No matter how much I learn about the workings of computers, it will always be Tron in there. Little programs, running around on the Grid, trying to keep the whole system from falling apart. So, Tron: Catalyst felt right up my street. It does a great job of visually replicating that digital world and there is a great idea at its core. Unfortunately, the gameplay didn’t quite live up to the premise. By the end, I was left feeling like the program needed more time to compile.
Tron: Catalyst starts strong – we are introduced to a courier program named Exo who, due to a package exploding in her hands, begins glitching. Her glitches cause her to relive loops of time over and over, a power she uses to escape from prison and uncover a conspiracy surrounding the approaching reset of the Grid. There are competing factions trying to preserve or destroy the Grid; Core seeks to control the Grid with brute force while Automata seek to impart free will to all programs.
The Indie Game Summer Cookout is Here: Indie Selects for June 2025
Raymond Estrada, Steven Allen, Oscar Polanco, Deron MannID@Xbox Grillmasters
Break out the beach blankets, dust off the ice chest, and unfold those camping chairs because summer is here. The barbecue grill is out and the ID@Xbox team is serving up our hottest indie game picks. It wasn’t easy putting together these Monthly Selects as everyone on the team wanted something different for this cookout.
Being the considerate cook, I made sure to ask everyone the important questions, “How do you like your stakes: cozy or world-ending? Who wants puzzles in their game? I can add RPGs, but let me know if you want skill tree leveling or just upgrades? How many would like some terraforming? How many birds should I throw on? Who brought the duck?” When it was all said and done, our handpicked indie games for June turned out to be quite the spread.
Here’s what we’ve got for you this month (in no particular order):
Fantasy Life i: The Girl Who Steals Time is what happens when a life sim and an RPG collide with a dash of time travel for good measure. Developed by Level-5, this sequel to the beloved Fantasy Life lets players take on one (or all) of 14 different Lives, from combat-oriented classes like Mercenary or Paladin to creative paths like Woodcutter, Cook, or Alchemist. The twist? You’re not just leveling up, you’re also building and rebuilding an island across two timelines.
What keeps me coming back is its sheer sense of freedom. Want to fish all day? You can. Want to dive into dungeons? Absolutely. Feel like forging armor in the morning and baking cakes at night? Go for it. Each “Life” (class) feels rewarding and distinct, and the ability to switch between them whenever you like means no playstyle ever feels locked in.
As someone who loves optimizing systems and exploring interconnected mechanics, I was drawn in and captivated. Every Life has its own skill tree, equipment, and crafting systems, and they all feed into each other in clever ways. For example, leveling up as a Miner means you can gather rare ore to use as a Blacksmith, which you can then sell as a Merchant. It’s a gameplay loop that rewards multitasking without being overwhelming.
I’ve found great satisfaction building out my village, experimenting with classes, and diving into both timelines, and it’s the kind of game that scratches multiple itches. Want a bit of combat? Explore a dungeon. Want to relax? Go fishing or furnish your home. The pacing is gentle but steady, with just enough story to keep you curious.
If you’re a fan of games like Dragon Quest Builders, My Time at Portia, or even Stardew Valley, this offers a similarly satisfying sense of progression and control. While the tone is lighthearted and accessible, the depth is there for anyone willing to explore it. Fantasy Life i is more than just charming, it’s cleverly designed and genuinely rewarding. – Steven Allen
Step into this Slow-Life RPG where you can freely switch between 14 unique jobs, so called “Lives,” and enjoy a carefree life in a fantasy world.
Fish, cook, shape the island to your liking, or team up with friends to battle monsters across the vast world.
It’s up to you to choose what kind of Life you’ll live!
■A Dragon Guides You to a Mysterious Island
You are an adventurer who sets sail with the archaeologist Edward and his team.
Following the light emanating from a dragon’s fossil, you discover an uncharted, deserted island.
A vast abyss, a dragon made of bone, and a girl’s message that begs you to save the world…
Travel between the island that thrived 1,000 years ago and the present-day island to unravel the mystery of its downfall!
■14 Unique Lives to Make Yours Brighter
In this world, a “Life” is the equivalent of a job.
Each has its own characteristics and provides various ways to enjoy yourself.
Collect ingredients or materials with Gathering Lives, create weapons or cook dishes with Crafting Lives, or fight monsters with Combat Lives. You can switch between any Life at any time, creating a life that’s uniquely yours.
■Shape the Island! Create Your Town!
Use Lives to gather materials and restore the island to its former glory!
Not only can you place houses and objects, but you can also alter the landscape and draw rivers and roads to create a truly unique island.
Expand your house, place some furniture, and decorate the interior however you like!
■Embark on an Open-World Adventure!
Freely explore the largest continent in the series!
Climb ledges, swim across rivers and lakes, or ride on mounts – With these new actions you can explore the world without limits!
■Endless Fun with Multiplayer!
Enjoy multiplayer with up to 4 players!
Invite friends to your island, explore dungeons, or find your own ways to have fun together!
If you have two controllers, you can also use the 2 Player Family Co-op feature where one player can join the adventure as your travel companion without needing to connect online!
Part 2D-ish narrative puzzle adventure, part creative mythmaking, 30 Birds is a journey through a super fantastical world built based on Persian art and music, asking you to find all the birds to help a world restore their goddess to her rightful throne. If you need something a little more chill, look no further than this quasi-psychedelic, diorama-style adventure that puts you smack dab in the middle of a teeming, incredibly beautiful world as Zig, an intrepid explorer and kind-of-detective.
You’ll navigate a rotating set of panels meant to artfully represent a visually dense metropolis populated by all manner of trippy citizens while attempting to rescue the goddess, Simurgh, from the clutches of a mysterious captor called The Scientist. Is this some parable about Science vs. Art? Possibly, but with its five hour-ish run time, I was more captivated by all the sights and sounds of the ongoing festival that the wildly inventive 30 Birds is stuffed with.
There are puzzles to solve (failure isn’t punitive in this game, you can try as much as you want to solve any given puzzle) and curious creatures/people to meet. You’ll fiddle with musical instruments, collect dropped feathers and paintings, and complete quests in order to restore Simurgh to her rightfully dreamy place in the game’s equally dreamy world. The pace is sedate – all the better to lull you into this game’s imaginative clutches. If you’re looking for a short narrative experience, with some extremely creative design and surprisingly funny, well-written dialogue, then 30 Birds needs to be on your itinerary.
In 30 Birds, you play as Zig, a young detective sent to bustling Lantern City to track down The Scientist. Alongside Hoop, a talented hoopoe stand-up comedian, you’ll encounter a whole madhouse of feathered friends and quirky characters as you explore dazzling Lantern City from top to bottom. Solve a variety of puzzles to foil the plans of the obnoxious Scientist behind the kidnapping to save the bird Goddess Simurgh.
A dazzling burst of art
Experience a seamless blend of 2D and 3D in this mesmerizing narrative adventure, with hand-drawn visuals inspired by Persian miniatures. Wander through the gorgeous neighborhoods of Lantern City while enjoying a ska – dub – reggae inspired soundtrack and help Zig gather thirty charismatic and chatty birds to save Simurgh! But beware, you might come across puzzling challenges on your way…
A mind-spinning adventure
Discover a gorgeous universe laid out on the surface of rotating lanterns. Wander through a beautiful city inspired by Middle Eastern ****legends, meeting the local goofs, quirky djinns, and regular weirdos along the way. Solve puzzles and interesting challenges to help Zig rescue Simurgh!
Key features
– Meet riotous and (not-so) charming birds, collect your new feathered friends’ contacts on your phone. Thwart diabolical and (not-so) powerful foes and find the fabulous Goddess, Simurgh.
– Explore a mythical, colorful, and beautifully hand-drawn world inspired by Persian art! Uncover Lantern City’s stunning sights and fantastic characters.
– Take on all kinds of thrilling challenges to advance the story! Solve intriguing and fun puzzles, wander around bars and cafes, create funky music using synthesizers, and play cards to gather clues and bring light to Simurgh’s kidnapping.
– Vibe out to the energetic ska – dub – reggae soundtrack, sprinkled with unexpected twists, as you stroll down the bright streets of Lantern City.
History
30 Birds is developed by Ram Ram Games, a Belgium-based studio whose founders, Coline and Laurent, went through many ideas before this video game came to fruition:
“The project started 10 years ago after a trip to Istanbul. Originally, we were making an interactive travel diary using a Persian miniatures-inspired art style to tell people about our journey. But our concept evolved towards a whole new interactive experience of this art through gaming.”
“Persian miniatures are vertical pictures used as book illustrations, and we came up with the idea of connecting them through a cube layout. By doing so, we connected and expanded the miniatures, introducing a third dimension of depth to the setting at the same time. Halfway between a kamishibai—a Japanese paper theater—and a projection lantern, we created a magic 3D city ready to be explored.”
“From the lively city of Istanbul to the mystery novel ‘My name is Red’ by Turkish author Orhan Pamuk, our inspirations are many. The character of Simurgh, a giant god-like bird, comes directly from Persian and various Middle Eastern mythologies. Even, the title of the game—30 Birds—is a play on words with the name “Simurgh”, which means “thirty birds” in Farsi. This title is also echoed in the mystical poem, “The Conference of the Birds”, by Attar of Nishapur. The poem tells the story of a group of birds led by a hoopoe who go on a journey to meet their god, Simurgh. Thirty of them make it to the ultimate valley only to find a big lake in which they can see their own reflections…”
“30 Birds takes inspiration from mythological and philosophical aspects of Middle Eastern and ancient Persian cultures to create Lantern City, and invites players from all over the world to experience the city’s mesmerizing atmosphere.”
Eugene McQuacklin is back in this sequel to the acclaimed Duck Detective: The Secret Salami. In this narrative detective adventure, you’ll need to interview a cast of animal suspects, thoroughly inspect every piece of evidence, and quack this case. And yes, there are more duck puns in this game. If you haven’t played the first game – which was a previous Monthly Select – just go do it. You don’t need to play the first in order to enjoy or understand this standalone sequel, but it’s just a great series.
These games are bite-sized, super fun, wholesome, and silly. It has all the great film noir detective tropes you could ever ask for, funny writing, great animation, and solid voiceover work. I got through the game over the course of a weekend in around 3 hours, and it’s an experience I absolutely loved.
In this sequel, you’ll explore a glamping site (glamorous camping for the uninitiated), talking to various characters and interacting with the environment in order to solve a set of cases. Using your magnifying glass, you can hover over objects and characters to unlock words that can be used when you’re ready to solve a case. There’s a hint system and the game also lets you know how many words you have wrong, so the game leans more into being entertaining than frustrating. You’ll also find other puzzles you’ll have to figure out like passwords and lock combinations. The gameplay is identical to the first game though a bit more refined, with the big difference being that you now have a sidekick who adds some new puzzles to work through.
Duck Detective is a series I would love to see more of every year. The games are so charming, self-aware, and light-hearted, that you just want to tell everyone to play these games for a long afternoon. If you need something cozy, short, and fun, this fits… the bill (pause for applause). – Raymond Estrada
BREAD RED REDEMPTION
This campsite might have ghosts, but the real thing haunting Eugene McQuacklin is his failed marriage and bread addiction. Can he escape the shadows of his past?
EVERY DETECTIVE NEEDS A SIDEKICK
To the annoyance of the Duck Detective, he is joined by a new partner in (solving) crime. Work together to unravel the truth and nibble on the crumbs of justice!
THE DETECTIVE RETURNS
The Duck Detective is back! Get ready to interview suspects, inspect evidence, and deduce the truth in another stand-alone mystery!
Preserve is an eco-terraforming puzzle game that invites you to slow down and build beautiful biomes. It’s a peaceful, meditative experience that rewards curiosity and care. The core gameplay revolves around creating biomes on a map, but it’s far from rigid. You have cards representing terrain, flora, fauna, and even structures and objects, how you place them determines how your biomes evolve. Grouping three of the same kind forms a habitat, which lets you introduce species and earn harmony points. As your harmony points increase new cards are added to your deck and the map expands.
There are two main ways to play: Puzzle Mode and Classic Mode, the latter of which lets you gradually expand your map and unlock new cards by reaching harmony point milestones. I started with the tutorial and was surprised to realize I’d quickly spent hours building, adjusting, and just enjoying the moment before I even started the main game. There’s also a Creative Mode letting you build your perfect ecosystem.
Preserve offers four major environments: Continental, Marine, Savanna and, my personal favorite, Jurassic. The visuals are beautiful without being overwhelming, and the music soft, ambient, and spa-like. Camera controls can feel tricky at first, but it quickly becomes natural. The game trusts you to learn naturally – for example bees are placed in open and flowery fields, not forest or rocky terrains.
Preserve is more than a strategy game, it’s an open invitation to slow down, listen to nature, and create something beautiful. If you’re looking for a thoughtful escape with stunning visuals and a deeply calming atmosphere, Preserve brings harmony, one biome and habitat at a time. – Oscar Polanco
Preserve is a puzzle nature-building game that takes players on a journey into a harmonious ecosystem. The objective is to foster and sustain a thriving and diverse biomes, where each component coexists in a symbiotic harmony. By utilizing strategic thinking and a keen eye for balance, players are granted the power to position a wide array of plants and animals, curating an environment that caters to their preferences and aspirations.
Vertical map expansion – In Preserve, you can expand the map not only horizontally, but you also posses an ability to stack layers of nature, forming a vertical network of interconnected habitats.
Diverse biome habitats – From alpine forests and savannas to carribean reefs, each biome will have its own unique set of plants, animals, and environmental challenges to discover and overcome.
Multiple Game Modes – Besides regular harmony and puzzle game modes, creative mode lets you build the land without limitations and photo mode allows you to capture and share your creations at the end of each session.
Natural Wonders – Nothing can beautify your map more than natural wonders like the snowy Alps, lavender fields or redwood forests, which you can acquire thanks to a unique card upcycle system.
Fuga: Melodies of Steel 3 is the finale of a series of tactical, dramatic RPGs that began on Xbox back in 2021. The series has received critical and audience praise, so if you have some room on your backlog, we’d recommend picking up the Fuga: Melodies of Steel 1 & 2 Double Pack. However, if you’re like me and struggle with way too many games to play and too little time, it’s not necessary to play the first two games, as the game does a great job of trying to catch you up with a summary of both games.
The main plot revolves around a group of anthropomorphic children that discover Taranis, a giant super-tank, after their village and families had been attacked by an evil empire. They use the tank to take down the empire along with some dark gods and other formidable foes. This game immediately picks up after the 2nd game’s true ending, where our main character is kidnapped and the remaining children must rescue him and prevent a new war.
The game is split into 12 chapters, with each chapter seeing our group of a dozen or so kids hitting major plot twists, mysteries, and character moments along the way. You take control of the Taranis in turn-based combat – the tank has three gun slots, each controlled by two characters. Depending on who you have slotted will determine the type of gun (machine gun, cannon, grenade launcher) and the gun’s passive boost. The enemies have different weaknesses based on one of those three gun types. You can swap characters at any time, but there is a cool down period, so you have to be careful not to do so at inopportune time.
There’s also a combo system that rewards you with bonus damage each time you attack enemy weak points. Between missions you will hit intermission periods for a chance to regroup and interact with all the characters to build affinities between characters. You can also take the opportunity to unlock new skills and upgrade your tank.
The most unique and dark aspect of the gameplay I found was the Soul Cannon ability, which will allow you to win any fight of the game, but you have to sacrifice the life of one of the characters (yeah, dark). Even worse, if you’re under half health, the longer a fight goes on, the more likely the game will force you to pull the trigger in order to escape the loss. Here’s the real kicker: the game instantly saves once you use the Soul Cannon in order to prevent you from redoing the fight. When this finally happened for me, it felt truly tough, but the game really pushes you to press on even with the loss. This gameplay aspect created a very distinctive set of stakes that I don’t think I’ve experienced before.
Visually and musically the game is very appealing, with fantastic character designs and a score that always seems to match the tone. Turn-based RPG fans with a love for dramatic narratives need to jump into this series, but if you’re already a fan of the series, this is the conclusion you’ve been waiting for – it’s a no-brainer to pick up. – Raymond Estrada
Pre-Order Bonus:
Receive this bonus content by pre-ordering Fuga: Melodies of Steel 3 – Standard Edition
・Fuga: Melodies of Steel 3 – 10000 In-Game Currency
・Fuga: Melodies of Steel 3 – Early Game Upgrade Materials
Unveil the Source of the World’s Despair!
Malt has vanished without a trace! The children are led by a mysterious voice into the forbidden cave, where they discover the Taranis—the powerful tank thought lost in the sea of clouds. Determined to save Malt, the children reboard the Taranis and set off on a daring mission to infiltrate the heart of the Berman Empire. However, the Crimson Knights stand in their way, strongest of the Berman!
Brand-New Battle System
The battle system has undergone substantial changes. Weakness combos allow you to exploit enemy weaknesses and deal escalating damage with every hit, and assist attacks allow erstwhile enemies and a legendary warrior from past games to join forces and turn the tide of battle!
Upgraded Intermission
Intermission now features an upgraded system to evolve the Taranis to its ultimate form! Unlock its hidden powers with the Omega Terminal and master new Taranis Skills to aid your journey!
Strategic Route Progression and Event Battles
Explore new strategic features like Power Spots to unlock the Taranis’s hidden abilities and Assist Transmissions that allow you to interact with supporting characters. Discover secret events through the Akasha Panel, which lets you navigate a timeline to change your fate!
Step beyond despair, anger, and tragedy in Fuga: Melodies of Steel 3, where heart-wrenching decisions lead to the series’ most emotional and shocking story yet!
*It’s not necessary to play Fuga: Melodies of Steel or Fuga: Melodies of Steel 2 to enjoy Fuga: Melodies of Steel 3.
The Sinking City Remastered is a 3rd person, eerie, investigative horror game that blends survival elements with a heavy dose of Lovecraftian weirdness. You play as Charles Reed, a private investigator whose string of disturbing visions lead him to the partially submerged city of Oakmont, Massachusetts. As soon as you arrive, you can tell something is off with Oakmont. Beyond the obvious, “our city was destroyed, and our economy has been whittled down to bullets, cigs and booze” energy displayed by all the characters, the atmosphere always gives off the impression that there’s something else going on behind the scenes.
At its core, The Sinking City is an open-world detective game. Investigations are central to the experience, and the game leans into that with mechanics like the Mind’s Eye and Mind Palace – Mind’s Eye lets you uncover hidden clues in the environment, while the Mind Palace allows you to connect evidence and draw conclusions. These systems work well together and make clue-gathering feel like a real part of the gameplay loop—not just a checklist.
Combat is available, but limited by design. Ammo is scarce and resources need to be crafted, meaning you’ll spend just as much time avoiding conflict as you will confronting it. This engaged me with the core work of investigation, allowing me to dive deeper into the exploration aspects rather than running through guns blazing. You’re eventually introduced to the Infested Zones which are high-risk areas full of enemies and rewards, forcing you to weigh every decision before stepping inside. The first time I entered one, I saw a chest, looted it, and dipped. I’m the type that will survive the horror movie – but, of course, I eventually became curious as to what really lurked in them.
What I love most about the game is the atmosphere. The city is layered with tension – political, supernatural, and social. The flood didn’t just reshape the geography; it reshaped how people live, interact, and treat outsiders. It’s a small and often overlooked detail in most games, but it adds weight to the worldbuilding and left me wanting more as the story developed.
If you’re into slow-burn mysteries, survival horror, and games that prioritize investigation over action, The Sinking City is one worth exploring. Just be prepared, Oakmont doesn’t hand out answers easily. – Deron Mann
Experience the Lovecraftian horror of The Sinking City in a whole new light. This Unreal Engine 5 remaster brings the game’s eerie atmosphere to life with stunning visuals and enhanced features. Dive into Oakmont’s mysteries and unravel the city’s descent into madness.
Remaster Highlights:
– Lumen Global Illumination and ray tracing
– 4K textures and extra environmental details
– Performance (prioritizes frame rate) and Quality (prioritizes visual fidelity) modes
– Photo mode
– Improvements to controls, combat, game balance, crowds, and tutorials
Game Description:
The Sinking City is an adventure and investigation game set in an open world inspired by the universe of H.P. Lovecraft, the master of Horror. The half-submerged city of Oakmont is gripped by supernatural forces. You’re a private investigator, and you have to uncover the truth of what has possessed the city… and the minds of its inhabitants.
Game Pillars:
– An oppressive atmosphere and story inspired by the universe of H.P. Lovecraft.
– A vast open world that can be explored on foot, by boat, in a diving suit…
– High replay value thanks to an open investigation system: each case can be solved in a number of ways, with different possible endings depending on your actions.
– An arsenal of weapons from the 1920s with which to take on nightmarish creatures.
– Manage your mental health to untangle the truth behind the madness.
Players can soon join Sam on the next chapter of his journey when Death Stranding 2: On the Beach arrives on PlayStation 5 consoles on June 26. We recently had a chance to speak with key members of the game’s development team: Yoji Shinkawa (Art Director, Character & Mech Design), Hiroaki Yoshiike (Lead Level Designer), Takayuki Uchida (Technical Art Director, Lead Environment Artist), and Akio Sakamoto (Chief Technology Officer, Technical Director). They gave us insights into their inspiration behind Sam’s next journey and how they brought their ideas to life.
More intuitive, satisfying, and grittier combat
PlayStation Blog: Were there any key takeaways from using the Decima Engine (a game engine developed by Guerrilla Games) in the first Death Stranding, and did any of those learnings impact the development of the sequel?
Sakamoto: When developing the first game, our hands were full trying to master the various features of the engine, partly because it was our first time using Decima, and partly because our highest priority was to release a game as quickly as possible. However, with Death Stranding 2, we kicked off development with a better grasp on the engine, so we were able to leverage its features and make improvements that served our purpose better.
Death Stranding 2 was tailored for PS5. How have the graphics evolved, and are there any visual enhancements that were only possible thanks to the power of PlayStation 5 Pro?
Uchida: We implemented a new day/night cycle in the open world. This achieves more realistic transitions between the time of day and introduces new dynamics that weren’t present in the previous title. The scenery and atmosphere now change depending on the time of day, so exploration is also more compelling and exciting.
For the base PS5’s Performance Mode, we stabilized the framerate by switching the LOD (Level of Detail) earlier to reduce geometry and adjust the resolution dynamically. On PS5 Pro, players can enjoy a higher resolution that is closer in quality to Resolution Mode, while maintaining 60fps gameplay.
Combat has been enhanced significantly. What principles guided you when implementing some of the changes?
Yoshiike: We focused on making the combat more intuitive, satisfying, and grittier than the predecessor. The previous game required players to switch bullets based on enemy type, which was important to us as part of world-building, but we removed that complexity in Death Stranding 2. We also fine-tuned certain elements, like improving the gunplay to feel snappier and adding slo-mo effects during combat so it’s easier and more satisfying to chain attacks. Sam is a porter, so rather than focusing on stylish moves, we emphasized action that felt more grounded and relied on Sam’s physical capabilities.
Are there any conversations you had with Kojima-san that stand out?
Uchida: One day early in development, a casual hallway conversation turned into a full-blown brainstorming session. Kojima-san joined the conversation mid-way, and the atmosphere instantly shifted. He came up with so many incredible ideas at lightning speed, and I was completely awestruck. Kojima-san’s ability to think outside the box and his dedication to the creative process inspired me to stay focused and committed as well.
More authentic emotions realized by 4D scanning technology
Characters in Death Stranding 2 feel much more expressive and nuanced compared to the previous game. Were there any points of focus or technological advancements that made this possible?
Uchida: Story is at the core of Death Stranding 2, so we leveraged 4D scanning for key characters to preserve subtle muscle movements and facial expressions of the actors. As a result, the characters’ actions and emotions feel more authentic, which I think will resonate with players at a deeper level.
What was your vision when designing new enemies, including massive bosses and the Ghost Mech?
Shinkawa: As always, Kojima-san challenged us to come up with something entirely new and different. Developing new character designs are always difficult, and with the Ghost Mech, we not only came up with a new design, but we also expanded on its origin and backstory.
Death Stranding 2 introduces many new weapons and items. What was the thought process behind these new additions?
Shinkawa: At its core, the game is about delivering supplies, so we needed to treat weapons as cargo that players carried around. Deciding what to transport is part of the gameplay, so we wanted the weapons to fold and transform into boxes or containers that function as cargo. The change in physical volume can appear uncanny in CGI, but we made sure that the transformation was believable without being visually contradictory.
Are there any in-game locations you’d like players to look out for in particular?
Uchida: We poured a lot of time and effort into developing the snowy mountains again in this title, and they will offer an even more compelling experience than the first game. The difficulty will vary significantly depending on the climbing route you choose, but players can look forward to breathtaking views at the end of each hard-earned ascent.
Any final words for players looking forward to the game’s launch?
Yoshiike: We’re thrilled that Death Stranding 2: On the Beach is finally launching. The game is packed with features and mechanics that many players will enjoy. Players from around the globe can connect and come together via the game’s SSS (Social Strand System). Every player will make connections in their own ways, and naturally, every experience that emerges from those connections will be unique. I hope players will have fun discovering those special moments as well.
Crisol: Theater of Idols aims to blend Bioshock with Resident Evil-style gameplay in a horror FPS influenced by classical Spanish folklore. I crawled through abandoned streets, popping zombie-like enemies with guns that used my blood for bullets, ducking in and out of derelict storefronts looking for the ever-reliable genre staple bolt cutters, and dodging powerful enemies along the way. While Crisol showed more to set itself apart from stalwarts in the genre during my hands-on demo, its weapon designs and distinct aesthetic in particular left me interested to see more.
Exploring a horrific, reimagined version of Spain called Hispania, Crisol’s world and character designs blew me away – especially the guns. Here, your blood is your health and your ammo, so reloading each gun triggers a spine-tingling reaction like when your handgun’s handle bristles with little needles, drawing blood from your hand, or when needles stick out of the base of your double-barrelled shotgun’s barrel, waiting to trade health for survival.
This push-and-pull forces you to keep tabs on both to keep yourself from wasting either and landing yourself in a sticky situation. You can pick up healing syringes to help restore ammo, but Crisol also encourages you to drain the blood from dead bystanders, killed by your mysterious foes, to heal and reload.
Crisol also encourages you to drain the blood from dead bystanders, killed by your mysterious foes, to heal and reload.
The gun designs themselves are cool too; gilded with red accents, they add a gothic pop of color that stands out, but doesn’t clash with the environments I saw in my short demo. The environments, on the other hand, didn’t have nearly as much character to them. While the trailer promises some pretty cool-looking set pieces, the dark streets of Hispania I wandered didn’t offer much deviation from the norm. That’s surprising considering just how well-designed the enemies and guns are.
Crisol doesn’t waste any time throwing you into the action. Within seconds of picking up the controller, lurching, puppet-like enemies stumbled towards me. Low light revealed unsettling details in their mask-like faces as they approached, eventually collapsing under my gunfire. Each enemy I encountered (or at least each one I was able to kill) reacted based on which part of their body I shot; crawling headless after I kneecapped them, and popped their heads. Both of the blood-soaked firearms I tried have an older feel to them, more like the oomph of the original BioShock than the punchy crack of the guns found in most contemporary shooters, though Crisol’s trailer (and weapon wheel) promise a seemingly diverse arsenal of sanguine shooters.
After making my way through a few city blocks, absorbing blood from dead bodies and popping zombie-like critters blocking my path, I came across a locked gate with a winch. Locked by a padlock with a chain – classic! Like clockwork, I set out looking for the bolt cutters I’d found in half a dozen survival horror games before. But before I could start looking, some kind of gigantic, arcane cyborg – a towering mass of blood-soaked bones and clanking machinery with a mask of a woman’s face crying blood – picked me up and tossed me around.
The beast chased me down the street to the window (conveniently) of the hardware store, but couldn’t touch me once I dove in. Safe for now, I grabbed the bolt cutters from the back storeroom and every coin in the cash register and set out to snip the chains that kept me from safety. But the beast was back at my heels practically the moment my feet hit the dirt road, hurling threats my way as it hunted me down.
I hope Crisol doubles down on these two different kinds of survival horror to produce layers of tension between the blood-for-bullets combat and high-stakes stealth in the full release.
Crouching to minimize the noise I made, I found a shortcut through a fish store, making a bunch of noise at one end before cutting through the store, snipping the chains, and cranking away at the winch to open the gate in front of me. I heard the creature thudding towards me, and just pushed away in the quick-time event faster, hoping I could squeeze through instead of running back to cover. The gate opened with just enough time to spare; I rushed out of the courtyard to safety, the gate snapping shut before my assailant could catch me.
This puzzle-like stealth section, though very simple, added a lot to my demo. I can see the ways this could evolve into a tense blend of stealth and shooting if I eventually need to dodge bigger enemies at the same time as popping the smaller, stoppable ones with my sanguine arsenal. I hope Crisol doubles down on these two different kinds of survival horror to produce layers of tension between the blood-for-bullets combat and high-stakes stealth in the full release.
While I enjoyed my demo well enough, I felt like I hadn’t seen anything new beyond the Bloodborne-like, health-for-ammo trade-off and some really cool weapon and enemy designs. I’m sure puzzles and progression will begin to differentiate themselves from Resident Evil as the game gets more complex. But I didn’t get to see much of that in this demo, which was clearly very early in the campaign. Still, I have a feeling Crisol: Theater of Idols will be worth checking out for its distinct take on survival horror with a Spanish flair.
A work-in-progress version of Dune: Awakening‘s first big post-release patch is now testable on Steam, so you can hop in and check out the changes Funcom’s making early doors before it rolls out for everyone in a few weeks.
A bunch of the changes the game’s devs teased or confirmed during their recent AMA and letter to players haven’t found their way into the patch, or at least this early version. Though, you’ll at least be able to try out PvE in the Deep Desert, something folks have demanded en-masse.
She arrived in Fortnite back in April as the Season 8 Icon for Fortnite Festival, instantly derailing the battle royale with Jam Tracks like Juno and Nonsense, plus a skin that had players laying down their weapons just to vibe. The chaos came bundled with cosmetics, a themed outfit, and something called “A Sweet Little Bundle”, because of course it did.
Her new album, Man’s Best Friend, drops August 29 and follows the global success of Short n’ Sweet. Preorders are already live at all the usual suspects, including Amazon and Walmart. Amazon’s even got an exclusive Translucent Light Brown Vinyl LP for $33, plus a Light Blue Cassette for $18, and an Audio CD for $14, because physical media is well and truly on a comeback, and honestly, it’s about time.
With the new album up for preorder, Sabrina’s likely going from virtual peacekeeper to real-world chart-topper all over again this year (in my humble opinion, at least).
Alongside the pop star’s inclusion earlier in April 2025, Epic’s still busy throwing ideas at the wall to keep Fortnite sticky, whether it’s superhero seasons, that bizarre Star Wars mode with zero actual ammo, or the new Blitz Royale experiment.
Player numbers have dipped since last year’s chaos-fuelled highs, Squid Game maps, Doctor Doom boss fights, Times Square concerts, and an in-game spectacle starring Eminem, Snoop Dogg, Ice Spice, and Juice Wrld, but there’s movement again.
Whether any of this helps Fortnite claw back ground from Roblox hits like Grow a Garden remains to be seen. But if getting Sabrina Carpenter in-game helped start that rebound? Epic won’t mind riding the vibe a little longer.
S.T.A.L.K.E.R. 2: Heart of Chornobyl has a sizeable game update that promises to finally get the game’s A-Life system working as intended. For those just joining us – perhaps because you only popped into existence the second you entered my field of view – A-Life is developer GSC Game World’s noughties-era buzzword for the pervasive simulation of NPCs throughout the open world, leading to unpredictable interactions and conflicts and the general sense that things are happening without your input.
Survival horror is finally coming home. Raccoon City is the setting for the classic Resident Evil games, its awesome remakes, and some surprisingly relevant spinoffs. As far as iconic locations in zombie fiction go, Raccoon City easily hangs in the hallowed company of holy horror spaces like the Monroeville Mall and the Winchester pub.
Just as it seemed that Resident Evil had definitively closed the book on RC, Capcom announced a return to the ruins of Raccoon City for the ninth main entry in its seminal survival horror series. For longtime fans, Resident Evil Requiem feels like it could be a joyous reunion…
But life in Raccoon City can be… complicated. Infrequent visitors might find themselves asking questions like “Where am I?” “What the heck happened here?” “Does the world know about the miraculous healing powers of colored herbs?” and “Why do I have to put jewels in a statue when I go to the DMV?”
That’s why we’ve assembled this ultimate field guide to Raccoon City. We’ll explore RC’s behind-the-scenes history, discuss everything that went down in the games, unpack the town’s enduring appeal, and solve a few mysteries along the way.
Why “Raccoon City?”
Introduced in the opening seconds of the original Resident Evil, or “Bio Hazard” in Japan, “Raccoon City” had an important role to play in establishing the series.
Resident Evil’s predecessor, the Japan-only Famicom game Sweet Home, took place in a haunted mansion in the Japanese countryside. Producer Tokuro Fujiwara wanted to remake the 8-bit cult classic for a new generation of consoles, but Capcom no longer had the rights to the film from which Sweet Home was adapted.
So Fujiwara and director Shinji Mikami reworked the concept to center around zombies instead of haunted paintings, envisioning the game as an interactive horror movie, complete with a haunting score, cinematic pre-rendered backgrounds, and jump scares a-plenty. Instead of taking inspiration from supernatural, psychological J-horror such as Sweet Home, the developers instead looked toward the West.
Resident Evil clearly owes a massive debt to George A. Romero, the godfather of the zombie genre who shot his movies in the small cities surrounding Pittsburgh, Pennsylvania. Setting the game in a fictional Anytown, U.S.A. allowed Capcom to capture the vibe of classics like Dawn of the Dead and create inroads to a Western audience more effectively than any live-action FMV sequence with cheesy American actors
Early drafts of Bio Hazard had the action taking place in a town called “Harnbee,” located in either New Jersey or Arkansas. Capcom ultimately decided to name the city after an animal, which isn’t strange by itself, as the fine folks from Buffalo, New York or Dinosaur, Colorado will tell you. Still, adorable trash pandas seem like an odd choice for spine-chilling survival horror.
One longstanding theory is that Capcom was referencing the species of “raccoon dog” called tanuki, which Western gamers might be familiar with from its presence in Japanese folklore and pop culture. These cute little guys look a lot like raccoons, save for some slight anatomical differences, and they’ve quite frequently appeared in video games. So could “Raccoon City” just be a localized version of “Tanuki Town?” It’s not likely.
For one thing, tanuki aren’t even raccoons at all as far as taxonomy is concerned. More importantly, the original Bio Hazard refers to its setting as “Rakūn Shiti,” using the English transliteration of “raccoon” as opposed to “tanuki” or “araiguma,” the Japanese word for the actual species. With Raccoon City, Capcom is very specifically referring to the North American mammals. But why?
Raccoons aren’t native to Japan, but in the ‘70s, a popular anime called Rascal the Raccoon led to tons of Japanese people importing the little critters to keep as pets. This was not a good idea, as anyone who has to deal with these feral, garbage eating creatures can tell you, and today, raccoons are classified as an “invasive alien species” that causes millions of dollars in damages to crops and wildlife all throughout Japan.
Were the mindless swarms of flesh-devouring zombies that infest “Raccoon City” inspired by these destructive varmints? Could it be a commentary on America’s less-than-stellar reputation on the global stage, or at least the behavior of its most obnoxious tourists? It’s certainly possible, but it’s unlikely that a game that’s such a loving homage to American horror films would make that kind of dig. The real answer is probably more simple: the mansion is in a forest, Raccoons live in the forest, hence “Raccoon Forest,” which in turn gave the city its name.
In the end, Capcom wanted to make a zombie game set in the U.S. and came up with a plausible-sounding place for it to happen. There’s no hidden meaning or dark secret lurking at the heart of Raccoon City… At least, behind the scenes. Within the world of Resident Evil, there’s a lot going on beneath the surface.
Raccoon Rising
Nestled in the Arklay mountains, bordered by the sprawling Raccoon Forest to the north, was a small midwestern town called Raccoon City. Founded in the 1800s, RC was largely unremarkable until the end of the swinging ‘60s, when its struggling economy was revitalized by a corporate benefactor that would one day bring about its total destruction.
In 1968, three best buds with a crazy dream got together to form the Umbrella Corporation. The plan? To create a superior breed of humans through twisted science. While none of the deeply unpleasant men who founded Umbrella had any deep ties to Raccoon City, Oswald E. Spencer just so happened to have some valuable real estate that would be perfect for their evil ambitions.
A few years earlier, in 1962, Sir Spencer commissioned a famous New York architect named George Trevor to build his dream home in Arklay County. Situated above a sprawling limestone cavern large enough to host a secret underground laboratory, the mansion was to be a recreation of Spencer’s childhood estate back in England… with a few twists.
Trevor made his name designing intricate buildings with traps, secret passageways, and tricksy puzzles– the kinds of gimmicks that make lunatics like Spencer (and strategy guide writers) squeal. As the mansion neared completion in 1967, Spencer grew more paranoid, as evil masterminds tend to do. He was convinced that Trevor would reveal his secrets, so he convinced the architect to bring his family to Raccoon City and conspired to wipe them all out.
Spencer infected Trevor’s wife Jessica and daughter Lisa with the Progenitor Virus, precursor to the T-virus, the manmade zombie plague that would later doom Raccoon City. Jessica died, and was entombed beneath the mansion. Lisa survived, but mutated into a shambling, nigh-unkillable monstrosity. Umbrella kept Lisa prisoner for 28 years, experimenting on her to produce even deadlier concoctions like the G-virus.
As for old George Trevor himself, he wound up trapped in a labyrinth of his own making. According to his diary, while searching for his family he actually forgot the solutions to the puzzles he created, which is relatable if nothing else. Unable to juggle all the crests, keys, and cranks that unlocked the Spencer Mansion, Trevor died of thirst and starvation deep within the bowels of his final masterpiece.
With those loose ends somewhat messily tied up, Umbrella was free to continue with its mad science, thriving within a blissfully unaware Raccoon City. The town was growing rapidly, and the jobs provided by Umbrella paid for some much-needed infrastructure. Founded in 1969, the Raccoon Police Department eventually purchased a palatial art museum to convert into its headquarters at the urging of future chief (and madman) Brian Irons.
Now safe under the watchful eye of a deranged serial killer, the growing population soon enjoyed the benefits of a zoo and its adorable mascot, Mr. Raccoon, a kick-ass public transit system, a training school for gifted youngsters, a university, a bustling downtown shopping district, and at least one pro football team. Give it up for your Raccoon City… Sharks? RC also hosted a thriving media industry that somehow sustained eight newspapers and a TV news network, all cut down in their prime twenty years before the pivot to video.
Umbrella kept the city’s economic blood pumping with its legit industries above ground, but the real money came from the top secret research it conducted under Raccoon City’s nose. The eugenicist vision of Spencer and the founders was largely replaced with the extremely lucrative industry of creating bio-organic weapons (B.O.W.s) for the highest bidder. Deadly as they are, the Hunters, Lickers, and Chimera Umbrella churned out by the truckload were merely the beta versions of its ultimate creation, the mighty Tyrant.
In the early ‘90s, Umbrella cemented its hold on Raccoon City by pouring tons of money into a revitalization project called “Bright Raccoon 21.” It built hospitals and orphanages, renovated the landmark clock tower, and recruited a special ops police unit called S.T.A.R.S. in 1996. It also took the opportunity to construct not one but two secret NEST facilities underground, where scientist William Birkin was hard at work on the G-virus.
Umbrella owned the mayor, the police department, and employed 40% of the city’s 100,000 citizens. It had infected Raccoon City like one of its patented viruses, transforming the rust-belt industrial town into a bustling metropolis under the iron grip of Umbrella.
This didn’t last very long.
The Raccoon City Destruction Incident
The situation began spiraling out of Umbrella’s control in early 1998, when strange occurrences around Raccoon City started drawing unwanted attention. Strange dogs with wet, decaying flesh were spotted in the woods, and a series of grisly murders seemingly committed by cannibals had residents spooked about a possible death cult lurking in the forest.
The heat made Umbrella nervous, so it called upon its intelligence agent extraordinaire, Albert Wesker. As the company man in charge of S.T.A.R.S., he was to lead the unit on a sham investigation to clean up the mess and retrieve precious combat data, the single most valuable commodity in the Resident Evil universe. Wesker, magnificent bastard that he is, was plotting to ditch Umbrella at the first opportunity, but he complied with his orders.
On the 23rd of July, 1998, the S.T.A.R.S. Bravo Team helicopter crashed in the forest, courtesy of Wesker’s sabotage. The man in the shades personally led Alpha team on a so-called rescue mission that trapped them in the iconic foyer of the Spencer Mansion. As the events of Resident Evil 1 play out, S.T.A.R.S. members Chris Redfield and Jill Valentine battle through zombies and B.O.W.s, discover the hidden lab beyond the manor walls, and learn of Umbrella’s role in the slaughter.
As Bravo Team rookie Rebecca Chambers discovered in the extremely mid prequel, Resident Evil 0, the Mansion outbreak was the work of Umbrella co-founder James Marcus, or rather, a mutated leech posing as the murdered magnate. She reunites with Jill and Chris, only to be betrayed by Wesker, who unleashes Umbrella’s apex weapon on his former comrades. Wesker is seemingly skewered by the Tyrant, which is destroyed by a deus ex rocket launcher courtesy of cowardly pilot Brad “Chickenheart” Vickers, as the surviving S.T.A.R.S. members (and a chemically-enhanced Wesker) escape the exploding facility.
Umbrella immediately went to work covering its tracks, hushing up any media murmurs and bribing Chief Irons to discredit and disband S.T.A.R.S. The corporation’s containment efforts were about as successful outside of the lab as in it, and the walls were closing in. Sightings of monsters in the Arklay region continued, growing ever closer to the town as summer turned to fall. William Birkin had seen enough.
The man behind the mutagenic G-virus was preparing to hand over his research to the U.S. government, in exchange for a clean slate and protection for himself, his wife Annette and daughter Sherry. Umbrella caught wind of his intentions and dispatched a spec-ops task force to NEST on September 22nd. In the ensuing firefight, Birkin injected himself with his G-virus, transforming into a body horror monstrosity and releasing T-virus samples among the city’s rats and into the water supply. Raccoon City would be overrun within days.
The military descended on the city in a failed attempt to contain the disease, while Umbrella dispatched its own private mercenary group, the UBCS, to contain the situation. Umbrella also made the most of the opportunity to test new B.O.W.s, airdropping a Nemesis pursuer and handful of Tyrants into the chaos to dispatch unwanted survivors, recapture the G-virus, and explore their combat capabilities in a disaster scenario of its own design.
By the 28th of September, the RPD had fallen and the army had all but abandoned Raccoon City. Those who remained alive did whatever they could to survive the outbreak, often in episodic scenarios perfectly suited for online co-op sessions. On the 29th, a rookie cop with heartthrob hair arrived in Raccoon City, late for his first day on the job and somehow unaware of the destruction that lurked within. Welcome to Resident Evil 2.
Leon Kennedy linked up with Claire Redfield, a young woman searching for her brother Chris, who was off in Europe doing his own research on Umbrella. Together, the two sought refuge in the zombie-infested RPD, evading “Mr. X” and a mutated William Birkin with help from Ada Wong, an agent working for Umbrella’s unnamed corporate rival. Together, they storm the NEST, rescue Birkin’s daughter Sherry, witness Ada’s apparent demise, defeat their tormentors, and haul ass out of the self-destructing facility on a speeding train.
Resident Evil 3 revealed that Jill Valentine was trapped in town while all this was going down, her last escape halted by the relentless Nemesis, programmed to murder any remaining S.T.A.R.S. members. Jill teams up with Carlos Oliveira and his ragtag group of UBCS spooks to infiltrate the secondary NEST facility and find a vaccine. The Nemesis is destroyed, along with any potential T-virus cure, and Jill and Carlos flee the city shortly before its destruction.
On October 1, the U.S. government decided to wash its hands of Raccoon City by wiping it off the map. The President ordered the launch of an experimental thermobaric missile to destroy the town, any evidence of the outbreak, and every living and unliving creature still inside. When the dust settled, all that remained of Raccoon City was a smoldering crater.
Umbrella’s role in the disaster was exposed by journalist Alyssa Ashcroft, a survivor who revealed the existence of B.O.W.s to the world. The U.S. President resigned in disgrace, but the government managed to keep its dealings with Umbrella under wraps. Facing prosecutions, lawsuits, and dwindling sales following the death of 100,000 people, the Umbrella corporation shriveled and died, leaving Raccoon City as its final, shameful legacy.
The Uncanny City
The few brief mentions of Raccoon City in Resi 1 sparked our imaginations, and RE 2 made them a reality. While the sequel largely took place inside the ornate RPD building, RE 2 begins with a bang, throwing Leon and Claire into the burning streets of Raccoon City proper and daring them to survive the horror. Clambering up fire escapes and sprinting past zombie-filled basketball courts was such a mind-blowing expansion of scope in 1998 that we didn’t really notice that Raccoon City doesn’t make any sense. At least, not for an American city.
The pre-rendered backgrounds of the original Resi 2 and 3 are chock-full of narrow, winding streets and mazes of tiny alleys that lead to dead ends, none of which are really representative of a bustling mid-sized midwestern metro. In fact, Raccoon City as originally envisioned feels a lot like the commercial area of a Japanese city– Shinjuku draped in grimy Western set dressing.
Most Japanese game devs in the ‘90s weren’t given the budget to fly across the Pacific to do in-depth research on cities in the United States– Konami famously used the Arnold Schwarzenegger family comedy Kindergarten Cop as its primary reference when conceiving the streets of Silent Hill. RC isn’t supposed to be an accurate U.S. city, it’s an imaginary version of one cooked up via Capcom’s cultural osmosis, based on its impressions of American culture from afar– it’s no coincidence that RE 2’s only accessible building outside of the RPD is Gun Shop Kendo. The result is a Raccoon City that feels familiar enough to Western audiences with a subtle undercurrent that something is wrong, the uncanny valley effect played out in environmental design.
This sensation diminished as the series evolved beyond pre-rendered backgrounds, with the multiplayer-focused Outbreak games returning to a fully polygonal RC. The somewhat forgotten spinoff has been thrust into the spotlight with the reveal that Resident Evil Requiem will star Grace Ashcroft, daughter of reporter Alyssa Ashcroft who was a prominent playable character in Outbreak. It’s a series worth revisiting even without the ability to play online, in large part because of how it expands Raccoon City. Survivors explore bars, hotels, apartment buildings, a zoo, and even Raccoon University campus, fleshing RC into a more fully realized space while maintaining the gritty, pre-HD vibe.
The advent of the Resident Evil remakes gave Capcom the opportunity to update Raccoon City for a new generation. The impressive RE Engine provided realistic, high fidelity graphics, but it feels like something was lost in translation. While the city more closely resembles a thriving midwestern tourist destination, with towering skyscrapers and a more sensible urban layout, it sacrifices the otherworldly aesthetic of the original games. It feels less like a waking nightmare and more like an actual place– even though a real-life Raccoon City is rather implausible. Umbrella funding aside, the sheer amount of amenities and infrastructure built to serve such a small population would probably raise some suspicious eyebrows and definitely jack up the rent prices.
And even if it could exist in our world, that begs our final question: where is Raccoon City supposed to be? Capcom has never definitively stated its location, and the most specific the canonical series ever got was in the intro to the Resident Evil 3 remake.
The (fantastic) tie-in novels by S.D. Perry explicitly placed the city in rural Pennsylvania, as did the screenplay for George Romero’s legendary unproduced Resident Evil adaptation. The Paul W.S. Anderson movies kept things vague, with some clues that Raccoon City is either near Allentown, PA or somewhere in Michigan, but most of the action was filmed in Toronto, Canada. The ill-fated Welcome to Raccoon City film was similarly shot in Ontario, but it too declined to name the state it stood in for.
Countless fan theories have emerged throughout the decades, using every snippet of lore and a whole lot of logical leaps in an attempt to deduce the location of Raccoon City. Plausible arguments exist for Colorado, South Dakota, and even Cleveland, Ohio, but the prevailing hypothesis is that Raccoon is a stand in for Springfield, Missouri. There aren’t many mountains in the midwest, after all, but the foggy Arklay hills could be interpreted as Missouri’s Ozark region. Springfield also happens to be situated above massive limestone caverns with plenty of room for growing young B.O.W.s.
There are a few holes in this hypothesis, like the fact that Leon and Claire emerge from Raccoon City into a sprawling desert that is far removed from any geographic feature of the Show-Me State. The truth is, we probably were never supposed to know exactly where Raccoon City is– and maybe that’s what makes it so creepy.
Raccoon City could be the growing town up the road where a soulless corporation just built a new billion-dollar data center. It could be the quaint hamlet up by the woods that hosts a mysterious old house that’s rumored to be haunted. It could be your city, that one day you might have to escape in a desperate dash for survival. For nearly 30 years, Raccoon City has played host to countless mysteries and unanswered questions, some of which may finally be revealed in Requiem. But one thing has never been in doubt: Raccoon City is a scary place to be.
Elden Ring Nightreign’s next Enhanced boss is Fulghor, Champion of Nightglow, developers From Software have confirmed. You’ll be able to get your teeth into him from June 26th at 4pm central European summer time, 7am Pacific Daylight Time, or 11pm Japan Standard Time.
These timezone distinctions are meaningless, of course, because there is only one timezone in which Fulghor operates, and that timezone is Butt Kicking Time. He’s one of the co-op RPG’s harder scraps, and he’ll be all the worse for being Enhanced.
If you’re keen to pick up the upcoming Donkey Kong and Pauline amiibo to cooincide with the release of Donkey Kong Bananza next month, you’re in luck: it’s now available via the My Nintendo Store in the UK.
Priced at £16.99, the amiibo will launch on 17th July 2025 and will unlock an in-game ‘Diva Dress’ costume for Pauline when used with Donkey Kong Bananza itself.