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Clair Obscur: Expedition 33 Free Update in Development
Clair Obscur: Expedition 33 Free Update in Development
Developer Sandfall Interactive and publisher Kepler Interactive revealed that a free content update is in development for Clair Obscur: Expedition 33. The reveal comes alongside the announcement that the game has sold over five million copies worldwide since its launch earlier this year. The update will include: * A new, playable environment, with the party taken to a new location with new enemy encounters and other surprises * New late-game challenging boss battles * New costumes * New text and UI game localisations for Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai, and Indonesian, bringing the total to nineteen languages supported Available on PC, PlayStation 5, and Xbox Series X|S, Clair Obscur: Expedition 33 is a turn-based RPG with combat that utilises a free aim system to let players target weak points, as well as to dodge, parry, and counter in real time. The game is set in a world where a being called the Paintress wakes and paints a cursed number upon a monolith, which causes everyone of that age to turn to smoke and disappear. As the number counts down, expeditions set out in the footsteps of previous failures to try and end the cycle of death once and for all. Those looking to read more about Clair Obscur: Expedition 33 can check out Ryan Costa’s review of its PlayStation 5 version.   The post Clair Obscur: Expedition 33 Free Update in Development appeared first on RPGamer.
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Bittersweet Birthday Celebrating November Date
Bittersweet Birthday Celebrating November Date
Developer World Eater Games and publisher DANGEN Entertainment announced that Bittersweet Birthday will release for PC on November 11, 2025. The boss-focused action RPG will be available through Steam, GOG.com, the Humble Store, and itch.io, priced at $19.99 and supporting English, Spanish, and Japanese language options. A demo for the game, which was updated last month, is available on Steam. A console release is planned to follow at a later date. Bittersweet Birthday is billed as “a story-driven action RPG where every battle is a boss fight”. It puts players in the role of a protagonist, known simply as the Boy, who wakes up in an unknown location without knowing how they got there and with no recollection of their past. They follow the directions of a mysterious voice while trying to escape a group of pursuers. Other major characters are Rocc, the hotheaded Guardian of a secluded village who must always be prepared to face the wrath of a being called the Great Evil; Vega, the singer and guitarist of metal band Metal Fang, which is performing their retirement concert; and Cerie, a smiling ghostly lady who is the sole resident of an abandoned mansion. Gameplay is said to combine Soulslike and bullet-hell elements, with players needing to learn enemy attack patterns while mastering timing and precision. Outside of battle, players can explore a town and complete sidequests while obtaining mementos that can shape their combat style.   [foogallery id="177832"]   The post Bittersweet Birthday Celebrating November Date appeared first on RPGamer.
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Palia Brings Its Fall Fantasy: The Spiritfest Spectacle Update
Palia Brings Its Fall Fantasy: The Spiritfest Spectacle Update
Developer Singularity 6 released its newest update for open beta free-to-play fantasy life-sim Palia. The "Fall Fantasy: The Spiritfest Spectacle" update is available now and builds upon the new content added in the recent Of Barns & Briars update as well as adding limited-time events. Additions in the update include a new ranching animal: the Goobi. They are adoptable at Ranching Level 10, coming with multiple traits, and rewarding players with rare flowers, including the Heartdrop Lily and Elderwood Lotus. Players can also now invite others into their barns to help them care for animals, with the update also adding new pen organisation options. Other content includes new Spiritfest Quests, new Halloween-style decor, and more premium store additions. The full patch notes are available here. Palia is currently available in open beta on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch. The game is set in a world where humans are considered a legendary race that disappeared thousands of years ago. Players are able to form and build relationships, including romance, with a diverse cast of NPCs, as well as interact with other players. The game is intended to cater to those who want to uncover the secrets behind humanity’s disappearance, as well as those who’d rather live an idyllic and quiet life in a lakeside village, with lots of customization options.   The post Palia Brings Its Fall Fantasy: The Spiritfest Spectacle Update appeared first on RPGamer.
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Frosthaven’s First Major Early Access Update Launching Later This Month
Frosthaven’s First Major Early Access Update Launching Later This Month
Arc Games and Snapshot Games announced the first major Early Access update for Frosthaven. The "Awakening Protocol" update will launch on October 23, 2025. It includes a new narrative arc, three new playable heroes, new gameplay features, and more. The new storyline sees players taking on the Unfettered, an uprising of machines left to rust who unite under an enigmatic leader. In addition to the three new heroes, the update also adds five new boss fights, over eighteen new quests, over forty new items, and new building upgrades, including the new Town Hall building. The Town Hall allows players to take on new sidequests and upgrade their party's abilities. The update also adds new unique Challenge objectives that offer additional risk and reward for players. Frosthaven is fantasy tactical RPG based on the board game of the same name and a spiritual successor to Gloomhaven. It sees players using action and movement cards that work together with cards held by their teammates. Players will also build up their outpost, building and upgrading structures that unlock new features and mechanics. The Early Access version is available on Steam and the Epic Games Store, with the full release expected in 2026.   [foogallery id="177801"] The post Frosthaven’s First Major Early Access Update Launching Later This Month appeared first on RPGamer.
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Character Creation Goes Both Ways: The Proteus Effect
Character Creation Goes Both Ways: The Proteus Effect
Let me paint you a picture. You buy a new RPG that lights your screen up with beautiful RGB colours that shine directly into your retinas like a straight shot of dopamine. You start the game, and you are presented with a blank avatar with the simple implied instruction of “Create Your Character”. You tweak the sliders ever so slightly so that Gordon Ramsay, in all his British glory, is perfectly replicated on your screen. You look up, and the sun has gone down. You spent five hours making Gordon Ramsay. You have work tomorrow. Gordon Ramsay looks back at you with disappointment. Damn, your recreation is perfect. You have experienced or heard these types of tales before: “I spend more time customizing my character than I do playing the game”. Time investment signals importance because time is money, and we are all broke. Therefore, character creation must be a major priority for players. But why? And, are there other adverse effects of loving customization? [caption id="attachment_167729" align="aligncenter" width="640"] Baldur's Gate III offers extensive character creation options.[/caption] The Importance of Self-Expression Specifically in Western society, great importance is placed on individualism. Think about Voltaire and Rousseau during Europe’s Enlightenment period, y’know, the stuff you had to learn in high school. Being able to express oneself, whether physically or verbally, is the cornerstone of a person’s personality and individuality. As academics Kim, H. & Ko, D. state, “Self-expression allows people to distinguish themselves from others, to reflect their own beliefs and needs, and validate their own self-concepts” ([1], p. 4). Characters or avatars are the player’s virtual visual representation, effectively a full skin suit (or animal suit, or other being). So, when players can make small tweaks to facial muscles to the hue of blue of their nail polish that don their character’s bodies, they are exercising their ability and desire to express themselves. Customization sucks up precious gaming time because of the importance of representation and self-expression. We all want to be true to ourselves. Therefore, when we enter a video game, we are excited to craft our beliefs, play styles, and ideas onto a physical canvas that is the character. This is quite intrinsic to the human psyche: we want to decide how we look and, subsequently, how we are perceived. But can the opposite happen? Can the playable character’s visual representation change how players act? The Proteus Effect Yee & Bailenson[2] proposed the Proteus Effect in 2007: the effect that a player changes their behaviour based on their character’s visual representation. This hypothesis is based on behavioural confirmation, self-perception theory, and deindividuation theory. Listed here are the basic details of each theory: * Behavioural confirmation: the expectations of person A cause person B to behave in ways that align with person A's expectations ([2], p. 272). * Self-perception theory: person A “observes their own behaviour to understand what attitudes may have caused them” ([2], p. 273). * Deindividuated theory: when person A is in a group, their behaviours will match the group's (for better or worse) ([2], p. 273). Yee & Bailenson argue that these theories operate similarly in virtual environments as in reality, except for deindividuation. In reality, it is impossible to separate our physical representation from our identity; therefore, deindividuation only really occurs in large groups. In virtual environments, separation can occur since our physicality is not transferred into the virtual space. So, players can use their character as a uniform and create a new self, similar to how uniforms in groups (like cults) can make an individual part of a collective. They used two studies to support their theory: * Players were placed in a virtual reality space and interacted with a researcher reading a strict script. Players were able to see their character’s physical features for 60-75 seconds ([2], p. 280). Yee & Bailenson proposed that the closer the player was and the more willing they were to disclose personal information to the researcher, the more attractive their character was.[caption id="attachment_177618" align="aligncenter" width="479"] The different avatars participants were given ([2], p. 282)[/caption] * Players were placed into a virtual reality space and played the “ultimatum game”. This is when player A is given a sum of money. Player A proposes a split with player B. Player B can either accept the offer or reject it, leaving both with nothing. Height was manipulated for player A and Yee & Bailenson theorized that the taller the character is, the “more confident” and “willing” they will be “to make unfair splits” with players with shorter characters ([2], p. 282). In both experiments, Yee & Bailenson’s hypotheses were correct. Players with more attractive characters were more open about themselves and would stand closer to the researcher. Players with taller characters were more aggressive and unfair in negotiations. In other words, there is evidence that a player’s character can influence and change the player's game behaviour. Application From a researcher’s point of view, this is super cool: behaviour prediction based solely on visuals opens doors to so many more possibilities and experiments. For the causal gamer, what can they glean from this academic study? I believe Yee & Bailenson's research paper lends a critical eye to the subtle ways game developers and companies’ show (and possibly manipulate) how they would like players to behave. In video games that feature premade characters, their physical features can determine the vibe and expectations of the game. Take recently-revealed Pokémon spin-off Pokémon Pokopia. The September 2025 trailer showcases a cute young female playable character with short brown pigtails and a fun purple vest. Even the male character follows the same silly-looking design. Therefore, we can conclude that The Pokémon Company wants players to act in a wholesome way, matching the nature of the video game. Obviously, there are other factors at play here: video game aesthetics, themes, and tone that influence pre-made character designs. [caption id="attachment_176316" align="aligncenter" width="640"] Pokémon Pokopia's announcement trailer focuses on a cute female character option.[/caption] Games with extensive character creation menus shape player attitude. If you create a character who looks like a cowboy, you may suddenly find yourself acting more like a cowboy, complete with "yee-haw"s and "howdy"s. Albeit an exaggeration, physical self-representation, virtual or not, changes how people act and behave. In these cases, the Proteus Effect may act more like a feedback loop: the player makes a character based on their beliefs, and the character’s physical attributes influence the player’s in-game behaviour. Either way, our physical representation, whether real or virtual, has the potential to affect players in subliminal and unconscious ways. So, yes, spend five hours making a Gordon Ramsay look-alike avatar, but don’t be surprised if you start talking in a British accent. --- Sources: [1] Kim, H. & Ko, D. (2007). Culture & Self-Expression. Frontiers of social psychology: The self. [2] Yee, N., & Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x The post Character Creation Goes Both Ways: The Proteus Effect appeared first on RPGamer.
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Code Vein II Gets More Screenshots, Details
Code Vein II Gets More Screenshots, Details
Since its release date announcement at Tokyo Game Show, Bandai Namco released new details and screenshots for action RPG Code Vein II. The new information covers the game's Partner characters, weapon options, and character creation. Code Vein II is set in a post-apocalyptic world where humanity’s existence is hanging by a thread. The sudden emergence of a threat known as the Luna Rapacis has seen Revenants — humans with supernatural abilities that come at the cost of severe bloodlust — transformed into creatures called Horrors. Players control a customised protagonist, who travels back 100 years to the past with the assistance of a mysterious girl called Lou MagMell to try and rewrite the fate of the world.     Players are joined by various allies in the game, who can become Partners by storing their essence in a core on the protagonist's back. This lets the protagonist summon them as an ally in battle with their own strengths and weaknesses. In addition, players can choose to Assimilate with them instead, which enhances their abilities and unlocks powerful attacks. Valentin Voda is their heir to a famed Revenant lineage and former head of the MagMell magical research institute. Noah G MagMell is a human-turned-Revenant who was part of the MagMell institute and acts as the personal bodyguard to his friend Valentin. Josée Anjou is a Revenant who rules the Sunken City and protects humanity's last survivors, but is haunted by her past failure to prevent destruction in the past. Holly Asturias is a Revenant doctor with great healing powers who is trying to find a way to treat the Horrors. Lyle McLeish is an exceptional swordsman seeking to reclaim a certain location, but is known for being reckless. Finally, Lavinia Voda is the current head of the MagMell institute. Descended from the Progenitor Revenant, she tasks Lou and the protagonist with travelling to the past to save humanity.   [foogallery id="177749"]   Players have access to a variety of weapons, with rune blades and dual swords joining the one- and two-handed swords, bayonets, halberds, and hammers from the previous game. As players fight, they drain ichor from their foes, which is used for powerful Forma attacks. Code Vein II includes new Forma attacks as well as new skills. Meanwhile, previous Blood Veil attacks are now part of a new Jail equipment system, which includes new attacks and actions. Code Vein II will release on January 30, 2026, for PC, PlayStation 5, and Xbox Series X|S. The game is available to pre-order now in multiple editions, include a Bandai Namco Store-exclusive physical Collector's Edition.   [foogallery id="177723"] The post Code Vein II Gets More Screenshots, Details appeared first on RPGamer.
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Class of Heroes 3 Remaster Deep Look
Class of Heroes 3 Remaster Deep Look
Nearly every interesting gameplay element is offset by frustrating implementation, begging the question as to what was "remastered" and what was left from the original release. The Class of Heroes trilogy was released annually in Japan from 2008-2010. While the first two titles were brought overseas relatively soon afterwards, the third title was never localized outside Japan. After a fifteen-year wait, the classic Japanese dungeon crawler Class of Heroes 3 has now finally made its way to Western shores in the form of a remaster. Class of Heroes 3 Remaster is a fascinating case study of its genre, serving as both a nostalgic blast from the past for dedicated fans and a firm warning for modern players of what old-school DRPGs are like. A deep and rewarding core is unfortunately hampered by a punishing difficulty curve and other outdated elements that may be difficult for many to look past. For those with a love of classic DRPGs, the game might offer some enjoyment; for everyone else, it is a demanding experience that is hard to recommend. The game's narrative takes place in a school setting, where players are tasked with creating a party of adventurers to take on dungeons. Early on, the game presents a choice of three different schools to attend. While the flavor text suggests this is an aesthetic choice, it surprisingly alters a player's starting region, available teachers, and quests. This inventive approach to its opening is an interesting feature that could perhaps prompt fans into multiple playthroughs. However, a lot of the plot points that follow are contrived and boring, often relying on cheap anime tropes like a teacher who speaks in innuendo. The story is clearly not the main focus, as the game's sole purpose is to send players into the dungeons to grind, fight monsters, and collect loot. [caption id="attachment_171034" align="aligncenter" width="640"] Players are offered three schools to enroll in at the start of the game.[/caption] One of the game's few strengths is its interesting character creation and customization. Players can create a party from a wide variety of fantasy races, including classics like elves and dwarves, as well as unique options such as the cat-like Felpurr and the celestial Diaboro. The class system is even more expansive, boasting 45 different options, including bizarre choices like the Otaku or Tsundere classes. The possibilities for party composition are nearly endless. A refreshing feature is the ability to swap a character's class at any point, which allows effortless experimentation with new skills and abilities. This removes the penalty often associated with picking the wrong class and encourages players to explore new roles. The problem is that it ends up offering far too much choice and makes it difficult for newcomers to pick a balanced party, with certain classes being very tricky to use. For example, sages start with very little HP and never deal even a tiny fraction of the damage compared to other party members, while also failing to heal effectively. The same can be said for heavy magic user classes, which are ineffective during the first dozen hours of play, and begs the question of how many have been added to pad the options rather than considered gameplay benefits. Class of Heroes 3 Remaster features another system that initially seemed interesting but inevitably falls flat. The relationship chart system adds to the deep party customization, letting players create a web of attraction and repulsion between party members. These relationships, which have no bearing on the story, provide in-battle synergy and buffs, adding another layer of depth for min-maxing players willing to put in the effort to figure out how it all works. However, the in-game explanations for this system doesn't help much, and nearly a dozen hours into the game the buffs are rarely of any benefit in battle. That said, party members being repulsed by each other at least causes few problems. [caption id="attachment_177611" align="aligncenter" width="640"] Outside HP/MP, leveling up provides only paltry stat boosts.[/caption] The turn-based battle system of Class of Heroes 3 Remaster is where some players might hope that the deep customization truly pays off, forcing strategic engagement from the very first dungeon. Combat occurs in the first-person view common to the DRPG genre, where a player commands a party of six characters, arranged in a front and back row. This positioning is critical, as back-row units are typically limited to long-range attacks and support spells, while the front line absorbs the bulk of physical damage. Sadly, throughout the dozen or so hours played, the back line’s long-range attacks and offensive magic proved completely useless. Damage from front-line attackers can be 10-20 times greater, leaving the back line healers as the only worthwhile contributors. The promise of so many customizable party options is nothing more than an empty gesture, with only a few specialized builds truly viable for surviving the brutal early battles. "Brutal" is truly the only way to describe the opening of Class of Heroes 3 Remaster. After nearly an hour spent customizing characters and exploring menus and settings before the first dungeon, the first battle still provided a party wipe after only two rounds, losing all progress. Despite great care in selecting more traditional RPG archetypes -- minus offensive magicians -- the second time around, and saving much more frequently, the difficulty never lets up. Players' parties of six can encounter monster groups of up to fifteen enemies arranged in a maximum of three rows of five. There is no pattern of difficulty in encounter or number of enemies; first-floor encounters can contain as many as fifteen difficult monsters, while delving multiple maps deep may produce multiple, simple single-enemy battles in a row. Players' survival hinges almost entirely on finding decent weapons and armor, yet the systems for doing so are needlessly opaque. A paltry selection of expensive gear is available in school stores, though gold hard to come by, but the most significant path to power -- the Alchemy System -- is delivered with minimal explanation, forcing the player to experiment with crafting formulas that are poorly documented, if at all. This lack of instruction transforms a core element of progression into a frustrating trial-and-error grind, leaving the party reliant on random, inconsistent drops from dungeons rather than strategic use of the hub’s facilities. Treasure chests are frequently left by monsters after a battle, but woe to the player that opens every one, as most are booby trapped in some fashion and can inflict crippling status effects on party members that further increase the difficulty. [caption id="attachment_177612" align="aligncenter" width="640"] Learning about the relationship system is at least interesting.[/caption] The visual presentation is serviceable, retaining a clean, classic feel that honors the game's handheld origins, though it lacks the polish expected of a modern remaster. Dungeon exploration and the 3D environments are competent, but the overall graphical fidelity is distinctly dated, giving the game a budget appearance. Musically, the soundtrack is fine; it provides appropriate background themes, yet none of the melodies are particularly memorable. Ultimately, both the graphics and sound design deliver a functional experience that gets the job done without ever managing to impress. Given the relentless difficulty and the frustrating lack of polish across every core system, the ultimate fate of this long-awaited title is disappointing. The deep class and customization features remain tantalizing, yet the erratic balance, useless back-row positions, and opaque alchemy system constantly undermine the game's potential. Nearly every interesting gameplay element is offset by frustrating implementation, begging the question as to what was "remastered" and what was left from the original release. Ultimately, the remaster label seems to apply mostly to the translation, leaving players with a game that feels less like a tribute to a classic and more like a time capsule of the genre’s most punishing and archaic tendencies. Disclosure: This article is based on a copy of the game provided by the publisher. The post Class of Heroes 3 Remaster Deep Look appeared first on RPGamer.
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The game is set in Valeria and follows Denam, part of a Walstanian resistance group, and his allies as they get drawn into intrigue and war, with multiple story routes. It received a remake on PSP in 2010 (2011 in the west), which itself was remastered for PC, PS4, PS5, and Switch in 2022.
Tactics Ogre: Let Us Cling Together PSP remake North American box art Tactics Ogre: Let Us Cling Together PSP event screenshot Tactics Ogre: Let Us Cling Together PSP combat screenshot Tactics Ogre: Let Us Cling Together PSP world map screenshot
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Today is the 30th anniversary of Tactics Ogre: Let Us Cling Together's debut in Japan. Created by Yasumi Matsuno (later Final Fantasy Tactics and Final Fantasy XII), it originally released for Super Famicom before being ported to Saturn and PS1, on which it released in North America. #RPGanniversary
Tactics Ogre: Let Us Cling Together Japanese Super Famicom box art Tactics Ogre: Let Us Cling Together PS1 event screenshot (Source: https://www.mobygames.com/game/8367/tactics-ogre/screenshots/) Tactics Ogre: Let Us Cling Together PS1 battle screenshot (Source: https://www.mobygames.com/game/8367/tactics-ogre/screenshots/)
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RPGamer Round-Up: September 28 – October 5
RPGamer Round-Up: September 28 – October 5
Welcome to the latest edition of RPGamer's round-up column, where we look back at some of the articles that we have posted over the intervening period. This article is designed to give reminders of some interesting content and stories that our readers might have missed.      --- Editorial Content * Digimon Story: Time Stranger Review Digimon Story: Time Stranger is the next big adventure in the popular monster collecting franchise. Ezra Kinnell reports that some key problems hold it back from greatness. * Super Robot Wars Y Review V-V-V-Victorrrrrrry! Super Robot Wars Y is the latest entry in the long running Super Robot Wars franchise. Sam Wachter finds that while the game has a lot for new players to learn, it’s an addictive experience all around. * Varlet Review FuRyu returns to a fairly familiar style of setting with Varlet. Alex Fuller reports that a fairly interesting story and cast are overshadowed by a terrible gameplay loop and completely broken combat balancing. * Backloggin’ the Year – Sam’s Sojourn, July to September 2025 Summer has come and gone, but video games were still played and enjoyed. Let’s see what Sam knocked out of her backlog from July to the end of September.   --- Major News * Stray Children Arriving on PC, Switch End of This Month Onion Games revealed that Stray Children is coming to PC worldwide and Switch in the west in a few weeks. The cult fairy tale RPG follows a young boy who is sucked through a television set into a strange and dangerous land. * Demeo x Dungeons & Dragons: Battlemarked Gets November Date Resolution Games announced that Demeo x Dungeons & Dragons: Battlemarked will arrive in November. The game, which blends the gameplay systems of Demeo with Dungeons & Dragons lore, will be available on PC, PS5, and Meta Quest. * Utawarerumono Zan 2 Getting International PC Release DMM Games and Shiravune are bringing hack-and-slash Utawarerumono spin-off Utawarerumono Zan 2 to PC. The game, previously released only in Japan, will be available on Steam with an English language option. * Moonlighter 2: The Endless Vault Early Access Release Pushed to November 11 bit studios and Digital Sun Games have pushed back the Early Access release of Moonlighter 2: The Endless Vault. The Early Access version will now launch in a less busy period. * Vampire: The Masquerade – Bloodlines 2 Voice Cast Revealed Paradox Interactive, White Wolf, and The Chinese Room revealed the main voice cast for Vampire: The Masquerade – Bloodlines 2. The cast is showcased in a new trailer ahead of the game’s release later this month. * Outward 2 Releasing in Summer 2026 Nine Dots Studio revealed that its follow-up to open-world RPG Outward will release in the summer of next year. Outward 2 puts players in the role of an adventurer in the perilous world of Aurai. * Cthulhu Mythos ADV Lunatic Whispers & The Isle Of Ubohoth Getting Console Release Next Week Gotcha Gotcha Games is bringing two Cthulhu Mythos ADV visual novel/tabletop-style RPGs to consoles. The Cthulhu Mythos ADV Lunatic Whispers & The Isle Of Ubohoth bundle will arrive on PS4, PS5, and Switch next week.     Other News * Anima: Gate of Memories I&II Remaster Launching in November * Final Fantasy XIV’s Monster Hunter Wilds Collaboration Releasing Next Week * Vagrus: The Riven Realm’s At the Heart of Ruin DLC Releasing This Month * Godbreakers Launching Later This Month * Lords of Ravage Launching in October * Lost in Fantaland Coming to Consoles Next Week * Pale Coins Launching Next Month * Rune Factory: Guardians of Azuma 1.1.0 Update Released * Zenless Zone Zero Version 2.3 Launching October 15 * Lost in the Open Available in Early Access * Saveseeker Demo Available Media and New Releases * Clair Obscur: Expedition 33 Available on GOG.com * Pokémon Legends: Z-A Overview Trailer Released * Threads of Time Trailer Shows Different Eras * Shujinkou Trailer Highlights Mini-Games * Yakuza Kiwami 3 Gets Combat Trailer * Starfinder: Afterlight Gets Kickstarter Trailer Ahead of Campaign Launch * Ember and Blade Gets New Trailer, Steam Next Fest Demo * Suikoden Star Leap Trailer Shows HQ Facilities * New Release Round-Up (October 2, 2025) --- Podcasts * Episode 413: Your Host Is Distracted – Q&A Quest * Episode 414: Goodbye EA – Q&A Quest This week in Q&A Quest, the host is distracted trying to solo a Destiny 2 dungeon. We also discuss upcoming releases, the buyout of EA, and Hades II. * RPG Cast – Episode 787: “Uber-Hoth” Chris admits he’s the biggest danger to consoles in his house. Kelley needs Pokémon Snap for cat photos. Josh LARPs as a vampire. Meanwhile, we need to secure the bread! The post RPGamer Round-Up: September 28 – October 5 appeared first on RPGamer.
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It's also the 25th anniversary of Skies of Arcadia's debut for Dreamcast in Japan. The game follows sky pirate Vyse and his companions Aika and Fina on their adventures across the floating islands of Arcadia. It later also released for GameCube as Skies of Arcadia Legends. #RPGanniversary
Skies of Arcadia North American box art Skies of Arcadia event screenshot showing Vyse and Aika facing down a group of enemies. Skies of Arcadia Japanese combat screenshot showing Aika attacking an enemy Skies of Arcadia airship screenshot
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Today is the 20th anniversary of Final Fantasy: The 4 Heroes of Light's release in North America. The DS spin-off follows a group of unlikely teenage heroes who gain the ability to change Jobs by wearing different Crowns and is a forerunner to the Bravely Default series. #RPGanniversary
Final Fantasy: The 4 Heroes of Light North American box art. Final Fantasy: The 4 Heroes of Light combat, world exploration, and ability selection screenshots Final Fantasy: The 4 Heroes of Light town, mini-game, and conversation screenshots
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The game featured compatibility with the GBA-era Pokémon games (FireRed, LeafGreen, Ruby, Sapphire, and Emerald). Both Pokémon Colosseum and Pokémon XD: Gale of Darkness are planned to be made available on Nintendo Switch 2 for Nintendo Switch Online + Expansion Pack subscribers.