Shout out to Game Gengo, my new language learning obsession

As some of you might be aware, I went to Japan earlier this year and had a great time. Off the back of the trip, I’ve finally decided to get my act together and pursue a long, arduous road to some degree of fluency. It’s always going to be a work-in-progress, but I think I’ve settled into a language learning routine which leaves me with plenty of time for Love Island in the evening. DuoLingo’s owl has been punted to the curb, too, because the bird is awful.

Naturally, I’ve turned to a textbook: Genki I. At first I thought there was no getting past it being a bit dry – I mean they aren’t meant to be thrillers, are they? Until, that was, I discovered Game Gengo, a YouTuber who takes each lesson from the textbook, breaks them down into manageable chunks, all complete with loads of examples from video games. I spend most of my evenings with the guy, and what a treat it is.

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Cassette Beasts gets even more Poké-like with an update adding caves and a unique monster

Just when I thought my longtime love/hate relationship with Pokémon (and all of its off-shoots) was over, the recently released Cassette Beasts pulled me back down the rabbit hole. The newest creature-collectathon is only getting better, though, as developer Bytten have announced a new expansion and an upcoming multiplayer mode. In the meantime, you can check out the 1.2 update called Catacombs which is out right now.

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Toby Fox Shares Development Update On Deltarune Chapter 3

“this chapter is shaping up to be a pretty strange one”.

It has been almost two years since our last instalment of Deltarune, Toby Fox’s follow-up to Undertale and, given the three-year wait between the first two chapters, this isn’t all that surprising. However, Fox has recently shared an update on the development of Chapter 3 to keep us all in the loop about what’s going on (thanks, Nintendo Everything).

Released as a part of his free newsletter, Fox noted that progress is still being made on Chapter 3, with the team working on the final overworld area for the instalment. After this, it looks like the chapter should be almost ready to go with Fox stating that he will need to give it a thorough once-over — though he hopes that this won’t take too long.

Read the full article on nintendolife.com

The Legend of Heroes: Trails into Reverie Review

Ever wanted to experience the Marvel Cinematic Universe of RPGs? The Trails series is exactly that. More specifically, The Legend of Heroes: Trails into Reverie is the Avengers: Endgame of RPGs. It’s the culmination of three different subseries within Trails and two decades’ worth of meticulous storytelling, easily totaling over 100 hours of gameplay time between its story, combat, and post-game activities. Despite a bloated cast of characters resulting from combining the expansive Trails series, impeccable pacing makes every event and interaction manageable. With its politically engaging story and strategically fun turn-based gameplay, it’s one of the best RPGs of 2023.

Reverie is able to pack so much content in because its overarching story is split into three routes, each with a different main character. By switching between perspectives, it’s able to keep its various plot twists and revelations fresh, and I never felt like I was lingering on one particular route too long before I had to make progress on another.

Fans of the Trails series will undoubtedly recognize the first protagonist, Rean Schwarzer. I’d gotten tired of playing as Rean as the main character of the four games in the Cold Steel saga – in particular, the story around him involving some worldwide catastrophe in Cold Steel IV was messy and convoluted. However, Reverie redeems Rean by giving him a much more focused storyline for his route, and I was impressed at how cleverly it expanded on his arc from Cold Steel IV.

The second protagonist, Lloyd Bannings, surprisingly has the weakest route of the three. I immensely enjoyed the Crossbell ‌duology that he originated from; Trails from Zero and Trails to Azure tell the story of Lloyd and the Special Support Section fighting for the city of Crossbell’s independence. Reverie retreads that same story, making Lloyd’s route a bit boring compared to the other two. It’s also central to Reverie’s overall story, which is a little disappointing since I’ve seen it all before.

Reverie redeems Rean by giving him a much more focused storyline.

The third route follows a new character named C, and it’s easily the best Reverie has to offer. Much of the mystique in C’s cast comes from all of their unknown backgrounds and amazing chemistry: C, the one adult in the group, wears a mask and a deep voice modulator – what’s his true identity? Swin Abel and Nadia Rayne are both child assassins, but why were they roped into a dangerous profession at such a young age? And while Swin and Nadia had to grow up fast in order to survive, their amnesiac companion Lapis has this innocent childlike curiosity about the world. Their mix of personalities is incredibly entertaining, and interactions between them are always fun to watch.

You can switch between the three main characters at any time using the cleverly named timeline system, Trails to Walk, but there are certain points in each that remain locked until you’ve made progress in another route. For example, in one section, both Lloyd and C have to work together in order to make their way through two different facilities as their respective locking mechanisms work in tandem. I really enjoyed the way mechanics like this make the three stories feel intertwined, but also allows space for their individual stories to shine.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters.

Reverie does have an issue with a massively bloated cast – there are over 50 playable characters coming together from all of the previous Trails games, which is a lot of faces and names to remember even if you’ve played every single one. However, it manages to let each character get relatively equal amounts of the limelight, and in doing so it allows people to interact with each other where they never could in their respective origin games.

For example, watching Crossbell Police Department detective Alex Dudley and Rean’s classmate Machias Regnitz praise each other’s studious personalities is so satisfying. Even other characters who overhear their conversation note how they’re both so similar. It’s moments like these where I felt like Trails into Reverie was fanfiction done right.

However, by its very nature it’s not an approachable game for newcomers. The story fully expects you to know who these characters are, and it wraps up the entire arcs of the Crossbell duology and the Cold Steel saga; if you don’t know what those are you’ll be entirely lost. Plenty of characters from the Trails in the Sky trilogy make appearances as well. It’s a daunting task, but it’s highly recommended to play all of the other games before Trails into Reverie. Having played them, the overwhelming familiarity and nostalgia were worth it.

Having played all the Trials games, the overwhelming familiarity and nostalgia were worth it.

Trails has one of the most meticulously designed battle systems in any RPG series – unlike Final Fantasy, Trails has stuck to its turn-based guns here – and Reverie is no exception. You can have up to four different party members on the field at one time, but other characters in your active party can be switched in and can also provide support from the sidelines. There is quite a lot of nuance that goes into the different options you have during battle, from positioning your characters on the free roam-based battlefields to managing a turn-order timeline. You have a high degree of freedom in how you can approach and dictate the flow of battles.

A particularly satisfying one is how you can use certain attacks, called Crafts, to not just impact a character’s placement on the move-order timeline but also expose them to bonus damage effects. If an enemy’s timeline icon shows a critical hit effect, that’s an opportunity to delay that enemy’s turn so that the turn order changes to one of your characters, thus guaranteeing a critical hit. These incentives kept me engaged and focused throughout the entire campaign’s worth of battles, especially on higher difficulties where capitalizing on those openings is crucial. One wrong move and the enemy could wipe out my party, but overcoming a challenging boss felt rewarding.

As a whole, the Trails series emphasizes the theme of teamwork, and Reverie’s battle system has a few other cool features to reinforce that. For instance, enemies are weak to certain weapon types, and hitting them with the appropriate weakness allows one of your allies to do a follow-up assist attack to earn Bravery Points (BP).

With three BP stacked up, you can launch a Rush dual attack with an ally, and five BP can be spent to launch a Burst attack where all four party members pile up on the enemies, similar to Persona’s All-Out Attack mechanic. But that’s nothing compared to the newly introduced United Front attacks, in which your entire party, even the ones on the sideline, rushes in from off screen to attack. I love this assist system because I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

I felt the camaraderie through gameplay, not just ‌in the cutscenes and story.

BP can also be spent on Orders, which are party-wide buffs that can turn the tide of battle. Is the boss charging up their ultimate attack on the timeline? Three BP activate Lapis’ Order, Pallas Coppelion, which reduces incoming damage by 60% for the next six turns. However, we’re given good cause to be careful about when to use these powerful bonuses: Bosses can also launch their own abilities, called Dis-Orders, which can have similar effects like reducing your party’s damage output, canceling your current Order in the process. Whenever bosses pulled them out, I’d immediately have to adjust to a more defensive playstyle in order to hunker down and wait until the effect wore off. Dis-Orders are a great way to shift the momentum back toward the boss just when I thought I held the upper hand, keeping me on guard even when a fight seemed like it was already over. It kept battles dynamic and exciting, forcing me to think quickly on my feet.

Reverie also has a bunch of customization options for how you can build out your characters. Want to make Rean’s ninja assassin, Fie Claussell, an evasion tank so enemies miss their attacks all the time? Just slot her up with gems (called Quartz) that boost her evasion stat – and also her counterattack range if you want to give her a free attack on the enemy’s turn. There’s no role I couldn’t tailor specific characters toward, be it a healer or magic user. I could spend hours optimizing my Quartz setup for my party – it’s that engrossing.

The features that Reverie’s battle system introduces may seem overwhelming at first, but it’s nothing that a Trails veteran can’t pick up quickly – and again, if you’re not a Trails veteran, you probably shouldn’t be playing this until you are.

In a game that’s so focused on its characters it’s important that they look convincing, and Reverie does its cast justice. While they aren’t what I’d expect from a big-budget game like Final Fantasy XVI or Persona 5, they’re still an admirable improvement over previous Trails games. In particular, character models look less stilted and don’t awkwardly move their limbs when walking or waving their arms while talking.

Reverie’s soundtrack is excellent, too. Rean, Lloyd, and C all have different battle themes and they fit appropriately and reinforce their respective characters. Rean’s electric guitar-heavy theme reflects the energy that he embodies during battle, while Lloyd’s sounds like an anthem, fitting for a nationalist hero like himself. C’s theme incorporates more piano, giving it a more graceful feeling to match his calm demeanor.

Constant Customization

Characters can also equip costumes that don’t have an impact on stats – it’s just there if you want to play dress-up with various items like hats and swimsuits. You can earn a few of those costume items just by playing through Reverie’s main story or fulfilling side quests, but many of them are earned through a randomized dungeon called the Reverie Corridor. Here, all three protagonists and their parties have been whisked away to a different dimension where they can interact outside the main story’s events. The catch is that they won’t remember what they were doing right before arriving, and they also won’t remember what transpired in the Reverie Corridor when they exit. It’s a weird but very clever way to have all the characters gather in one place to interact with each other before the finale when their paths ultimately converge. Additionally, any character levels gained inside the Reverie Corridor will transfer back to their home dimensions.

Reverie Corridor’s randomized nature is similar to that of Persona 5’s Mementos: you’ll fight through a few floors and then battle bosses at the mid and endpoints. There’s also a gatcha system, but don’t worry: there are no microtransactions or real-world currency involved at all. In fact, Trails into Reverie even told me to reload a save just in case I didn’t receive what I wanted! Some of those rewards include extra characters who appeared in past Trails games but didn’t have a presence in the main story. While these characters can’t be used outside the Reverie Corridor, they can be used as Tagalongs, meaning that you can still activate their specific Orders and they’ll also participate in United Fronts.

You’re only required to progress through the first two Stratums as part of the main story, but afterward, you’re free to put it off for as long as you want. The Reverie Corridor is the only aspect of Trails into Reverie that feels a bit out of place in the story, as the characters are puzzled by why such a place even exists. However, there’s plenty of post-game content that unlocks more Stratums and reveals extra story context behind the Reverie Corridor, as well as a final post-game boss and an additional ending, and that was a fantastic send-off for these combined series and an exit ramp to tell new Trails stories in the future.

Baldur’s Gate 3 Standard Playthrough Takes 75 to 100 Hours, Larian Says

Wondering if you’ll be able to squeeze in a playthrough of Baldur’s Gate 3 before Starfield comes out? Be warned: one run takes on average 75 to 100 hours, developer Larian has said.

Baldur’s Gate 3 is a sprawling open-ended role-playing game from the makers of the Divinity: Original Sin series. Larian announced it had brought the PC version release date forward a month, from August 31 to August 3, in order to avoid a clash with the likes of Bethesda’s upcoming behemoth Starfield in early September. The PlayStation 5 version, meanwhile, is delayed slightly to September 6, and the Xbox Series X and S versions are without a release window (more on Baldur’s Gate 3’s Xbox hold-up here).

Speaking to IGN, Larian boss Swen Vincke said the developer is seeing a standard playthrough of Baldur’s Gate 3 take 75 to 100 hours. However, players who want to “do everything” should expect to double that figure.

“Between 75 and 100 hours, that’s what we’re seeing,” Vincke said. “That’s not doing everything, that is just going to be a playthrough. There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours, I think. On average we’re seeing people who are going through take about 75 to 100 hours.”

“There will be people who will be way over that, the ones who want to do everything. They will probably hit 200 hours.”

Vincke pointed out, however, that Larian expects to see different playstyles upon Baldur’s Gate 3’s release. Those who play the game in multiplayer, for example, may take over a year to finish the game as they organise regular sessions with friends.

“There are multiple ways of playing it, right?” Vincke said. “We saw that with [Divinity: Original Sin 2] and it will be no different here. People who are going to be playing in multiplayer, they’ll take a year, a year-and-a-half. They will make their regular sessions where they play, like D&D.”

Baldur’s Gate 3 is divided up into discreet chunks by big transitions that move players from chapter to chapter, much like in the original Baldur’s Gate. These transition points provide natural stop / start moments for players who may fancy giving Baldur’s Gate 3 a rest in favour of another game.

“There will be moments where you can say, ‘you know what? I’ll stop here and try something else,’ and then I’ll pick it up again. It’s big enough,” Vincke said.

Even after a playthrough is complete, players may feel compelled to re-roll due to the nature of Baldur’s Gate 3 itself, Vincke suggested.

“It has an enormous amount of replay because there are so many ways to do things,” Vincke said. “I think people will re-roll a lot. We have this insane amount of classes, sub-classes, races, sub-races. This is not a small game you’re going to be done with in a month. You will be playing it in bits and chunks. Maybe you will drop in with a friend in multiplayer – we have drop-in / drop-out multiplayer also. There are so many ways of playing it.

“We saw with [Divinity: Original Sin 2] also, people played it for years. There are still quite a lot of people playing DOS2, still discovering new things that are in there. This one is significantly bigger, with significantly more layers of depth to it also.

“I don’t think you’ll be done in a month, is what I’m saying.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

IGN UK Podcast 703: The Best of 2023 So Far

We’ve officially made it halfway through 2023. Congrats to everybody. To celebrate, Cardy, Mat, and Wes are here to share their favourite games, films, and TV shows from the year so far. But that isn’t all, they then look ahead to the rest of 2023 to what they’re most excited for.

Want to let us know which games you’re most excited for later this year, or just want to tell us the weirdest thing you’ve had as a pizza topping? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 703: The Best of 2023 So Far

Everything that happened in the final day of court between Microsoft and the FTC

Five days of verbal jousting and juicy internal documents later, the court battle between the US Federal Trade Commission and Microsoft is over. The FTC have worked to prevent Microsoft’s proposed acquisition of Activision Blizzard in court, and now the overseeing Judge will look back on the proceedings to make their final decision in the next few days.

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Guide: Where To Buy Nintendo Switch Pastel Joy-Con

All colours, best prices!

Launching on 30th June 2023, two gorgeous new Switch Joy-Con sets are now available to buy.

The Pastel Pink/Pastel Yellow and Pastel Purple/Pastel Green combinations are available at a variety of retailers, and we’ve been busy tracking all the best deals and cheapest prices so you don’t have to. If you’re in need of some new controllers or if you like to collect as much Nintendo hardware as you can, here’s where you can get your hands on them:

Read the full article on nintendolife.com

Say Goodbye to the Iconic Gulf War Game Boy

Gulf War veterans have lost another comrade today, especially veterans who were gamers. The Nintendo Store in New York City has retired the iconic Game Boy that survived an explosion during the war.

Tanooki Joe, the Twitter user behind the account @VideoGameArt&Tidbits, which delivers high-resolution video game and retro gaming memorabilia, took to the social media platform and said the externally damaged Game Boy was officially retired from Nintendo NY after its exhibit was absent for some time. They said that during a recent visit to the store, an employee confirmed it was because it had been returned to Nintendo of America’s headquarters in Washington State.

“The Gulf War Game Boy has officially been retired from @NintendoNYC,” they said. “After not seeing it on display for a while, I asked one of the workers about it. He told me it was returned to Nintendo’s headquarters in Redmond, Washington.”

In 1991, the original Game Boy was nearly destroyed in a barracks bombing during the Gulf War. Its plastic casing got scorched by the fire, the motherboard was exposed, and the A and B buttons were melted along with the D-pad buttons — all damages that rendered the toy useless. According to Esquire, Stephan Scoggins, the medic who stored the handheld system in the barracks, sent the damaged Game Boy to Nintendo for repair with a note that read: “Fortunately, this Game Boy, several Game Paks, and sundry other personal items were the only casualties claimed by a fire.” When the Nintendo technicians tested the Tetris cartridge that came with it, they were shocked to discover the Game Boy still worked.

While we don’t know what retirements plans Nintendo of America has in mind for the charred Game Boy, it’s truly a miracle it managed to survive the Gulf War and live to tell the tale from within the Nintendo Store near Rockefeller Center. It’s a piece of gaming history that belongs in a museum.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

Ghost Trick: Phantom Detective review: a glorious remaster that’s still to die for

Over a decade on from its Nintendo DS release, there’s still nothing quite like Ghost Trick. In this smart murder mystery detective game from the creator of Ace Attorney, you play the recently deceased amnesiac Sissel as he attempts to piece together his own demise. Who killed him? And why? And what’s the deal with these newfound powers he has to turn back time and manipulate inanimate objects in his vicinity? That definitely wasn’t in the ghostbusting 101 manual. Alas, he doesn’t have long to find out, as he’ll cross over to the afterlife in the morning. Thus begins a frantic night of whodunnit puzzling at its finest, with director Shu Takumi showing us exactly what he’s made of outside the courtroom dramas he built his name on.

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