortunately, for whatever reason, Xenogears elects not to utilize analog camera controls, mapping camera rotation to the shoulder buttons. While the camera works fine, it’s a slightly dated aspect that takes some getting used to and isn’t always ideal. Sadly, Xenogears is held back a bit with its other interactive dimensions. It has two primary minigames: a version of the card game Speed and a battle arena for Gears, where players duke it out in full 3D real-time fights against other Gears. The former is unremarkable, but the latter is quite fun, even if it’s a bit sparse. Speaking of sparse, what holds back the interactivity the most is the notable lack of sidequests, and there are several characters, namely Rico, who would have benefited immensely in their development from a sidequest or two. [caption id="attachment_182221" align="aligncenter" width="611"] Gears already dwarf humans, so just imagine how big this dungeon is…[/caption] Xenogears's most unquestionably brilliant element is its presentation, which is jaw-droppingly exquisite from start to finish. Put simply, this is one of the best-looking games on the PlayStation, perhaps only surpassed by 2000’s Vagrant Story. The Gears are strikingly designed and are just plain awesome to see in action. There are so many beautifully crafted massive environments, but Xenogears never sacrifices detail for the grandiosity of its scope, and towns, buildings, and locations are packed to the brim with details. The character sprite animations in battle are particularly extraordinary, and every character has their own swagger or bounce, which does wonders in giving them identity and visual character. Using 2D character sprites against 3D backgrounds is a smart choice, as the real-time dynamism of its action scenes and camerawork allows scenes to flow so smoothly and sets it apart from many of its contemporaries. The only real caveat of Xenogears’s visuals is that it should ideally be played on a CRT television or with a corresponding filter to appreciate its true beauty. Musically, Yasunori Mitsuda’s talent as a composer is on full display here, and there is a wide selection and range of diverse tracks that elevate every location, scene, and event throughout the entire experience. Plodding bass guitars and finger snaps evoke the monotony of the slums and their enslaved inhabitants' plight, whereas smaller towns have airier or breezier-sounding grooves. The mainstay theme for the world map is exceptionally catchy, but the strongest elements of Mitsuda’s score are the more melancholic tracks, which make much of the late-game drama hit so much harder, be it confessions of love or emotional emptiness faced by much of the conflict-torn world. There is undoubtedly some disappointment that some of Xenogears's ambition goes unrealized, be it everything that is abridged in its second disc or its slow early pacing. But Xenogears is like a wise grandpa telling a grand legend. He may not be spry enough to convey the action, but he has all the knowledge and skills that got him here so far, and picked up the nous for flair in the process. He might even misspeak a word or two and take some time to get his story going, but he’s seen and gathered wisdom, and he intimately knows every detail he's gathered, entrancing his audience. He concludes the tale with riveting aplomb and style while managing to thread everything together in a way only a master of their craft can. For players with the patience to sit down and listen, old man Xenogears offers one of the most special stories ever put to an RPG. The post Xenogears Retroview appeared first on RPGamer.
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January 5, 2026 at 11:27 PM