Valor Mortis Dev Dares Fans to Question the Game’s Soulslike Credentials: ‘If You Are Not Sure About It, Challenge Us’

Valor Mortis, the first-person action game set in an alt-history version of the Napoleonic wars, was announced earlier this year at Gamescom Opening Night Live. In its announcement and subsequent marketing, the developers have been clear about one big element of Valor Mortis: it’s a soulslike.

Sure, it’s a first-person game, which automatically makes it look radically different from any FromSoftware game or even the 2D soulslikes such as Hollow Knight, Nine Sols, and Blasphemous. But speaking to me at the Game Industry Conference in Poznań, Wielkopolska, game director Radosław Ratusznik was hyperaware of the expectations that such a bold declaration would immediately attach to Valor Mortis. And he’s determined to do right by players while remaining committed to the perspective shift.

Valor Mortis is being developed by One More Level, the studio behind 2020’s Ghostrunner. Ratusznik tells me that the studio is largely made up of Souls game fans who badly wanted to tackle the genre, but knew they needed more development experience as a group first. This, he says, is what led to Ghostrunner, which is a first-person action game that, at least by our own estimation, was pretty great.

With one success under their belt, One More Level turned to Valor Mortis. Ratusznik says that the idea for gameplay came before the game’s setting – the team wanted something that would let them mix melee combat and firearms with the more magical mutant abilities. It just so happened that the game’s lead concept artist was also an historian with a lot of knowledge on Napoleonic Europe.

Which is how Valor Mortis ended up set during the Napoleonic Wars, featuring a monstrous Napoleon raising an army of undead mutants to rampage across Europe.

“I think, for many players, the Napoleonic era sounds really to be like… I don’t want to say unattractive, but with this silly uniform, something like that, they’re not treating it like something that is maybe attractive for them, and we wanted to change that a little bit,” Ratusznik says. “We think that this is a significant part of our history here in Europe, Napoleon as the emperor, and we want to tell the story, our own version about it. It’s not historically accurate. So we don’t want to educate players, of course, about the history, but we think that it’s something unique, something new for the players to play, to explore.”

You play as William, a British soldier who initially joined Napoleon’s army wooed by promises of a free Europe, but who is gradually coming to the realization that war is far from rosy. Unlike his fellow soldiers, William can control the nephtoglobin, the substance that prompts the undead mutation, and is able to retain his sanity while making use of its powers and fighting his way through the gruesome, warped battlefields left in Napoleon’s wake.

“The theme of horror is very important for us,” Ratusznik explains. “So it’s not even just these monsters that you are fighting. We are also telling the story about the war and how there are no winners, no true winners at war. That we are in the middle of this conflict, we will learn about each side of the conflict. So this is a story about the foreign soldier in the foreign army, in the foreign land, because we are exploring the eastern parts of Europe. We are not telling if it’s Poland or is it some other country. So it’s more like a universal story about soldiers in the war.”

Having played quite a bit of Valor Mortis at GIC, I can confirm that despite how silly the premise seemed to me initially, One More Level has indeed made something pretty unsettling. An image permanently burned into my memory is of a soldier in uniform, on all fours, leaping out at me like a dog from behind a pile of bodies. But instead of looking at me with his face, his head was contorted downward to put his large, ridiculous, fuzzy wig-hat out front, which had opened down the middle into a mouth full of teeth and was snarling at me as it attacked. Weird, startling, and very effective.

But whatever you think of the setting, the gameplay is fundamentally very souls. There’s a stamina meter to manage, poise meters on enemies to break with attacks and well-timed parries. When you die, you of course drop all the currency you’ve collected from enemies as you go and have to fetch it back, or lose it forever. And there are bonfires (in this case, lanterns) that serve as safe spots and checkpoints to restart from with each death. Valor Mortis is also quite difficult. I won’t pretend to be the best Souls player around (I’m decidedly middling) but I spent a good long while running up against the game’s first (I think) boss, which had two phases, summoned smaller enemies, and had an enormous attack radius. I died. A lot.

And yet, Ratusznik is on the defensive about whether his game qualifies as a Soulslike or not, in part because of the first-person perspective, but also because of the high expectations put on any game that purports to hail from that tradition by its many fans.

“I think that the genre is such a demanding thing that if you want to create a good thing for this demanding community, you need to be very well prepared,” Ratusznik says. “And we wanted to communicate it this way. We are telling people, ‘We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.’ And we are perfectly fine with that. And we know that players after the playtest, after showing the game at Gamescom, at TGS, we were also on PAX in Seattle, and all the players who are playing, they are telling us, ‘I was doubtful about it that you can manage to make a Soulslike in first-person, but after playing it, I believe you. It’s true. It’s a Soulslike in first-person.’ So that’s what’s very cool for me. I mean, personally, as a fan of the genre, that we managed to deliver the game in the genre, it’s something amazing.”

We are a Soulslike. And If you are not sure about it, you can challenge us. You can ask us why we think it’s Soulslike.

So I ask Ratusznik, what does it mean to be a Soulslike? What are the defining characteristics, to him, that Valor Mortis just had to embody?

“Well there is always a debate, how many features from the FromSoft games should game have to be a Soulslike?” he says. “So in our example is, of course, a stamina-based combat system. So that’s the first thing. Then we have the checkpoints that are kind of similar to the bonfires in Soulslike. In our game this is a lantern. So you have to reach the lantern to save, make your checkpoints. When you die, you will start from this place. You can then rest, the enemies will come back to life. So this kind of thing is present. But also the exploration is very important, I think, for the Soulslike in this kind of Metroidvania approach in the level structure.

“In our game we even push it further. So we also have these elements of Metroidvania, such as abilities that you are gathering that you can use on previously visited levels to unlock some alternative paths. Also the shortcuts are very important, so you need to explore to find the shortcuts to get faster to the safe point, to these checkpoints or something. So there is a lot of that. And also, the boss fights as the true challenges, very demanding. So I think, yeah, I mean these elements are there for sure, but it’s not like we are taking all of it blindly. We are thinking about each of this and how it’ll fit our vision for this game and also the first-person perspective, which is kind of tricky.”

The perspective switch really is a difference maker for Valor Mortis, as it transforms how combat plays out, how parries and dodges and swings need to be timed and directed, and how boss mechanics can be tuned for challenge. But given the popularity of the Soulslike genre, I’m surprised that there aren’t more first-person Souls games out there – most people just follow in either the Dark Souls tradition or the Hollow Knight one. Why is that?

“I think it’s not easy to make it happen, to be honest,” Ratusznik says. “I mean we did Ghostrunner, so we learned how to make first-person melee combat. And even for us, it was not easy to make the melee combat in first-person satisfying and not confusing. But in Poland we can do it because we have Dying Light, Cyberpunk is also with first-person combat. And we have our games, so Ghostrunner and now Valor Mortis. So it’s a bit tricky.

“You need to make at least a few tricks to somehow help players to get better feedback from each of the actions that they are taking. So for example, when we attack the enemies, we have some kind of a system that is in the action fighting games where you are snapped to the enemy, pulled to the enemy somehow. So we are attacking and the system is assisting you in getting closer to the enemies. Because it’s hard to tell the distance. Both the collider of your weapon is a little bit bigger than you expect just to feel that you hit it. So we need to set it up properly. There are a lot of small things that you have to add to make this combat feel juicy but also satisfying for the players. Of course on top of that there are proper animations, proper animation of the enemies, of the reactions of the enemies. Sound design is very important. Also…there needs to be some additional assets, like some arrows, some indicators that are telling you that if someone is behind you, these kinds of things.”

When we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game.

Valor Mortis is planned for a 2026 release on PC, PS5, and Xbox. I ask Ratusznik how it’s been developing for consoles this generation, and he gives me a rather surprising take: he really likes the Xbox Series S.

“Each generation is easier, the certification process is easier and also the knowledge of the hardware is bigger among the developers,” he says. “So I think also the fact that you have to optimize for all consoles is beneficial for all the players, right? So when we need to optimize our game for Xbox Series S, then the PC players also get a more optimized game, right?

“I know a lot of players who really love, for example, one genre or one type of game. They are only playing, I don’t know, Call Duty or Gears of War, so they don’t have to buy the newest stuff to play their games. So they have the Series S. And if you try to make a PC for the same cost, for example, it won’t be possible, right? So if we manage to optimize the game for the S, I know that a lot of developers are struggling with it, but I think it’s more like a challenge that you should handle to make the game optimized for players.”

But there is one console conspicuously missing from the lineup. Where’s the Nintendo Switch 2?

“I mean I would love that one day,” Ratusznik says. “So we are considering it. It’s not like that we are announcing anything, but personally I would love to bring this game to Switch 2. I think that it would be nice to see this type of game on this console.”

We also spoke to Ratusznik at GIC about Soulslike difficulty, and why the game might have an easy mode, but won’t have a bunch of other difficulty settings. You can read our conversation right here.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

The Steam Deck now lets you do low-power, screen-off downloads, finally

In ‘Yeahhh, probably should have had that already’ news, the Steam Deck and Steam Deck OLED are getting a new low-power mode that will let the handheld PCs continue any active downloads with the display switched off. It’s part of a SteamOS update that’s available right now on the Beta and Preview channels, at last closing a longstanding feature gap that’s had us all downloading games to our Decks with the screens chewing up precious battery life. Like savages.

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Glittering, gut-churning FPS Hyper Demon gets a free standalone 1v1 multiplayer release on Steam

How to describe Sorath’s Hyper Demon, other than by labelling it an arena score-attacking FPS from the developer of Devil Daggers? Well, imagine you’re a caveman, the descendant of a forgotten tribe miraculously preserved in the remote wilds. You accidentally eat some fermented berries one day and stumble upon a billionaire’s wilderness Halloween fancy dress party.

Delirious and appalled by the teeming lights and faces, you trip and wedge your head inside the giant, Cirque-du-Soleil-supplied crystal ball the guests are using to predict each other’s net worth fluctuations over the next year. Then you’re chased into the middle of a firework show by flunkeys dressed as vintage heavy metal album covers, while the jet setters throw jewelry and bioluminescent canapes. There you go, this is approximately the experience of playing Hyper Demon. If you don’t believe me, there’s now a free 1v1 multiplayer version of the game on Steam.

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Bethesda Issues Fallout 4 Mod Warning Ahead of Anniversary Edition Release, Patch Will Make Gameplay and Performance Improvements as Well as Add New Creations Menu

Bethesda has outlined the patch notes for Fallout 4 ahead of the release of the Creations Menu update and Anniversary Edition.

During the recent Fallout Day broadcast, Bethesda announced Fallout 4 Anniversary Edition, due out across PC, PlayStation, and Xbox on November 10, 2025.

Fallout 4 Anniversary Edition — designed to coincide with the post-apocalyptic role-playing game’s 10th anniversary — contains the six official add-ons and over 150 pieces of Creation Club content. Creations (user created content) arrive in Fallout 4 via a brand new in-game Creations menu, which will make it easy for players to find and download the new content on PC and console.

Now, Bethesda has detailed Fallout 4’s Creation Menu update, due out on November 10 alongside the release of the Anniversary Edition, and it includes more than expected. However, Bethesda issued a warning to mod users. Fallout 4 mods will undergo maintenance November 6-10, and during this time, Fallout 4 mods and Creation Club will be offline. This means you won’t be able to download or upload any new content (you’ll still have access to change your mod load order and play the game).

Bethesda asked players to disable any mods that change the main menu before the November 10 update (which requires changes to the main menu screen). If you don’t, the mods may break with the patch.

“Thank you for your patience as we work to roll these changes out and lay the groundwork for things like additional storage for Creations,” Bethesda said in a post on Steam.

Meanwhile, the Fallout 4 patch notes reveal some surprising but welcome gameplay and performance improvements. VATS Accuracy should now be fixed so hit chances are consistent across platforms and no longer drop to 0% or show incorrect values (this has been a problem for some time). Targeting enemies through walls without the Penetrator perk is no longer possible, too. There’s also improved Ultrawide and Super Ultrawide Support, and Resolution Detection (Autodetect now sets supported display resolutions, preventing crashes on launch).

Fallout 4 Anniversary Edition Creation Club content includes unique weapons, power armor, Pip Boy paint jobs, and more. During Fallout Day, Bethesda teased some of the Creations in the works, including one that will bring a “slice of the Mojave Desert” to the Commonwealth, an escape room experience, and even a mind’s eye version of your spouse voiced by the original actors you can interact with. The six official expansions included are the Far Harbor, Automatron, and Nuka-World story add-ons, and the Contraptions, Vault-Tec, and Wasteland Workshop add-ons.

Fallout 4 Anniversary Edition will be available on Xbox Series X and S, Xbox One, PlayStation 5, PlayStation 4, Steam and PC. It’s coming to Nintendo Switch 2 at some point in 2026, marking the first time Fallout 4 will be available on a Nintendo console. Patch notes are below.

Fallout 4 – Creations Menu Update November 10 patch notes:

  • Creations Menu: A new in-game Creations menu has been added, making it easier than ever to discover, download and enjoy content from professional developers and passionate enthusiasts alike.

Gameplay & Performance

  • VATS Accuracy: VATS hit chances are now consistent across platforms and no longer drop to 0% or show incorrect values. Targeting enemies through walls without the Penetrator perk is no longer possible.
  • NPC Visual Creations: Fixed stuttering and hitching caused by Creations that edit NPC visuals. Performance is improved when using such Creations.

Stability & Crashes

  • BNET Connectivity: Better handling when there is a  Bethesda.net outage
  • Crafting Station Crash: Interacting with crafting stations or the workshop on ultrawide monitors no longer causes crashes.

Ultrawide & Super Ultrawide Support

  • UI & HUD Scaling: UI elements, HUD backgrounds, and item previews now scale correctly for 21:9 and 32:9 aspect ratios. Menus, quest updates, tutorials, workshops, and inspected objects are no longer stretched or squished.
  • Pip-Boy Map: Players can now place markers, fast travel, and pan the map to the right side in the Pip-Boy when using ultrawide resolutions.
  • Save Preview Images: Save preview images are now letterboxed to avoid looking squished on ultrawide monitors.

Miscellaneous

  • Resolution Detection: Autodetect now sets supported display resolutions, preventing crashes on launch.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Nintendo Releases A Storefront App For Android And iOS

With play activity available for 3DS and Wii U.

Nintendo has launched a storefront app – simply titled Nintendo Store – for Android and iOS, letting you browse everything including eShop titles, accessories, amiibo, apparel, and more.

Originally available exclusively in Japan as the ‘My Nintendo’ app, this has now been updated and reworked for worldwide use. It’s not quite a dedicated experience, mind you, since clicking on any given product will take you through to the relevant page in your default browser.

Read the full article on nintendolife.com

Nintendo: 84% Of Switch 2 Players Transitioned From The Original Switch

The new hybrid system has now sold over 10 million units.

As we’ve now seen, Switch 2 sales have seemingly exceeded Nintendo’s expectations, after shifting 10.36 million units as of 30th September 2025. This has also reportedly resulted in a slump in Switch sales, with Nintendo cutting back its forecast of the original hybrid system.

Read the full article on nintendolife.com

(For Southeast Asia) “It Happens on PS5” campaign captures the unexpected and unforgettable moments PS5 has to offer

We’re approaching the five year anniversary of the PS5 console’s launch, and it’s amazing to see the number of  incredible experiences PS5 has brought to players everywhere – and there are more adventures to come. Through these past five years, our players have shared their reactions of awe, excitement, and surprise at the extraordinary moments  they’ve witnessed while playing PS5. That’s the inspiration for our new ad campaign – we’re capturing the spirit of these moments when the most unexpected and unforgettable experiences happen on PS5.

The video campaign, launching today, will feature three distinct stories:

The Greatest Stunt Jump Ever

(For Southeast Asia) “It Happens on PS5” campaign captures the unexpected and unforgettable moments PS5 has to offer

The Unexpected Catch

(For Southeast Asia) “It Happens on PS5” campaign captures the unexpected and unforgettable moments PS5 has to offer

Everyday Problems in Extraordinary Vehicles

(For Southeast Asia) “It Happens on PS5” campaign captures the unexpected and unforgettable moments PS5 has to offer

We look forward to seeing more reactions and extraordinary moments that our fans share online with the world. There are many more incredible journeys to come as it often happens on PS5!

Learn more about the new “It Happens on PS5” campaign over at the SIE Blog.

The Best Puzzle Tables and Boards for the Ultimate Puzzle Station

As avid puzzlers know full well, the humble jigsaw puzzle is a thing of beauty in multiple ways. Not only are jigsaws an absorbing time sink, but multiple studies have demonstrated they are good for you both mentally and physically. As you fit the pieces into place, they can be enjoyed alone or as a communal activity, and remain to be a fun hobby for all ages. Plus, when you’re finished, you’re often left with a delightful piece of art and sense of accomplishment.

The only downside to puzzles is they can take up a surprising amount of space, especially puzzles with 1000+ pieces. If you get into working on bigger puzzles, they can eat up your dining room table, coffee table or desk space for long stretches of time. This is why many jigsaw fans have a dedicated puzzle-solving table or board these days, often equipped with useful accessories. You have foldable and portable options, multi-purpose tables (for playing cards and the like), and ones with drawers to organize the pieces as you go. No matter what you’re looking for or what your budget is, we’ve found some viable options for you below.

TL;DR: These Are the Best Puzzle Tables and Boards

If you’ve got the puzzle bug or simply want an easier setup for regular puzzling, below are our top puzzle table and board picks right now to solve your space and storage problems, no matter your budget. Each of our picks represent a different category of table or board to fit different jigsaw puzzle needs. There are a lot of different options to choose from within these categories, so we’ve narrowed it down to one entry for each that we think fits the category best.

1. Bits and Pieces Fold and Go Table

Best for portability

This Bits and Pieces puzzle table has it all in one convenient package that can be easily moved around. It stores completely flat but extends into a good-sized table with fold-out legs and a felt covering to make it easy to pick up and push in pieces. The side arms can be used to arrange pieces you have yet to fit into the main puzzle, giving you plenty of room to work.

Because it stores flat, it also functions as a puzzle protector, allowing you to fold the flaps inward to cover your work in progress. It can then be slid conveniently under furniture until you’re ready to dive in again. And if you like puzzling on the go, this table’s lightweight and has a carry handle. As a bonus, this table is multi-purpose for card games, reading, writing and the like. It’s a great portable puzzle table that is built to handle up to 1500 piece jigsaw puzzles.

2. Vociprooter Puzzle Board

Best for laps

Some puzzlers prefer the comfort of working from their laps on a favorite chair or sofa, but that can be almost impossible with larger puzzles. To solve this problem, consider one of these handy puzzle folders which offer a hard surface you can spread out and balance on your knees.

The wings offer trays to put puzzle pieces on while you’re still working. When you want to finish a session, you can move the trays into the center and zip the wings closed to seal the puzzle. It can then be tucked away out of sight until you’re ready to carry on. This handy design comes in a variety of sizes to suit your puzzling preferences.

3. Jigitz Puzzle Spinner

Best for collaborative puzzling

Having a lazy susan for your jigsaw puzzle is such a great idea it’s surprising more companies haven’t put one on the market. If you’re puzzling with friends it’s much more convenient to reach the piece you’re working on. If you’re puzzling alone, it lets you easily access every side of the puzzle without having to leave your spot, as well as try different angles to see if a new perspective sparks a new idea for a match between possible pieces.

This particular Jigitz spinning table topper comes with a felt backing for convenience, a hardwood rim, and can hold puzzles up to 34” x 34” (which should cover most 1000 piece puzzles). And if you’re into jigsaws of different shapes, there’s a circular option from the same manufacturer, too.

In addition to puzzle use, this spinning board is also excellent for playing board games like Scrabble where rotating the board is quite useful. Though a dedicated board game table is still worthwhile if you are looking to mostly use it for that.

4. Jumbl 1000-Piece Puzzle Board Rack

Best for storing pieces

Here’s another full puzzle table with fold-out legs for your consideration. From Jumbl, this table’s a little bulkier than some others on this list, but that’s because it comes with a hidden benefit: slide-out drawers to store your puzzle pieces. Anything you’re currently clueless about can be hidden away until you’re ready, as can part-finished sections that aren’t quite ready to join the main puzzle.

The table is thoughtfully designed in a number of other respects, from the attractive varnished finish to the two-sided rail that gives you clear access from different angles while keeping the puzzle in place. And if you don’t need it freestanding, it’s thin enough to sit conveniently on a tabletop or other surface.

This particular puzzle table is only meant to handle up to 1000-piece puzzles, but with the addition of the drawers, it should be able to scale up to 1500 pieces or more.

5. Playvibe Puzzle Board

Best table topper

Our previous recommendation will sit atop a table, but it’s a little bulky should that be your primary mode of play. This one, from Playvibe, is a dedicated, slimline table-topper with felt feet to grip surfaces and six handy drawers to help store and organize your pieces.

Fully enclosed edging helps keep your puzzle secure, and the board comes with an acetate cover that fits between the rails to protect half-finished segments when not in use. It’s also made of lightweight wood, so it’s sturdy but still easy to move around from surface to surface as it suits you.

6. All4Jig Tilting Puzzle Table

Best dedicated tilting table

Regular puzzle players will be familiar with the postural problems that can arise from being bent over a surface for a long stretch. If that’s a problem for you, then the answer might be a tilting table like this one from ALL4JIG that leans toward you from different angles, allowing you to sit back and relax in a comfy seat while enjoying your puzzle.

The board has a thick lower lip designed to keep a separate puzzling board in place, but you can play directly on the table’s surface if desired. It’s on wheels, so you can maneuver it into position around your seat, and it comes in a neat wood laminate finish.

7. Becko Angle Puzzle Board

Best table topper that tilts

A table that tilts toward you as you play is obviously useful, but some players don’t want a whole table to do that, only a stand-alone board. This table from Becko offers that convenience in a particularly solid and useful package with a natural pine wood frame.

It’s been thoughtfully designed, with a flannelette (like flannel, but not quite) surface to grip and sort your pieces, while the supplied bracket gives you a choice of angles and can actually be used with other boards. So it’s super useful if you’ve got more than one puzzle on the go at once.

8. Arnsten Puzzle Table with Removable Glass Top

Best coffee table for puzzles

If you’re looking for a more permanent fixture in your living room, this coffee table from Wildon Home is an excellent option. I includes three drawers for all of your extra pieces as well as a nice flast surface for you to actually assemble puzzles. Best of all, there’s a removable glass top that lets you convert your puzzle table into an actual coffee table any time you want. It’s a bit more expensive than the other options on our list, but what you get is a high-quality piece of furniture for your living room that just so happens to be puzzle friendly.

Puzzle Board FAQs

Puzzle Mats vs Puzzle Boards: Which is better?

Puzzle boards and puzzle mats are both tools avid puzzlers can use to organize their workspace and keep track of pieces. If you’re looking to buy either as gift for the puzzler in your life, there are a few things to consider/

Boards are more expensive but offer more features, like pullout trays and other storage options, that help puzzlers organize their projects. The main benefit of a puzzle board is stability, as these boards are typically made from wood and offer a sturdy, flat surface. While they may take up more space, an in-progress or completed puzzle can still be safely moved between locations on a wooden puzzle board.

Puzzle mats are a cheaper and more lightweight alternative to puzzle boards. Mats, usually made with felt, can be rolled up and stowed away. Putting away a mat may be easier than finding a space for a full-blown board, but these mats are also flimsier. Pieces may not stay together as firmly on a softer surface, and there are no additional storage features to keep track of them. While mats help puzzlers establish a clear workspace, they require an existing flat surface for stability.

What is the best size for a puzzle board?

When researching puzzle boards, consider the amount of space available to you as well as the size of puzzles you like to put together. Many boards indicate what size puzzles they work best for, and some even have dimensions for different puzzles drawn out on their surface.

Most puzzle boards range from about 27 to 35 inches in length. A 30″ x 22″ puzzle board can comfortably fit most 1000 piece puzzles, though daring puzzlers who tackle more than 1500 or 2000 pieces at a time may need a board closer to 35 inches long.

You may need to pick a specific space in your home to dedicate to a puzzle board. Alternatively, you may look into puzzle mats or foldable puzzle tables that can be stored when not in use. All in all, the ideal size for a puzzle board is what will support your favorite puzzles without dominating your space.

For more, check out the 10 best puzzles for adults right now and the best jigsaw puzzle brands for all ages!

Matt Thrower is a contributing freelance board game and video game writer for IGN. (Board, video, all sorts of games!)

Dragon Quest VII: Reimagined Will Have A “New Conclusion” Depending On Your Choices

Fragments of a New Future?

The Dragon Quest train just isn’t slowing down; despite the fact we just got Dragon Quest I & II HD-2D Remake, we’re actually just months away (5th February 2026) from the arrival of Dragon Quest VII: Reimagined on Switch 1 & 2, and there’s plenty to be excited about.

Game Informer has spent some exclusive time at Square Enix’s Shibuya, Tokyo offices, and that also involves chatting to the game’s producer, Takeshi Ichikawa, who has shared some interesting news about the upcoming game — it’ll have a “new conclusion”.

Read the full article on nintendolife.com