As good as Silent Hill f might be, don’t expect it to be the norm for the series, says its series producer

When you review a game, if you don’t know anyone else that’s also reviewing it, it can be a bit difficult to guess how it might be received overall. There’s normally some assumptions you can make, but with a series like Silent Hill, a series where the general consensus is all over the place from game to game, it’s certainly not easy to predict. I myself ended up being quite fascinated by Silent Hill f in my review of it, but in a recent interview series producer Motoi Okamoto said that despite an overall positive reception, you shouldn’t expect every consequent game to be just like it.

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Pragmata Developers Say They ‘Couldn’t Predict’ Real-Life AI’s Growth When They First Conceived The Game’s Story

Capcom’s upcoming new IP, Pragmata, features a main antagonist that’s really a rogue AI on the moon making the life of a spaceman and his android buddy difficult. But as much as artificial intelligence is in the news lately, especially in gaming, the developers of Pragmata say they had absolutely no idea it would be such a hot topic when they started developing the game.

Speaking to me at Tokyo Game Show 2025, game director Cho Yonghee and producer Naoto Oyama tell me that the concept for Pragmata simply came from Yonghee thinking about the moon, and asking the team to brainstorm ideas for a game set on the moon. From there, developers pitched a “black and white world” on the moon, and the concept of the enemy being AI came later.

But none of the team, they said, knew they were about to release a game about an enemy AI at a time when real-life AI was such a fraught subject.

“We really couldn’t predict that AI would be this big from where we started from what you see now, but now that we have AI become this huge thing in the real world, we see like, ‘Oh, maybe we should have added this or that from what you see in the AI right now,'” Yonghee tells me. “So we are like, ‘We should have thought of that.'”

However, the pair confirm that the real-world shifts around AI didn’t impact the game’s story or direction. By the time it became a hot topic, the direction was already set.

“We have this sort of the idea of the AI in the game locked down very early in the development back when we released the concept trailer back a few years ago,” Oyama says. “And so we had that as what you see in the game basically. And then we really couldn’t predict that the AI would become this big right now.”

“Yeah,” Yonghee adds. “So the real life AI’s progression or development, it’s been so fast that it’s perhaps overtaken what do we have in the game right now. So what you see in the game might not look as amazing than what’d you compared to real life.”

I laughed a bit at this and remarked that I didn’t think we had Dianas running around in the real world just yet.

“We created to be in the near future, but the future has come closer,” Oyama replies.

“Yeah, just the word AI is getting a bit old right now,” Yonghee says. “So maybe by the time that we reach the age or the time where Pragmata takes place, people are not using the word AI even anymore.”

We recently got another look at Pragmata at Capcom’s Online Program alongside TGS, and we had a hands-on preview of the game at Gamescom earlier this year. We also spoke with Oyama and Yonghee about early ideas for Pragmata, including the possibility that it might feature a talking dog. Pragmata is out sometime next year.

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.

Malys, the devil exorcising deckbuilder from the studio co-founded by Dragon Age’s writer, gets a 1.0 release date

Right, there’s just a constant wall of bad news at the moment, so how about something a bit nicer. Earlier this year, Summerfall Studios announced that the Kickstarter for their demonic roguelike deckbuilder Malys didn’t work out, so they’d be releasing it in early access instead. Much like Kickstarters themselves, early access releases are risky business too, but it appears that at the very least it’s worked well enough to grant the game a 1.0 release.

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Opinion: Silksong Might Just Be The Funniest Game Of The Year

Silks and giggles.

It’s very easy not to see the funny side of Hollow Knight: Silksong. Don’t worry, I’ve been there. Something about bashing your head against a boss for the 20th time takes away the giggles a little bit, and that’s okay. But you have to hear me out here: I haven’t laughed this much at a game in a very long time.

It tickles a very Looney Tunes-esque niche that I didn’t realise I still found so funny. There’s none of the surrealism of Thank Goodness You’re Here or the quips of Portal, but if you’re the kind of person who likes watching Wile E. Coyote finally catch Roadrunner only to immediately land a heavy anvil to the noggin, then Silksong has more than enough opportunities to laugh away the pain.

Read the full article on nintendolife.com

PlayStation Plus Monthly Games for October: Alan Wake 2, Goat Simulator 3, Cocoon 

Delve into a psychological survival horror, play as the GOAT, and puzzle out worlds within worlds with the PlayStation Plus Monthly Games lineup for October.  Alan Wake 2, Goat Simulator 3, Cocoon will be available to PlayStation Plus members from Tuesday October 7 until Monday November 3.

Also starting October 7 Midnight Murder Club will be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to one hour with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over.

Let’s take a closer look at the games.

Alan Wake 2 | PS5 

What starts as a small-town murder investigation becomes a living nightmare. From the studio that brought you Control comes a psychological survival horror starring two protagonists in two very different worlds. Play as both the returning Alan Wake and new hero Saga Anderson, witnessing the nightmare unfold from two perspectives – and two realities. Help Wake to rewrite his reality as he attempts to escape the Dark Place and enter Anderson’s brilliant mind as she races to solve the case. As Anderson, explore the magnificent forests and lakes of the Pacific Northwest and meet a cast of quirky characters in the towns of Bright Falls and Watery. As Wake, survive the hostile urban nightmare known as the Dark Place. It takes more than guns to survive: Light is both the ultimate weapon and a refuge in the battle against the supernatural darkness that threatens the heroes. Fight powerful enemies in deadly close-combat encounters, making careful use of limited resources.

Goat Simulator 3 | PS4, PS5 

Gather your herd and venture forth into Goat Simulator 3 – an all-new, totally realistic, sandbox farmyard experience that puts you back in the hooves of no one’s favorite female protagonist.  That’s right – Pilgor is back, and this time is joined by other goats too. You can invite up to three friends in local or online co-op, create carnage as a team, or compete in mini-games and then not be friends anymore. Get ready for another round of udder mayhem. Lick, headbutt and ruin your way through a brand new open world in the biggest waste of your time since Goat Simulator! 

Cocoon | PS4, PS5 

From Jeppe Carlsen, the lead gameplay designer of Limbo and Inside — Cocoon is a unique take on the puzzle adventure genre, where each world exists within an orb that you can carry on your back. Wrap your head around the core mechanic of leaping between worlds—and combine, manipulate, and rearrange them to solve intricate puzzles.

Interact with alien environments and biomechanical devices left behind by an ancient civilization. Journey through unique and diverse biomes, from industrial structures to massive organic caverns, and discover how they are connected to one another. Each orb has an ability that can be unlocked, thereby turning the orb into a unique tool for you to utilize within other worlds. Use these abilities to uncover hidden pathways and objects, fire projectiles to trigger switches, and more.

Last chance to add PlayStation Plus Games for September to your library

PlayStation Plus members have until Monday October 6 to add Psychonauts 2, Stardew Valley and Viewfinder to their game library.

World of Warcraft: Midnight – The First Hands-On Preview

In the intro cinematic for World of Warcraft: Midnight, Lady Liadrin of the blood elves was joined by a conspicuously anonymous group of reinforcements to defend the Sunwell against this and last expansion’s big bad, Xal’atath. And it turns out there’s a reason for their ambiguous appearance: it’s us, the players. The first moments of the next chapter of the Worldsoul Saga, which I’ve played through a big chunk of on an alpha build, had me emerging at that precise moment to put a stop to this shadowy invasion. And the revamped elven kingdom of Quel’Thalas beyond was worth the abrupt summoning.

The Clock Strikes

If you aren’t caught up on the events of The War Within, Midnight is something WoW has never really tried before: a direct follow-up to a previous expansion, and the midpoint of a planned trilogy that tells a single, overarching story. And at the end of The War Within, the manipulative Xal’atath used us to knock out a godlike being called a Void Lord and slurped it up to power her favorite plot bauble, which has enabled her to launch a full-scale void invasion of Azeroth. To bring about her plans, she has to snuff out the Light itself, hence starting her invasion at the logical place, the Sunwell.

The design of the new void creatures is diverse and evocative, especially with the more powerful lieutenants, and they help sell the stakes of the invasion well. I won’t spoil exactly how this intro section ends, but Blizzard has once again done a great job using the skybox to tell a story.

The Eversong Woods one is one of my favorite zones since The Burning Crusade, and I was thrilled to come back and see it bigger, healed, and thriving.

I got a bit of a welcome breather once the immediate disaster was under control, though, as I was quickly shepherded into the new expansion hub of Silvermoon City. This was an awe-inspiring homecoming as someone who has followed the story of this elven kingdom since Warcraft 2 and would call myself kind of a Thalassaboo. The reimagined version is so much larger, richer, and more dense than the one that’s been around since 2007. Quel’Thalas, and the adjoining troll kingdom of Zul’Aman, are also now fully, seamlessly connected to the Eastern Kingdoms, finally letting us fly across the entire continent without entering a different instance.

Where once the Dead Scar left by Arthas tore the city in half is now the Path of Dawn, a highway stretching all the way across the zone and through the capital. Only small remnants remain of the undead corruption and mana addiction that once plagued these lands. What were once the gloomy Ghostlands are now folded into the larger Eversong Woods zone, with the eternal light having returned to all but the furthest corners. It’s been one of my favorite zones since The Burning Crusade, and I was thrilled to come back and see it bigger, healed, and thriving.

Summit of the World

In the city itself, most of the real estate is now a faction-neutral expansion hub with all of the vendors and services you’d expect. The Bazaar has been extended across the Path of Dawn to form a new city center, anchored by our command HQ in the war against Xal’atath – the imposing Sanctum of Light. What was once the Ruins of Silvermoon sub-area on the western side has been completely rebuilt with two lovely districts: Falconwing Square, new home of the Farstriders, and Thalassian University, a gleaming college of magic that’s also the setting of one of the new delves. Murder Row, representing Silvermoon’s shady back alleys, is also tweaked and now part of the faction neutral area.

Around a quarter of the city is still a Horde-only zone, taking up the remixed Path of the Elders, Royal Exchange, and Court of the Sun areas from old school Silvermoon. The old Farstrider Square has sort of been folded into the latter two, with the Exchange leading right up into the Court of the Sun, but there is also a new subdistrict on the Southeastern side called the Court of Blood, where all of the Blood Knight stuff has been relocated. The Sunfury Spire, center of the kingdom’s government, is now a floating tower above the city that is also restricted to Horde only.

Alliance players who enter these areas will get a 10-second grace period before all the guards become hostile like any other faction capital, but this aggro can be cleared instantly by re-entering a sanctuary area. Overall, I’m pretty satisfied with the balance of cross-faction to faction-specific areas, even if it feels like maybe we should be ready to bury the hatchet at this point. The tensions between the visiting Alliance and their Horde hosts play out in the opening hours of the story, which makes for an interesting political drama.

Blinded By the Light

The first conundrum we’re sent to solve in Quel’Thalas is an odd and unexpected one, having just come from beating up a bunch of void baddies. It seems that the reignition of the Sunwell has also caused areas called Lightblooms to pop up, which have become overgrown with life and brightness. In fact, the entire zone looks a bit washed out, with an altered color balance that makes it feel like someone has turned a floodlight up too high. The ongoing story of WoW has long hinted that Light can be just as dangerous as Void if you have too much of it, and it seems like we might be dealing with both this expansion.

This issue becomes even more dire in the first of Midnight’s delves, Collegiate Calamity, which takes us inside Thalassian University where the Lightbloom has gotten out of control. Compared to The War Within’s delves, it felt quite short, but I was playing it on a fairly low difficulty. On the other hand, it feels much more like a connected area, similar to a lot of WoW’s best dungeons, as opposed to several War Within delves that were caves with no real sense of place. You can see the rest of Silvermoon in all its glory from the upper terrace, which really helps situate it as part of the world and the story.

Replacing the cheerful Brann Bronzebeard as your delve companion is the ruthless Valeera Sanguinar, a blood elf assassin who still dresses like every female video game character did in 2007. She’s pulling it off, though. I like the new cape. I’ve only found a couple of her curios so far, so it’s hard to say how she fights, but the tone is very different when you’re running with a femme fatale edgelord instead of a happy-go-lucky explorer. The change of pace is kind of nice. I don’t know if we’ll be BFFs, but stranger things have happened.

In Shadow I Serve

We haven’t been able to play the new Haranir allied race yet, and Midnight isn’t adding any new classes. But it does include a whole new spec for the Demon Hunter, the Devourer, using the Void to fuel its powers rather than demonic energies. Thematically, it’s a very cool idea with a lot of grim reaper vibes and a rotation that encourages getting into melee for a bit, then getting some distance, and repeating that dance. If you’ve played a Red Mage in Final Fantasy XIV, it’s kind of similar. The best part about Demon Hunters has always been how much their fighting style relies on movement, and that’s still true here.

The biggest feature coming in Midnight is definitely player housing, and I was thrilled to discover how powerful the tools for customizing my own little abode in Azeroth are.

As for my trusty Marksmanship Hunter, it’s hard to compare apples to apples when this is still an alpha and my character on the test server is hilariously undergeared compared to my retail main, but it doesn’t feel vastly different, at least in single target. I did my best to recreate my talent build as close as possible to how it is on the live version, and the biggest thing I noticed was that cast time reduction for Aimed Shot is much harder to come by, which slows down the tempo of my rotation quite a bit. The Sentinel hero talents have also seen a significant rework, as have our main multitarget damage-dealing abilities. We’ll put a pin, or an arrow, in that.

Homecoming

The biggest feature coming in Midnight is definitely player housing, and I was thrilled to discover how powerful the tools for customizing my own little abode in Azeroth are – from the floor plan, to the decor, to the walls and flooring. It seemed like adding multiple levels was a little bit buggy in this build, so I didn’t get to mess with that much. But everything else works great.

The Horde neighborhood of Razorwind Shores is triumphant, with everything from a blooming desert to rocky bluffs to tropical islands to a rugged pine forest. I do think the Alliance might be getting the short end of the stick here, though. Their neighborhood of Founder’s Point seems really one-note in comparison. It’s mostly just a sweeping, green fairy tale forest with a couple areas featuring different kinds of trees, one being mildly spooky.

There’s still a lot of the Midnight alpha for me to see. Try as I might, they wouldn’t even let me into the mysterious realm of Zul’Aman! But having played it basically every waking hour since I got access, which was about 10 hours ago as I write this, I am certainly impressed with the new zones and the customization housing allows, and I’m excited to see where the story of the Worldsoul Saga goes next. World of Warcraft: Midnight is due out some time next year, but housing will be rolling out to anyone who owns the expansion in December.

Amazon’s Latest MTG Sale Features Major Price Cuts and Free 10% Cashback Bonus

Magic: The Gathering’s popularity is growing, and it’s getting easier to get good deals on sealed Magic product.

Amazon currently has a slate of Magic deals, including up to 39% off of Commander Decks, over 25% off Bundles, and more, and you can snag 10% cashback when using Amazon’s Prime Visa Card.

Here are the best deals we’ve found.

Kicking off with Commander Decks, there are four of note here. The first is Modern Horizons III’s Tricky Terrain deck, which is all about turning land into, well, any other land, and making your creatures all creature types.

It’s a genuinely unique preconstructed deck, and it’s reduced by 39% from its $70 MSRP down to $42.98. Fans of Doctor Who can pick up Paradox Power, which contains the twelfth and thirteenth Doctors, for just $34.95 with the same percentage knocked off the MSRP.

The Fallout set’s Scrappy Survivors deck has seen a 25% discount, bringing the Dogmeat deck down to just $44.99. If you want a deck that involves pulling equipment from the graveyard, this is perfect.

Finally, the Final Fantasy XIV deck, Scions and Spellcraft, is down to just $44.99, a discount of 36% from the MSRP. If you missed out on Aetherdrift’s race to the finish, the Finish Line Bundle, which includes 6 Play Boosters, 2 Collector Boosters, extended art cards and more, is down to $58.47 – a discount of 27%.

It’s not all Magic cards, either. The Pokémon TCG’s Black Bolt Elite Trainer Box is down to $84.99 after an 11% discount. It’s not quite the lowest Amazon has had it for, but if you can nab that cashback, too, it’s worth looking into.

Elsewhere, there’s 20% off the Star Wars Shatterpoint Core Set (bringing it to $131.99), and 30% off Disney Lorcana’s Azurite Sea Stitch Collector’s Gift Set (now $34.95).

Using the Amazon Prime Visa Card, shoppers can get 10% cashback on toys right now if they’re a Prime member, including a $150 gift card for new joiners. Think of all the Magic cards you could buy with that?

Not signed up to Prime yet? Fear not! You can get yourself a 30-day free trial, or get a Prime for Young Adults membership free for six months if you’re aged 18-24.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Microsoft reveal massive Game Pass Ultimate and PC Pass price hike, concede that price hikes are “never fun”

Microsoft are reshuffling their Xbox Game Pass subscription tiers and hiking the price of Xbox Game Pass Ultimate and PC Game Pass in certain regions. You’ll now need to pay $29.99 a month for Ultimate – a 50% jump, with pricing for places outside the US to follow. PC Game Pass subscriptions are going up from $11.99 to $16.49 monthly – around 40 percent higher.

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Digimon Story Time Stranger Review

Like so many ‘90s kids, I watched my fair share of monster taming TV shows growing up, Digimon included. And while an 8-year-old George enjoyed Digimon World 3 on PlayStation 2, it was 2015’s Digimon Story Cyber Sleuth (and 2017’s more refined Hacker’s Memory) that renewed my current interest in the series. I felt a sense of nostalgia playing it, and its unique evolution systems made it stand out amongst Pokemon’s omnipresent domination of the genre. A decade later, Digimon Story Time Stranger builds on that same foundation, but this time with a much bolder story that pays off well and a mostly compelling cast of characters. Combine that with engrossing turn-based combat and monster collecting mechanics, and Time Stranger shines as one of the best Digimon RPGs to date.

Time Stranger follows a nameless secret agent protagonist who, after experiencing an apocalyptic clash involving Digimon called the Shinjuku Inferno, gets transported eight years into the past in order to find a way to prevent it. It’s an explosive start to the story and one that grabs your attention immediately. Things get a little more straightforward from there as you quickly meet Inori Misono, a regular girl who just so happens to become intertwined with a humanoid Digimon named Aegiomon who conveniently has amnesia. The trio set forth to uncover his mysterious origins from there, and as sappy as the script is – both of them constantly declare that they’ll “protect each other no matter what” – Inori and Aegiomon’s bond is tested in a way that ultimately sticks the landing.

One minor disappointment is that our protagonist is silent, which oftentimes leads to the more emotionally impactful scenes falling a bit flat. Shinjuku’s law enforcement group, the Public Safety team, helps out our trio quite a bit during the story, but their personalities don’t have enough depth to carry conversations on their own, making them quite forgettable. The only one who sticks out is the scientist, Monica Simmons, mainly due to her having the most presence in cutscenes. The others, like Kodai Kuremi and Shota Kuroi, I couldn’t really tell you a thing about, much less remember what they even looked like.

However, the Digimon characters do the heavy lifting here. The story revolves around Olympus XII, a group of twelve Mega-level deity Digimon that manage the Digital World. Their personalities are larger than life and a stark contrast to the boring humans in Public Safety. I enjoyed Bacchusmon’s lackadaisical and hungry antics, as he’s based on the Roman god of wine. Vulcanusmon, based on the Roman god of fire and the blacksmith of the group, loves action figures. These interests and habits give them an immense amount of charm. Despite being literal gods, they all feel down to earth and relatable in some way.

Time Stranger also does a fantastic job of using its time travel elements to flesh these Digimon out further across its 30-40 hour campaign. For example, smaller Digimon you meet in the past end up playing pivotal roles later on, growing both physically and emotionally when the protagonist eventually has to go back to the present. You see them mature into their Digivolved forms as they tell you how much of an impact you made on their lives.

Digimon Rumble Arena

Time Stranger’s combat sticks to a traditional but amusing turn-based RPG system, playing out more like Shin Megami Tensei or Dragon Quest Monsters rather than the simultaneous choices of something like Pokemon. You can have three Digimon accompany Aegiomon out on the field at once, not to mention up to three special guest Digimon that will temporarily fight alongside you for various story reasons, as well as three more slots that hold your reserve options.

It can be a bit of a chore to manage a potential total of seven Digimon at the same time (although you can’t directly control those guest Digimon), but Time Stranger has plenty of quality-of-life features to smooth the process over when you’re not taking on its more pivotal fights. You can speed up the pace of battle and its animations by 2x, 3x, and 5x, as well as turn on auto-battle and let your Digimon act on their own in case you want to quickly streamroll over regular enemy encounters.

I really like the multi-layered weakness system Time Stranger has going on. There are three primary attributes (Data, Virus, and Vaccine) that have a rock-paper-scissors relationship with each other: Data beats Vaccine, Vaccine beats Virus, and Virus beats Data. On top of this, each Digimon comes with elemental weaknesses too, like Fire, Planet, Earth, and Water. If a Vaccine-type Digimon hits a Virus-type Digimon, it’ll do 150% more damage, but if the attack is a Light-elemental one and the opponent is Dark-elemental, then the multiplier will be even higher, up to 400% from what I’ve seen so far. It’s nothing revolutionary, but it’s still a fun puzzle to take advantage of these attributes and elemental systems to create complex strategies and dispose of enemies efficiently. You’d be surprised at how fast even bosses can drop when you come up with a good plan.

Fortunately, you won’t need to memorize every single attribute and elemental match up. While weaknesses are unknown when you first encounter a new Digimon, hitting them with attacks will reveal them, and you can double check that information during battle before making a move from then on. It feels like a guessing game, but a fair one. Encountering new Digimon with initially unknown combinations of weaknesses and resistances constantly switches up battles to prevent them from feeling stale.

There are more than 450 different Digimon that could potentially join your team, and each one has a few special skills which are unique to them. For example, IceDevimon’s Frost Claw is an Ice-elemental attack with life-stealing capabilities, while MegaKabuterimon’s Horn Buster is a Plant-elemental attack that also reduces the opponent’s speed stat. These moves have unique attack animations as well, giving each Digimon a bit of cool individuality.

It’s a fun puzzle to take advantage of the attribute and elemental systems.

Your Digimon can also equip up to four attachment skills using Skill Discs, which essentially function the same as TMs in Pokemon. However, there are no restrictions for which moves a Digimon can learn, so you have unlimited freedom in how you want to build out your team. My Lilithmon, for example, has Holy Light III equipped, giving her a way to hit other Dark-elemental Digimon for big damage despite them being immune to her special skill, Phantom Pain. This way, you can prepare your Digimon to be as well-rounded or as specialized as possible, whichever you prefer.

During the course of battle, you’ll accumulate Cross Points, or CP. Once your CP bar is full, your human agent can unleash a powerful move called a Cross Art. These can range from doing massive damage to all enemies, concentrating a blast on a single one, and even fully healing your party. The one baffling caveat is that you can only equip one Cross Art at a time, so if you go into battle equipped with the wrong one, you’re screwed. This could’ve easily just been a dropdown menu during battle to select whichever Cross Art you wanted in a particular situation, especially because the limitation meant I only ever switched between Burst for regular enemy encounters and Strike for boss battles. The former wipes out groups of enemies quickly while the latter can reliably break a boss’s concentration as they charge up their deadly ultimate attack. It was difficult to find a moment where I ever wanted to use the more defensive Cross Arts.

Digivolve to…

Digimon’s unique evolution mechanic, dubbed Digivolving, is core to Time Stranger’s progression. Each Digimon has multiple evolution lines that you can constantly Digivolve and De-digivolve through, but they have to meet certain requirements to do so. These can include your Agent Rank, reaching a specific stat threshold, and more. This faster approach to evolution feels much more immediately gratifying, even if there’s still some level grinding involved to get a Digimon to meet certain requirements. You’re rewarded for constantly evolving and devolving, too, as the cumulative stats are passed down to the next Digimon, and I really enjoyed clicking through the menus to see which Digimon were ready to go again right after transforming.

As for how they’ll join your team in the first place, you automatically scan Digimon for a certain percentage amount every time you defeat them. Once a specific type reaches 100%, you can convert it to join your team – however, if you wait until that progress reaches 200% first, it’ll come out more powerful. It’s nice to not have to worry about knocking out a creature by accident if I want to add it to my available roster, as I can just concentrate on what I do best instead, which is winning battles.

With only six slots in your active party, you’re inevitably going to have multiple copies of the same Digimon filling up your overflow box. But that’s a good problem to have! For instance if you have two Agumons, you can Digivolve one into Greymon and the other into GeoGreymon and see how their evolution lines divert from there. It’s almost like a fun gacha game without the predatory randomness elements. Sometimes a Digimon’s portrait is blacked out in the evolution tree, and reading the requirements makes you incredibly curious to see what it could be. And even if you’ve exhausted all possible evolution paths for a specific kind of Digimon, Time Stranger still lets you put them to good use: You can break them down into materials that grant your more useful Digimon extra EXP, or grind them into money to buy items. It may be cruel to get rid of these sentient digital beings so callously, but given the current state of AIs in the real world, I didn’t feel much sympathy.

Time Stranger also introduces Personalities that influence stat growth, acting similar to Natures from Pokemon. There are four different categories – Philanthropy, Valor, Understanding, and Heart – that each have four specific Personalities within them. For instance, Understanding revolves around the Intellect stat, which makes magic attacks stronger, but a Digimon with a Sly Personality will see boosts in both Intellect and HP while one with an Enlightened personality will gain more Intellect and SP. This nuance adds a lot more depth to party-building and tickles the min-maxing part of my brain. Thankfully, you can also influence and change your Digimon’s Personalities by replying to the text messages they’ll occasionally send you (yes, they can do that), giving you some control over that aspect.

Side missions are usually fetch quests, but the rewards make them well-worth it.

A staple of the Digimon Story series, the Digifarm, returns to help with this as well. By placing your Digimon here, they can roam around and gain EXP on their own. You also have more direct control over how their stats and Personalities change while there. For example, my Cyberdramon didn’t have a high enough speed stat to Digivolve into its next form, so I had him run on a treadmill in the Digifarm until it was. I even sped up the process by paying in-game yen instead of waiting out the 15-minute increments. Leveling Cyberdramon naturally would’ve taken too long and waiting for it to finish on the treadmill was even slower, so I was happy to be able to pay my way out of it. (Don’t worry, there are no real-money microtransactions.) You can also feed your Digimon food here to further increase your bonds, which gives them a higher chance of executing follow-up attacks in battle, and that can sometimes be the difference between victory and defeat.

Time Stranger offers plenty of side activities to do, too. While the side missions are usually just fetch quests, they at least offer a cute glimpse into how Digimon behave in their world. The character models for all of the Digimon look sharp and pristine, with the Digital World having varied environments to explore, from the coastal beach and aquarium vibes of the Abyss to the rustic nature aesthetic of the Gear Forest. It’s a drastic improvement over the previous Digimon Story games, and I enjoyed running around and taking in the sights of Digimon just going about their day. You’ll also find Outer Dungeons hidden away, which are challenges you can take on to earn reward money – and some of the toughest ones are fun ways to test out your end-game party.

Moreover, many side quests offer a crucial reward: additional Anomaly points outside of story missions. You spend these points on skills and abilities for your protagonist, such as unlocking more Cross Arts or decreasing certain Digivolution requirements. Spending them also increases your Agent Rank, which is often a Digivolution requirement itself. At higher Agent ranks, you can start Digivolving your Digimon into their Ultimate and Mega forms, which is important in order to tackle the more powerful bosses towards the end. Tucking away such an important resource behind side missions pushed me to meaningfully engage with content outside of the main story in a way I liked. The Anomaly points earned from completing story missions are just enough to keep you on par with the standard pace of difficulty, but if you really want to discover more Digimon and collect ‘em all, the side missions are well-worth doing.

And because every RPG needs to have one, Time Stranger also features a card-based minigame that uses artwork from the actual Digimon Card Game in real life. Depending on how many rounds you win against an opponent, you can nab the corresponding amount of cards from their deck as prizes. Strangely, there aren’t any tangible rewards like items that could be useful in battle or anything like that, so it’s only really a game you’d play as a distraction.