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Square Enix settles lawsuit with mobile studio accused of copying assets from a cancelled Front Mission game

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The publisher says mobile game Metal Storm used art from a failed business deal…

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skywardshadow
9 days ago
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Front Mission 3: Remake Releasing in June

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Forever Entertainment announced that Front Mission 3: Remake will release for Nintendo Switch on June 26, 2025. The game is a remake of the third entry in the Square mecha tactical RPG series, which originally released for PlayStation in Japan in 1999 and in North America and Europe in 2000, before receiving a PlayStation Network Classics release in 2010. It follows Forever Etnertainment’s previous releases of Front Mission 1st: Remake and Front Mission 2: Remake.

Front Mission 3 is set in Southeast Asia in the year 2112, during a cold war between the Oceania Cooperative Union (OCU) and the People’s Republic of Da Han Zhong (DHZ), with the United States of the New Continent (UNC) sending in peacekeeping forces to resolve separatist conflicts. Its story follows Japanese wanzer test pilot Kazuki Takemura after a mysterious explosion occurs at a base, with the game splitting into two different scenarios — one for the DHZ and one for the UNC — depending on a choice made at the start of the game.

 

The post Front Mission 3: Remake Releasing in June appeared first on RPGamer.

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skywardshadow
9 days ago
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This XCOM-style strategy game dares to ask: What if Napoleon Bonaparte was a woman who had an army of battlemechs?

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The French Revolution was a time of overwhelming and quotidian violence. As Louis Antoine de Saint-Just—the revolution's Angel of Death himself—put it in Georg Büchner's play Danton's Death, "Is it so remarkable that the stream of the revolution should at every bend and cataract cast up its corpses? … Are a few hundred dead bodies to hold us back? Moses led his people through the Red Sea and into the wilderness till the old corrupt generation was exterminated… Legislators! We have no Red Sea and no wilderness, but we have war and the guillotine!"

You know what would have made everything better? If they'd also had mechs.

(Image credit: Studio Imugi)

This is the thesis of Bonaparte: A Mechanized Revolution, which puts you in the uniform of Bonaparte themself in the turbulent years of 1789 onwards. You know, Bonaparte! Cesar or Celine Bonaparte! The famous revolutionary hero(ine) who fought for either the Ultraroyalists, the Moderates, or the Jacobins depending on which choice you pick at the start of the game. Why, who did you think I meant?

The game bips and bops between different modes: A tactical, XCOM-ish thing where you're moving your battalions and death-robots around and setting them on your foes, and a broader strategic view where you're competing with other factions for control and influence over the different counties of France. Neither of these are hyper-complex, but they've got just enough moving parts to feel satisfying. Tactical battles ask you to think about your abilities and positioning at least to some extent, navigating behind foes to attack them from where they can't riposte, while your strategic affairs are divided between straight-up invading places and bolstering your support with propaganda efforts.

The third mode is narrative—visual novel scenes where you have tête-à-têtes with the era's notables and rally your votes to pass or reject laws in the National Assembly.

(Image credit: Studio Imugi)

This is, if the towering battlemechs didn't tip you off, an alternate history. But it nevertheless tries to hew relatively closely to the real outline and personalities of the French Revolution as it happened. The Comte d'Artois? Still an unpleasant reactionary. Robespierre? Still very keen on virtue and terror. Lafayette? Still very bad at seeing what is obviously happening around him. Events move inexorably, towards conclusions that feel inevitable.

Except, of course, you are Bonaparte, and you make your own history. I like the game's tactical and strategic elements—they're not complicated but they have just enough depth to feel rewarding when you sink your teeth in—but it's the ability to write your own revolutionary narrative that keeps me coming back. You can sign on with any of the revolution's three main factions—the Jacobin radicals, the Moderates, or the Ultraroyalists—and fight to establish their dominance over France.

It's catnip to a particular flavour of historical-fiction-brained nerd (me), and deeply satisfying to that part of me that always enjoys imagining just what life looks like in the empires I've established in CK3, or EU4, or any other historical strategy game. Turns out the answer is 'chaotic and bloody,' but, look, nobody can reign innocently.

2025 games: This year's upcoming releases
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Best RPGs: Grand adventures
Best co-op games: Better together



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skywardshadow
11 days ago
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'We'll call you back': BioWare's first impression of The Witcher 1 was a bad demo, followed by CDPR declaring that they wanted to 'create the best RPG game ever'

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There's no worse feeling than going into a presentation and only being made aware of how underprepared you are after you've finished. I've felt that pit in my stomach a few times, but knowing that the CEO and studio head of CD Projekt Red has experienced this same kind of nightmare fills me with at least some comfort.

Towards the beginning of The Witcher 1's development, Adam Badowski, CDPR's co-CEO and studio head, alongside other team members, showed a demo to BioWare co-founders Ray Muzyka and Greg Zeschuk.

The Witcher 3 at 10

Ciri, Geralt, and Eredin in The Witcher 3.

(Image credit: CD Projekt RED)

To celebrate its 10th anniversary, all this week we're looking back on The Witcher 3—and looking ahead to its upcoming sequel, too. Keep checking back for more features and retrospectives, as well as in-depth interviews with the developers who brought the game to life.

"I presented the demo, and this demo wasn't great," Badowski says. "Afterwards, Ray and Greg ask the question, 'Okay, so what do you want to achieve?' We said that we would like to be the biggest, the best RPG team in the industry. We would like to create the best RPG game ever." That's one way to make an impression.

At this point, CDPR only had 15 people in the team, with the hope of expanding to 35 in the not-so-distant future. Regardless of how hardworking everyone clearly was, it was undoubtedly an awkward moment around the table. After a bad demo, the realisation that it was only a small team working on this project, and the declaration that despite all of this, they wanted to make the best RPG ever. All BioWare could muster up was a "We'll call you back".

But luckily, the lasting impression must've been a good one, as eventually BioWare did get back in contact with CDPR. "They were super supportive," Badowski says. "Our first engine was from BioWare."

The Witcher Enhanced Edition Director's Cut

(Image credit: CDPR)

The engine that they ended up getting was the Aurora Engine, which powered BioWare's Neverwinter Nights series of fantasy RPGs. But those at CDPR still had their work cut out for them. "We wrote 80-something percent of the code," Badowski says. "We had no multiplayer, we removed so many, so many elements from the engine, and the render was completely new."

So I guess the lesson to be learned here is just to back yourself, no matter how bad things may be going. Yes, the demo that Badowski showed to BioWare may not have been the greatest showcase of The Witcher 1, but it did the job. "The lack of experience and the lack of understanding sometimes helps with your ambitions." Wise words from Badowski.

The Witcher 4: What we know about Ciri's story
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The Witcher books: Where to start
Witcher 3 console commands: Cheat death
The Witcher season 4: Hemsworth's debut



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skywardshadow
11 days ago
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Death Howl Is A Soulslike Deck Builder You Need To Check Out

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The odd mix of genres may have tempted you to learn more about Death Howl — that’s what caught my attention initially. Its lively gameplay isn’t the only thing I walked away thinking about when I put the game down. Its narrative so far is, like its visuals, intensely stark and sharpened my interest into fascination. In fact, I might be more intrigued with the misty tale of grief, reanimation, and death than anything else I went hands-on with while traveling this month.

To bring you this preview, I set out on my own quest. Straight from PAX East, I caught a flight halfway around the globe to Poland, where 11 bit studios was holding its annual preview event. I’ve already spoken about my time playing The Alters on last week’s Indie Council — its second act reveals a story engineered to make the player question their own moral codes and wring their hearts at the same time.

It doesn’t take more than a few seconds for Death Howl to strike at my heart, however. Set in Scandinavia’s Mesolithic Age, my first view of the world is a confrontation with death. The protagonist’s child, a young boy, is gone — he died in our arms. However, in her grief, his shamanistically trained mother can’t let him go.

She follows him to the afterlife. This enchanting but disturbing stage is where the game’s action takes place. Wondering the shrouded trails, a boar — or an enraged spirit that takes its form — stands upon a field newly manifested with a checkerboard pattern. Having thoughtlessly stepped onto the red squares, I now have no choice but to fight my way out.

The combat has no tutorial currently, but fans of strategy deck builders should find it familiar. My cards fan out, showing actions I can take and costing a set amount from my pool of five action points. This first battle is rife with missteps and injuries. It’s the last time I can afford to be this careless.

Just beyond my first victory is a ring of stones called a Sacred Grove. It’s this game’s version of the bonfire, which restores not only my life, but the life of all those in the spirit world around me. The well-known mechanic is made fresher by the fact that the festering body of a once-magnificent moose springs to life to give me directions in this supernatural labyrinth. I can’t praise the vibes of the world enough.

Following this encounter, I’m free to roam the map, filled with marked enemies, Sacred Grove sites, and special objectives. Nothing is easy, and each battle, no matter how careful I am, chips away at my lifeforce. When I successfully bring down a foe, I receive its Death Howl and potentially unique resources. With these, I can craft increasingly powerful cards to make the journey less insurmountable.

Finding new sites to regain health and save takes me one step closer to finding and bringing back my son. Whether I triumph or end up among the dead with him remains to be seen. However, one thing I do know is I’m eagerly waiting for more news on Death Howl.

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skywardshadow
11 days ago
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Phantasy Star Generation:1 T-Eng v3.00 has arrived

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The dream of seeing Phantasy Star Generation:1 in English was realized in 2012, and it saw massive improvement in 2015. However, neither of these translations presented the first story of the Algol Solar System.

After nearly a decade, v3.00 is a full retranslation from the ground up, with no detail spared. This meticulous approach ensures the dialogue is as accurate and natural as possible.

The Readme contains a FAQ and some basic translation notes. The Liner Notes explain any deviations from the original script. The Hints File and Collabo Spells FAQ explain how to access new content exclusive to the remake. Plus, check out the other goodies inside…

Let the true legend be told: May 25, 2025. Happy Birthday, Alisa!

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skywardshadow
12 days ago
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