Tabletop Tavern is Total War meets Slay The Spire set in a medieval Games Workshop

Tabletop Tavern is, currently, not quite where it needs to be to properly scratch that Total War: Warhammer itch. The units can be a bit flaky, charges lack impact, and there’s just not enough to do to keep early battles interesting. What is it, however, is a great concept with a lot of personality: you’re playing actual tabletop miniatures inside a medieval tavern, gradually building up your army across Slay The Spire style branching progression nodes. I’m absolutely rooting for it, simply because there’s still so little offering a comparable strategy experience to Total War, and also because it’s made by a solo dev. Trailer below, and here’s a Steam demo.

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Nintendo Removes Variable Refresh Rate TV Mention On Switch 2 Websites

Updated descriptions in US, Canada, Japan, not yet in Europe.

Nintendo Switch 2 is sporting all sorts of modern technology and one other addition is variable refresh rate (VRR) support.

This has been highlighted on Nintendo’s official website alongside all the other upgrades for this new hardware. Nintendo has been nice enough to provide a description about what exactly this technology does:

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ICYMI: Nintendo Reminds Us Game Vouchers Won’t Work On Switch 2 Exclusives

The Switch 2 is also backwards compatible.

Switch 2 is an evolution of the original device in all sorts of ways, but there’s also a fair bit of overlap with current and existing systems in place.

With this in consideration, Nintendo has today issued a reminder about how the current Switch Online game voucher service isn’t eligible with Switch 2 exclusives. In other words, you can’t redeem games like Mario Kart World or Donkey Kong Bananza which have now been confirmed as games exclusively available for Switch 2.

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CD Projekt Red Coy On Witcher 3 Upgrade For Switch 2

The developer is “all in on Cyberpunk” for now.

Before Cyberpunk 2077, the Polish developer CD Projekt Red was best known for its work on The Witcher series including the award-winning third entry.

With its futuristic title now confirmed for the Switch 2, it’s got many Witcher fans wondering if it will maybe one day bring The Witcher 3: Wild Hunt to Nintendo’s new hardware in some way or form, following the “impossible port” on the original Switch.

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This Massive Mass Effect Comics & Art Book Bundle Is Only $8.99 at Fanatical Right Now

Mass Effect is one of the most beloved RPG series of all time, with many fascinated by the characters, locations, and secrets hidden throughout its universe. If you’re a huge fan of the games looking for more, Fanatical just relased a new bundle featuring 11 different Mass Effect graphic novels and art books. You can score almost $140 worth of items for just $8.99 with this bundle.

Mass Effect Comics & Art Book Bundle Available Now at Fanatical

There are two tiers available in this bundle. The first will give you access to three products for $1.99, while the second offers a total of 11 different books for $8.99. Eight different graphic novels, including the Mass Effect: Evolution series, are included in this bundle, each written by key members of the Mass Effect writing team. Many of the franchise’s most beloved characters are featured in these comics, which makes these a must-read for any Mass Effect fan looking to peer beyond the games.

In addition to the comics, you’ll also score three amazing Mass Effect art books. This includes The Art of The Mass Effect Universe, The Art of The Mass Effect Trilogy, and The Art of Mass Effect: Andromeda. If you’re interested in learning how the Mass Effect games were conceptualized or simply wish to look at gorgeous concept art, these art books contain over 600 pages of material to scroll through.

All books will be DRM-free and downloadable in PDF format, so you can ensure you will have access to this collection wherever you go. This bundle won’t last forever, so be sure to secure yours now at Fanatical if you’re interested. At only $8.99, it’s a pretty cheap investment.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.

One Of The Best EarthBound-Inspired Indie RPGs Is Finally Confirmed For Switch

Oh, Jimmy…

We all know just how influential EarthBound is at this point. Despite initially underselling and putting people off with weird marketing campaigns, the game (and, in turn, series) is one of the most beloved games on the SNES. So it’s no wonder that EarthBound-inspired games are a dime a dozen.

Here’s one that may have flown under the radar for many, however — Jimmy and the Pulsating Mass from solo developer Kasey Ozymy, a “guy from Texas” who loves Japanese and Japanese-style RPGs. His debut game, made entirely in RPG Maker, launched on Steam and itch.io in August 2018. And now, Ozymy’s studio, Starseed Games, is partnering with publisher Electric Airship to bring the turn-based RPG to all consoles, including Switch.

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Mandragora: Whispers of the Witch Tree Review in Progress

After about six hours of side scrolling through the dark fantasy dystopia of Mandragora: Whispers of the Witch Tree, I find myself equal parts captivated by a detailed world I’ve only just begun to understand, and worried the combat that takes place within it could wear thin throughout the supposed 40-hour runtime. The story has been really compelling so far, full of body horror monsters, an extremely dark society controlled by the creepiest people imaginable, and decisions that are designed to make you squirm. But in between visits to the nearest town and chatting with my growing party back at camp, I’ve been blowing my way through fights that aren’t very novel or challenging – and while it’s too early to say for sure, that already seems like kind of a big problem for an action-RPG with soulslike sensibilities.

Ah, yes. The ol’ “is this a soulslike?” question. Is every game in 2025 technically a soulslike? I dunno – at this point, probably. Do genre labels matter even a little bit? Absolutely not. Well, regardless, Mandragora definitely borrows certain ideas you’ll recognize, like save points that respawn enemies, highly deadly bosses, and a leveling currency that can be permanently lost upon death if you fail to retrieve it. But it’s also got a bit of 2D platforming and exploration, dense skill trees for each of its six character classes, and some pretty in-depth equipment and crafting systems that place it pretty squarely in the action-RPG space. (No, not an ARPG, because those are… you know what, nevermind.) It’s a good mix that stands out as its own kind of thing, but the important part is that you’re going to be swinging melee weapons, dodge rolling away from attacks, slinging spells, and swinging across gaps with a grapple hook.

As you do so, you’ll get to know Faelduum, Mandragora’s pessimistic and creepy world that’s been overrun by evil creatures who have left humanity cowering behind city walls. You play as an inquisitor who gets involved in a witch hunt and is sent out into the world in search of evils to kill, all while the creepy voice of a monster you sympathy murdered whispers things in your head (long story). I don’t know where this is all going just yet, but I’m intrigued by its setup, and that’s despite the fact that I’m pretty over edgy fantasy settings in general.

This has got to be my 30th soulslike in the past couple of years, many of which really love the whole creepy fantasy vibe, so I was worried Mandragora would be more of the same – but that fear has been unwarranted. I’ve been impressed with the depth of Faelduum, the cast of characters who occupy it, and the troubling choices I’ve been asked to make within it. I’m very curious why witches in this universe traded in their pointy hats and broomsticks to appear as overly large flesh monsters, or why the entire world has been consumed by evil creatures while humans hide in ruined, deeply unjust cities, or why the heck my character has been absorbing dark energy called Entropy into his body, which really seems like something that’s probably not going to work out for him later on.

I’ve been impressed with this world and the characters who occupy it.

The environments can admittedly look a bit generic on the surface when running from place to place, but Mandragora uses a really neat painterly art style during cutscenes or when talking to other characters, with animated portraits you’d expect to find hanging in the halls of Hogwarts. I’m also genuinely interested in the characters I’ve met, like the reckless treasure hunter and incorrigible lady’s man who’s been making my maps or the kind-hearted blacksmith who builds weapons he’d never have the heart to use himself. Their dialogue has been pretty decent, and I’m excited to see where the larger story goes as a result.

However, when it comes to the action itself, so far I’ve mostly been fighting a whole lot of sluggish soldiers and pushover rats, which have me dodge rolling back and forth each time they take a swing, then getting a few hits in before doing so again. Not only does there not seem to be much to the combat, I’ve already seen repeated boss fights after just a handful of hours – usually not a great sign for overall enemy variety. That said, I’ve also only played as one of the six classes as of now (a dual-bladed agility-focused warrior) and perhaps I simply chose one of the more milquetoast characters or haven’t hit the point where they start to become interesting. With dense skill trees filled with powers to unlock and lots of equipment left to loot and craft, there’s plenty of time for me to potentially fall in love with these 2D bouts.

As a side scroller, there’s also a fair bit of platforming and secret hunting to be done, but those sections have mostly worked as the most minor of breaks in between combat sequences. There’s been little in the way of puzzles to solve or any memorable sections where dodging traps and perilous pitfalls was front and center in these early hours. Of course, there are clear metroidvania-style tells that I still need to obtain some special tools or abilities to unlock more options, like the grapple hook it feels very obvious I am eventually going to get, so here’s hoping that whatever lies ‘round the bend will add a little more depth to this aspect of Mandragora.

As we didn’t get review code until close to launch, the PlayStation dashboard estimates I’m only 20% through the campaign, and the description on its Steam store page claims the story is 40+ hours long, so only time will tell if the platforming and combat can rise to the same level as the story and art. As of now, I’m certainly enjoying myself enough to keep pushing through and see how things develop at least, and if Mandragora’s RPG menus filled with an insane number of possibilities are any indication, there’s quite a bit left to see before my final review next week.

Digital Foundry Dives Into Cyberpunk 2077 On Switch 2

“It does seem to run well in some scenarios”.

Cyberpunk 2077 had a notoriously rough launch back in 2020. The game is in far better shape today, but memories of five years ago had us feeling slightly apprehensive when the open-world RPG was announced as a Switch 2 launch title — are we going to see a launch day repeat? Does Switch 2 have the power for decent performance? What about the sections that even the PS5 struggles with?

To put some of those worries to rest, the tech wizards over at Digital Foundry have gone hands-on with the Switch 2 version of the game, and are here to provide a technical breakdown of what they saw.

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