Category Archives: gaming

Trails in the Sky 1st Chapter review: A fresh start, and a tremendous replay

Over ten years ago, when I was just getting started in this business, I played a game called *The Legend of Heroes: Trails in the Sky*. It was a rickety-feeling RPG on the PSP, a port of an already low-budget PC game from several years earlier developed by Falcom, a little-known studio at the time.

I’d later learn it was part of a series dating back to the TurboGrafx era with a localization history, but without much notoriety—at least here in North America. The game felt kind of slow-moving and dull-looking at first, but before long, I realized I hadn’t played anything quite like it.

Estelle, the protagonist, is a goofball who’d fit right into a shonen manga, while Joshua is a brooding figure with a mysterious past—a perfect dynamic duo for interpersonal drama. The pair travel across their home continent, working their way up the ranks, eventually getting involved in wild events that sow seeds for conflict and shifts on the world stage for years to come. And sequels. So many sequels.

### A Massive and Impressive Storytelling Ambition

*Trails in the Sky* is an example of tremendous writing, not only because it’s pretty good, but also because it’s massive in scope. The story spans dozens of hours and features several fleshed-out, important characters inhabiting a world undergoing a complicated geopolitical shift.

Every effort is made to keep everything a coherent whole—from character interactions and relationship development to how the world changes as the story progresses. For example, NPCs across the world update their dialogue to reflect new events. That level of detail is pretty rare.

These games are long and often long-winded, with the trilogy famously containing enough text to rival classic sci-fi novels. And *Trails* has expanded well beyond those three games, growing into an enormous series that has raised Falcom’s profile and elevated other series like *Ys* and *Xanadu* in the process.

The original *Legend of Heroes* brand has all but been left behind because this subseries has taken on a life of its own. The story has moved across continents and character groups, weaving them all together in different configurations as the situation develops. This kind of long-term storytelling feels impossible for video games—yet here it is.

### The Challenge of Joining a Long-Running Series

As the series has grown and expanded, many players have been left behind. The story continues across multiple platforms and subseries in a mostly linear fashion, meaning unless you start at the beginning—and many don’t, due to FOMO and other reasons—there’s no good jumping-in or jumping-back-in point.

I fell off myself, simply unable to keep up with the release schedule, and haven’t found a good opportunity to return. Despite the hype and the passionate fanbase, *Trails* can feel intimidating. It’s like walking into a comic book store for the first time and trying to figure out where to start reading Spider-Man.

### Enter *Trails in the Sky 1st Chapter* — A Total Remake

As the series arguably peaked and re-peaked with new storylines like *Trails of Daybreak*, fans loudly demanded—and sorely needed—a fresh way to start that wasn’t tied to a relatively ancient, niche PC game.

Enter *Trails in the Sky 1st Chapter*, a total remake of the first entry in the *Trails of the Sky* trilogy. This is a complete overhaul of that PSP game I played at the start of my career, meaning curious new players have no excuse not to jump in. For someone like me who stumbled on the series from the original, it’s a fantastic way to re-experience the story.

Obviously, there’s still value in playing the original, but if a remake is the unavoidable, optimal path, *1st Chapter* goes above and beyond to make it as welcoming and rewarding as possible.

### This Is a Good-Lookin’ Video Game

Right from the start, *1st Chapter* is gorgeous—in a way that feels jarring. When I fell off the series, *Trails of Cold Steel* was the current run, and those games still kind of built off Falcom’s PSP era style. I hadn’t seen *Daybreak* in action, where Falcom took a major visual leap forward.

Whether you’re new or not, you can get a little taste of what *Trails in the Sky* originally looked like thanks to loading screens featuring the original character sprites—a nice nostalgic touch.

This remake looks like a low-budget RPG with a big-budget heart. That sounds silly, but it occupies a space between recognizable AAA blockbuster excess and something alive, bold, colorful, and expressive in a uniquely charming way.

Some elements still betray the game’s vintage—maps, for example—but everything moves in a way I’ve never seen before in a Falcom title. Characters wear their facial expressions on their bodies rather than static dialogue portraits, their hair sways as they walk or run, and combat animations are aggressive, playing with camera angles and lighting like there are hardly any limitations left.

### Playing on Nintendo Switch 2

One reason this review is a bit later than others is because I played on the Nintendo Switch 2. This port was announced close to release and felt a little rushed (with patches on the way to add a performance mode).

It’s an interesting example of what Switch 2 is capable of, and the apparent challenges developers face. When I played the demo on the original Switch, it ran remarkably well in TV mode but struggled in Handheld Mode. With the Switch 2 upgrade, *1st Chapter* runs smoothly in Handheld Mode but struggles in TV mode.

It seems developers must make careful choices on what to prioritize when porting games to this system, especially balancing high resolution and frame rates without compromise.

Still, it’s awesome to play a new *Trails* game on a handheld that isn’t a bulky, warm PC crammed into a smaller shell—and have it running similarly well.

### Voice Acting and Character Presentation

*1st Chapter* is almost fully voiced, and each character feels more emotive and personable than ever. I used to be ambivalent about voice acting; I loved reading the text myself. But between this and games like *Final Fantasy Tactics*, my perspective has shifted.

I’ve got a soft spot for characters like Estelle, and having her antics and wholesome energy reinforced with an earnest, somewhat off-kilter voice performance is infectious. This is definitely a win for RPG voice acting—from a former skeptic no less.

### Combat: A Mixed Bag

On the other hand, the combat is where *1st Chapter* starts dropping the ball, mostly because it’s trying to do too much at once.

The original game was strictly turn-based, with a sort of grid system that encouraged attention to placement and reach without becoming a full tactical RPG. Here, combat mixes real-time and turn-based elements—you can roll around and hit enemies in the field for extra damage, then switch to turn-based combat on command.

It feels fast and meant to shake things up but comes across as half-hearted. Major encounters still force you into turn-based combat from the start, and the real-time attacks are simple and repetitive.

### Balance Issues

*1st Chapter* also shares a frustrating issue with the original: enemy HP and player damage feel wildly off-balance, even on lower difficulties. Even the weakest enemies take far too long to defeat, while experience points scale down aggressively.

I found myself running away from combat constantly, since the math between time invested and rewards earned rarely makes sense.

The real-time gimmick compounds this by turning attacks into a noisy button-mashing affair, stealing away what could’ve been a fun, fast-paced brawl.

It’s a shame because the combat animations are fantastic, the overall pace is faster than the original, and there are many tweaks designed to make old ideas work in 3D space.

But weird padding and balancing problems hurt the flow, making preparation for bosses and side challenges feel unpredictable in uninteresting ways. My usual scenario: “Oh great, my EXP gains have stalled, guess it’s time to stop grinding. Oops, here’s a boss with fifty thousand HP, and my biggest attacks are like needle pokes.”

It’s bizarre that despite all the upgrading and retooling, Falcom still leans on this clunky approach to “challenge.”

### Final Thoughts

*Trails in the Sky 1st Chapter* is an ambitious, transformative revisit of a modern classic RPG—a formative experience for a small, hungry audience that helped build one of today’s most absurdly epic storytelling experiments in video games.

In a world full of remakes that often feel like expensive wastes of time, *1st Chapter* meets a moment in a genuinely impressive and helpful way. It’s mostly a massive presentational overhaul, but one that truly “breathes new life” into the material.

The combat balance remains annoying, and the hybrid real-time/turn-based gimmick feels confused and pointless. Still, I found myself getting lost all over again in this game’s absurdly well-executed storytelling ambitions.

If you’ve been hearing about *Trails* for years from the passionate fans and want a cleaner, more approachable way to give it a shot, this is the moment you’ve been waiting for.

And if you’ve been a longtime fan, you’ve likely already decided to play this. But it’s a worthy excuse to go back to the beginning.

### Availability

*Trails in the Sky 1st Chapter* is now available on PC, Nintendo Switch, Nintendo Switch 2, and PlayStation 5.

A Switch 2 code was provided by the publisher for this review.
https://www.shacknews.com/article/146342/trails-in-the-sky-1st-chapter-review-score

How to get Archgun Arcane Adapters in Warframe

With the eternal power creep of Warframe, the massive Archguns have felt a little out of step with the rest of the game. In lore, these colossal weapons are designed to punch holes in spaceships, but in missions, there is rarely a strong reason to switch to them due to performance limitations.

Thankfully, this has now been addressed. Archguns have become a unique weapon class in the game because they can use both Primary and Secondary Arcanes, making them far more viable and versatile in combat.

### How to Get Archgun Arcane Adapters in Warframe

To obtain Archgun Arcane Adapters, you need to visit **Nightcap**, a new NPC introduced in The Vallis Undermind update. You can find Nightcap in Fortuna, but only if you have completed *The New War* quest.

When you spawn in Fortuna, turn left and look for a mushroom- and fungus-covered grate. Nightcap can be found behind this grate, in an area known as **The Airlock**.

Talking to Nightcap allows you to take on bounties in the new area beneath Fortuna. Completing these bounties will earn you Standing, which helps you level up Nightcap’s Syndicate.

Once you reach **Rank 3** in Nightcap’s Syndicate, you can start using **Fegolyte**—a resource gained from his bounties—to purchase Archgun Arcane Adapters.

### Additional Requirements and Tips

Each Arcane Adapter requires a sacrifice when you level it up, so be sure to pay close attention to the specific requirements. You will need to farm different types of mushrooms during your missions in the **Deepmines** to meet these demands.

Furthermore, Archgun Arcane Adapters can also be earned as rewards for bounties in the Deepmines when played on **Steel Path difficulty**. Make sure to check bounty rewards carefully to maximize your chances of acquiring these valuable adapters.

By following these steps, you’ll be able to bolster your Archguns with powerful Arcanes, making them a formidable option once again in your Warframe arsenal.
https://www.shacknews.com/article/146358/how-to-get-archgun-arcane-adapters-warframe

Plans for Monster Hunter Wilds x Final Fantasy 14 collab started at Gamescom 2024

**Monster Hunter Wilds x Final Fantasy 14 Collaboration Event: A Journey of Mutual Trust and Creativity**

Over the past few weeks, Capcom and Square Enix have delighted fans with the Monster Hunter Wilds x Final Fantasy 14 collaboration event. This exciting crossover introduced a variety of Final Fantasy-themed elements into Monster Hunter Wilds—and vice versa—offering players a unique experience blending both beloved worlds.

### A History of Collaboration

This isn’t the first time these industry giants have joined forces. The foundation for the current collaboration was laid back in 2018 with the successful Monster Hunter World x Final Fantasy 14 event. Fast forward to Gamescom 2024, when key figures from both teams—Monster Hunter Wilds Producer Ryozo Tsujimoto, Director Yuya Tokuda, and Final Fantasy 14 Producer and Director Naoki Yoshida—met for a pivotal dinner discussion that reignited their collaborative spirit.

During Tokyo Game Show 2025, these game leads shared insights about how that meeting set a new wave of collaborative plans in motion, culminating in this year’s crossover event.

### A Collaboration Made in Mutual Trust

For those new to the event, Monster Hunter Wilds launched its Final Fantasy 14 collaboration on **September 29, 2025**. The update brought a thrilling hunt for Omega Planetes, tied to an engaging storyline, along with exciting content such as the Dark Knight armor set, the Soul of the Pictomancer weapon, Chocobo and Moogle skins, and the addition of Malboro and Cactuar as endemic life.

Following this, on **October 6, 2025**, Final Fantasy 14 released Patch 7.35, which introduced an eight-player battle against the formidable Guardian Arkveld. This quest involved a Palico and its mysterious Seikret pal. Players also gained access to Monster Hunter-themed cosmetics for their characters and mounts.

This wealth of content emerged from a genuine desire by both teams to collaborate again, building on the strong foundation from the 2018 event.

### Behind the Scenes: Conversations That Sparked the Collaboration

Ryozo Tsujimoto reflected on the origins of this partnership:

> “I’ve known Mr. Yoshida for a very long time. I have a great deal of respect for his creativity and commitment to game development as a producer. We were finally able to work together for the first time during the Monster Hunter World x Final Fantasy 14 collaboration. It was really a casual approach we made to one another, asking if there was anything we could do together with respect to our games.”

He recalled that at Gamescom 2024 in Cologne, Germany, a dinner with Yoshida and his team casually steered towards revisiting the fun they had in the previous collaboration.

> “Monster Hunter Wilds wasn’t out at the time—we were showing it off at Gamescom, so it was kind of on our minds. We didn’t decide then and there, but we agreed to have more productive discussions about working together again. Ultimately, that led up to Tokyo Game Show 2024, where I finally managed to catch up with him in Tokyo, and we set it in stone that we’d be working on something together.”

Naoki Yoshida shared his perspective on the partnership:

> “Working with Capcom’s Monster Hunter team was a no-brainer, even back in 2018. They supported us from the very beginning when I took over Final Fantasy 14 and began steering it toward success between 2010 and 2013 during the launch of A Realm Reborn.”

Yoshida praised the Monster Hunter team for their unwavering support:

> “When I first took on Final Fantasy 14’s remake and rebuilding, [Tsujimoto] came to me and said, ‘Why are you taking on such a crazy plan? This seems like so much to take on, but if there’s anything we can do to help from our team, we would love to help you. Whether the game is a success or not, we want to work with you in the future.’ The reason Final Fantasy 14 is here is because of that support.”

### Original Content and Exciting New Experiences

Both teams emphasized that nearly all content featured in these collaborations—across Monster Hunter Wilds and Final Fantasy 14—is freshly created for this project.

Yoshida noted:

> “There is one scene with a character drinking a potion that we did reuse in Final Fantasy 14, but everything else has been completely created new. This will be different from the Monster Hunter World event.”

### Looking Ahead

With both collaborations now live, Capcom and Square Enix hope to spark renewed excitement among fans—encouraging players to explore each other’s ongoing worlds and enjoy the unique content born from this creative partnership.

This collaboration stands as a testament to the trust and camaraderie between the Monster Hunter and Final Fantasy teams, promising more thrilling projects in the future. Stay tuned!
https://www.shacknews.com/article/146317/monster-hunter-wilds-final-fantasy-14-interview-tokyo-game-show-2025

League of Legends Worlds 2025: Bracket, prize pool & where to watch

For the next several weeks, the best League of Legends teams from around the globe will compete in China for Worlds 2025. As the biggest esports event of the year, Worlds 2025 promises to deliver unforgettable moments as the top teams battle their way to the championship.

If you’re looking to keep up with all the action, here’s everything you need to know about League of Legends Worlds 2025.

### League of Legends Worlds 2025 Prize Pool

Worlds 2025 features a total prize pool of $5,000,000 USD. This impressive sum will be distributed among the top 17 teams as follows:

– 1st Place: $1,000,000
– 2nd Place: $800,000
– 3rd-4th Place: $400,000 each
– 5th-8th Place: $300,000 each
– 9th-11th Place: $175,000 each
– 12th-14th Place: $125,000 each
– 15th-16th Place: $112,000 each
– 17th Place: $75,000

### League of Legends Worlds 2025 Bracket

Riot Games has released the initial bracket for Worlds 2025, outlining the competition structure as teams vie for a spot in the quarterfinals. The event kicks off with the Swiss Stage starting on October 15, followed by the Quarterfinals on October 29.

Riot Games will keep fans updated with scores and standings on their official esports website. We will also update this article with the latest bracket information as it becomes available.

### Where to Watch League of Legends Worlds 2025

You can watch every match of League of Legends Worlds 2025 live on the Riot Games Twitch channel. For those who miss the live broadcasts, match replays and highlights will be available on the LoL Esports YouTube channel.

Stay tuned for more updates as Worlds 2025 unfolds!
https://www.shacknews.com/article/146350/league-of-legends-worlds-2025-bracket-prize-pool

Pokemon Legends: Z-A release times

It’s finally launch week for Pokémon Legends: Z-A! As we prepare for our return to Lumiose, Nintendo and Game Freak have shared the details on when we can dive into the latest Pokémon adventure. Here’s everything you need to know about the global release times for Pokémon Legends: Z-A.

**Pokémon Legends: Z-A Global Release Times**

Pokémon Legends: Z-A is set to launch on October 16. However, the exact release time varies depending on your location.

For most regions around the world, the game will unlock in the Nintendo eShop at midnight local time on October 16. This includes time zones such as BST (British Summer Time), CEST (Central European Summer Time), JST (Japan Standard Time), and others.

**North America Release Times**

The release times are slightly different for some North American players:

– Los Angeles (PDT): 9 p.m. on Wednesday, October 15
– Mexico City (CST): 11 p.m. on Wednesday, October 15
– New York City (EDT): 12 a.m. on Thursday, October 16

For players in these regions, be sure to check your local time so you can jump into your Pokémon adventure as soon as it becomes available.

Get ready to explore Lumiose and embark on your new journey in Pokémon Legends: Z-A!
https://www.shacknews.com/article/146345/pokemon-legends-za-release-times

Ex-Coffee Stain vets are making a game about driving an RV with your friends

**RV There Yet** is an exciting co-op driving adventure brought to you by the talented team behind hit games like **Satisfactory** and **Valheim**.

Join forces with your friends as you embark on a road trip full of challenges, exploration, and fun. Whether you’re navigating winding roads or managing your RV’s resources, this game offers a unique and engaging cooperative experience.

Get ready to hit the open road and discover what adventures await in **RV There Yet**!
https://www.shacknews.com/article/146339/rv-there-yet-announcement-coffee-stain-nuggets-ent

Borderlands 4 “cannot change resolution” bug: Possible reasons and how to fix

How to Fix the “Cannot Change Resolution” Bug in Borderlands 4

While most of Borderlands 4’s bugs hinder the gameplay experience, some are technical snags. One such issue affects PC players who cannot change their resolution to the desired output. Considering that PC gaming is all about scalability and personalization to achieve the perfect blend of visuals and performance, this can be quite frustrating.

This guide explains everything you need to know about the resolution-changing bug in Borderlands 4 and how to fix it.

Understanding the Resolution Change Issue

As the name suggests, this bug relates to changing the game’s resolution on your PC. Sometimes, when trying to lower the resolution in “Fullscreen” mode—for example, going from 1080p to 900p—you may notice that the higher resolutions like 1080p disappear from the “Resolution” menu.

This means that after selecting a lower resolution, the upper bounds are no longer listed, making it impossible to switch back without restarting or reinstalling the game.

How to Fix the Resolution Bug

Fortunately, the solution is straightforward. Follow these steps to regain all resolution options under Fullscreen mode:

  1. Go to Visuals (Basic) settings.
  2. Select “Windowed” under Display Mode.
  3. Choose any resolution and click “Apply Settings.” The game will now render in a window on your desktop.
  4. Change the Display Mode back to “Fullscreen.”
  5. Now, all resolution options—including previously missing ones—should be available.
  6. Apply your desired resolution and exit to the main menu.

What Causes This Bug?

The exact cause of this malfunction remains unclear. However, judging by its behavior, it appears that Borderlands 4 struggles to properly recognize resolution changes when switching display modes.

It’s worth noting that Borderlands 4 has faced technical issues across all platforms since its launch. The problems have been so significant that Gearbox Software delayed the Nintendo Switch 2 version of the game, originally planned for release in October 2025.

Summary

If you encounter issues changing the resolution while playing Borderlands 4 on PC, switching to Windowed mode and applying a resolution before returning to Fullscreen mode will restore all resolution options. This simple workaround should help you regain control over your display settings and enhance your gameplay experience.

Related Articles on Borderlands 4

https://www.sportskeeda.com/mmo/borderlands-4-cannot-change-resolution-bug-possible-reasons-fix

Evening Reading – September 30, 2025

Welcome, Shackers, to the end of another Tuesday! We’re back from Tokyo Game Show 2025 and prepping a mountain of content for your viewing and reading pleasure. Stay tuned as we roll out our coverage throughout the coming days. For now, it’s time to pull the curtain on another day worth of posting. Here’s your Evening Reading — in case you missed it at Shacknews.

**What is the exact release time of Ghost of Yotei?**

**OpenAI’s Sora AI video generator to reportedly require opt-out from copyright holders**

**Avalanche Studios to close Liverpool studio and lay off employees at other locations**

**PowerWash Simulator 2 demo releases today on PC**

**Hades 2 review: The ‘House’ always wins**

**Super Mario Galaxy + Super Mario Galaxy 2 review: Delightfully disorienting**

And now… more stuff from The Internet!

**EA going AI?**
Nothing about any of this sale seems good for fans — just the people doing the business. It’s going to be weird to watch the effects this has on EA’s game releases in the long run.

**A little too evergreen**
There are a few too many ongoing stories these days to which this could apply, don’t you think?

**Hinako the Hammer**
I hear the story is really, really good, but I can’t stop laughing at how silly strong Hinako seems to be.

**Battle of two honkin’ chonkers**
Fat Bear Week is almost over. Only two beefy beasties remain. Who will win?! (Go, Chunk!)

**The film magic of Buster Keaton**
The athleticism and filming sleight of hand with which Buster Keaton, other actors, and the directors pulled off these stunts will never cease to impress me.

**Happy duck**
Ducks can be quite mean, so it’s very funny to me when they’re so ridiculously playful.

**It’s Showtime! Again!!**
Nintendo Music might be the best mobile app Nintendo’s got going these days.

And there you have it. That’s your Evening Reading for this September 30.

If you’d like to support the site and our continuing videos and coverage, then consider joining Shacknews Mercury, where you can support the site for as little as a dollar a month.

You can also check out our host of helpful apps, such as **Shackmaps**, in which we are mapping out the content of popular games including *Hollow Knight: Silksong* and *Mario Kart World*.

Don’t miss **Bubbletron**, a game where you assemble your next trillion-dollar idea from a daily-changing set of prompts. Will you get the highest valuation for the money hat?

Thanks for stopping by, and have a good night. We’ll be back with even more coverage tomorrow!
https://www.shacknews.com/article/146173/evening-reading-september-30-2025

Evening Reading – September 30, 2025

Welcome, Shackers, to the end of another Tuesday. We’re back from Tokyo Game Show 2025 and prepping a mountain of content for your viewing and reading pleasure. Stay tuned as we roll out our coverage throughout the coming days. For now, it’s time to pull the curtain on another day worth of posting. Here’s your Evening Reading, in case you missed it at Shacknews.

**Latest Headlines:**

– What is the exact release time of *Ghost of Yotei*?
– OpenAI’s Sora AI video generator to reportedly require opt-out from copyright holders
– Avalanche Studios to close Liverpool studio and lay off employees at other locations
– *PowerWash Simulator 2* demo releases today on PC
– *Hades 2* review: The ‘House’ always wins
– *Super Mario Galaxy* + *Super Mario Galaxy 2* review: Delightfully disorienting

**And now, more stuff from The Internet!**

**EA going AI?**
Nothing about any of this sale seems good for fans — just the people doing the business. It is going to be weird to watch the effects this has on EA’s game releases in the long run.

**A little too evergreen**
There are a few too many ongoing stories these days to which this could apply, don’t you think?

**Hinako the Hammer**
I hear the story is really, really good, but I can’t stop laughing at how silly strong Hinako seems to be.

**Battle of two honkin’ chonkers**
Fat Bear Week is almost over. Only two beefy beasties remain. Who will win?! (Go, Chunk!)

**The film magic of Buster Keaton**
The athleticism and filming sleight of hand with which Buster Keaton, other actors, and the directors pulled off these stunts will never cease to impress me.

**Happy duck**
Ducks can be quite mean, so it’s very funny to me when they’re so ridiculously playful.

**It’s Showtime! Again!!**
Nintendo Music might be the best mobile app Nintendo’s got going these days.

And there you have it. That’s your Evening Reading for this September 30.

If you’d like to support the site and our continuing videos and coverage, consider joining Shacknews Mercury, where you can support the site for as little as a dollar a month.

You can also check out our host of helpful apps, such as Shackmaps, where we’re mapping out the content of popular games including *Hollow Knight: Silksong* and *Mario Kart World*.

Don’t miss Bubbletron, a game in which you assemble your next trillion-dollar idea from a daily-changing set of prompts. Will you get the highest valuation for the money hat?

Thanks for stopping by, and have a good night. We’ll be back with even more coverage tomorrow!
https://www.shacknews.com/article/146173/evening-reading-september-30-2025

Hades 2 review: The ‘House’ always wins

To that point, this was an indie studio that always had a new story to tell. It had never put out a sequel to any of its previous games. Imagine the pressure on this developer when it decided to buck that trend to craft a sequel to one of the best games of the modern era, one that helped define what it means to be a roguelite.

With all of that said, Supergiant Games has not only crafted one of modern gaming’s best roguelites, it has now crafted one of modern gaming’s best sequels. It’d be cliché to say *Hades 2* is everything *Hades* was and more, but it’d also be accurate. This sequel isn’t just good; it’s godlike.

### Time Marches On

*Hades 2* takes place years after the events of the original game, but a lot has happened in the time that has passed. Original protagonist Zagreus is nowhere to be found. Neither, for that matter, is original antagonist Hades.

Instead, players are taken to a new setting called The Crossroads, where they meet a new lead character. Melinoe is the daughter of Hades, who has spent her life under the tutelage of the all-powerful witch Hecate. The House of Hades has been taken over by Chronos, the Titan of Time, who seems to be waging a grander war against all of the gods.

It’s up to Melinoe to topple the fiend, retake the Underworld, and find her family.

That’s the gist of the story, but much of it is shrouded in mystery. While questions surround the whereabouts of Hades and Zagreus, similar questions linger around the original game’s supporting characters.

The most visible example is Hypnos, the God of Sleep, who has fallen into an eternal slumber for reasons unknown. Other examples are found over the course of the game, pointing to some of Supergiant’s most masterful storytelling to date.

### Storytelling Through Roguelite Runs

While roguelite runs focus on gameplay success, there’s never a run where players don’t learn more about the story, meet new characters, push arcs forward, and come a step closer to solving some of the overarching mysteries the narrative presents.

To this point, much of this sounds like it plays out similarly to the original *Hades*. That’s not a bad thing. If you’re going to borrow ideas, why not from the best—especially if that’s yourself?

However, as the game progresses, its scope grows wider, surpassing the original title. As Chronos’ true machinations start to take shape, it becomes clear that the *Hades* 1-style Underworld run is only the beginning. There’s much more to explore, far more characters to meet, and new ways to interact with them.

There are additional methods to push the story and gameplay progress forward, like the Cauldron in The Crossroads, where Melinoe crafts run-altering spells, an Arcana with Tarot cards that grant useful buffs, and an upgrade system for the Nocturnal Arms—Melinoe’s weapons of choice.

### A New Supporting Cast to Love

While there’s no replacing some of the minor characters from the first game, the supporting cast of *Hades 2* quickly grows on you through their well-crafted stories and the pacing of their arcs.

– **Dora** is Melinoe’s roommate. She’s smarter than the other Shades but can’t remember her past and is content to live her afterlife without ever leaving her room.

– **Hecate** is a calculating leader, straddling the line between a maternal figure and a strict teacher who equips Melinoe with survival tools.

– **Moros**, the incarnation of Doom, yearns to help but is limited by what the Fates allow.

– **Eris** is a devil-may-care free spirit who may or may not be a double agent causing misery just for the fun of it.

All their stories unfold masterfully, offering just enough intrigue to keep you invested and eager for the next run.

Characters encountered during runs, like Narcissus and Echo, start quirky but reveal surprising depth as the story progresses.

### Meet Melinoe: A Different Kind of Protagonist

Inevitably, Melinoe will be compared to Zagreus, and in a head-to-head comparison, she might not come out on top. Zagreus had a defiant charm, driven by the desire to find the mother he never knew. Their conflict was fiery yet somehow endearing.

Melinoe lacks Zag’s charm but possesses a wholesome determination fueled by never having known her family, with only a portrait from her infancy to keep her motivated. She’s single-mindedly driven to defeat Chronos, which somewhat stunts her character development in the early hours.

There’s even an encounter with Chaos from the first game where they almost lament how much more amusing Zagreus was.

However, as Melinoe encounters more characters and strengthens relationships with the gods, her personality blossoms. Having spent her life learning to fight, she now fights for others.

Her mission’s focus broadens from self-driven to serving others. This evolution is evident in the game’s gift-giving mechanics and the resultant interactions. Helping others grow helps Melinoe discover who she truly is, making this one of *Hades 2*’s most compelling ongoing storylines.

### A Perfect Entry Point with Layers for Veterans

One of the benefits of *Hades 2* using mostly new characters is its accessibility to newcomers. You can jump in blind and still enjoy Supergiant’s storytelling without feeling lost.

For players of the original, there’s so much more to appreciate: the bittersweet discovery of Hypnos’s state, pride in seeing Skelly’s evolution into Commander Schelemeus, and a tantalizing mystery about the fate of key characters.

This blend of heartbreak, pride, and curiosity forms a seed of intrigue that grows over dozens of hours into a deeply fulfilling narrative experience.

### Gameplay Loop That Supports the Journey

Of course, a desire to see this journey through depends on the gameplay loop’s strength—and here, *Hades 2* excels again.

At the beginning (an important qualifier), *Hades 2* is structured similarly to the original game. Players dive into the realm of Erebus with a Nocturnal Arm of choice, battling hostile Shades and monsters, facing bosses, and ultimately confronting Chronos.

The main difference: instead of fighting upward like in the first game, players fight downward, aiming to reach the Underworld.

Individual chamber layouts are randomized, each with foes, hazards, and rewards. Runs may feel familiar but are rarely the same—especially as gods and characters offer Boons to strengthen Melinoe in unique ways.

Combat remains crisp. Each weapon has a main function, an alt-fire option, and a dash move.

Melinoe’s upbringing as a witch adds new layers: a casting circle traps enemies and can be enhanced by divine Boons. A magic meter lets her unleash charged attacks that feed a Hex meter, unlocked by moon goddess Selene. Hex actions provide healing, attack boosts, and effects like resurrecting minor foes as allies.

The combat system is easy to grasp yet offers a high skill ceiling without feeling unattainable.

### Bosses That Impress and Inspire

Bosses remain marvelously imaginative. Hecate, as the first boss, is a warm-up test.

Traveling through the second world, Oceanus, you’ll hear a faint song leading to the reveal of the second boss: Scylla and the Sirens—a reimagining of the mythical sirens as a girl punk group.

It’s a clever concept, having players survive a deadly rock performance that blends the game’s soundtrack in a brilliantly inventive way.

Other bosses feature unique narrative and mechanical quirks, but I won’t spoil them here.

One boss merits further mention, but more on that later.

### A Gameplay Revolution: The Surface Run

Much like the story, the gameplay starts familiar but soon expands drastically.

After meeting Hermes, the messenger god references a war atop Mount Olympus—an entirely different run that takes place on the surface.

This introduces a new objective sequence: players must find a way to reach the surface, realize Melinoe can’t survive there, and solve how she can stay without being dragged back to the Underworld.

What began as a familiar experience evolves into something fresh and expansive.

Think of it like the “Second Quest” in *The Legend of Zelda*—a drastic jump in complexity and scale.

Objectives shift, level layouts transform, and Melinoe navigates enemies and chambers in new ways.

This all culminates in an epic final boss fight on the surface, delivering the pinnacle of the *Hades* boss formula.

Despite progress equipping Melinoe for tough challenges, the surface’s final boss taunts you with your unpreparedness, signaling there’s more to accomplish and an even bigger climax ahead.

### See You at The Crossroads

While runs and combat are thrilling, *Hades 2* is equally engaging between runs.

The first game introduced this with Zagreus talking to House of Hades denizens via fresh dialogue during encounters, exploring parts of the House, and gift-giving.

*Hades 2* vastly expands on this.

The Crossroads begins as a humble hub but grows over time, and fostering this growth is a core joy.

At its center is the Cauldron. With the right ingredients, Melinoe can cast spells affecting gameplay in diverse ways: adding stations, unlocking rooms for rest and recharge, and pushing the story forward.

Many Cauldron spells unlock Crossroads locations and activities, like gardening.

Players can plant seeds found during runs and use the harvest as Cauldron ingredients, Arcana unlocks, or weapon upgrades.

Finding specific ingredients can be luck-dependent, sometimes requiring multiple runs.

### New Ways to Connect

The most exciting Cauldron spells open Crossroads areas with new outlets to know everyone better:

– Hot springs
– A fishing hole
– A tavern

All feed into a relationship system. Occasionally, players can even pursue romance, with scenes that balance lightheartedness and sincerity.

While focused on defeating Chronos and exploring the surface, I found myself equally invested in coaxing Dora out of her shell.

If there’s one minor downside, it’s that friendship and romance options feel a bit limited—the more love, the better.

### Always on Time

The original *Hades* remains one of my favorite modern-era games, sparking interest in a genre I hadn’t given much thought to before.

Since then, roguelites have exploded in popularity across the gaming landscape.

Many imitators emerged—games like *Returnal*, *Curse of the Dead Gods*, *The Rogue Prince of Persia*, *Teenage Mutant Ninja Turtles: Splintered Fate*, and add-ons like *Splatoon 3’s* Side Order DLC have explored the genre.

Some offered distinct takes with varying degrees of success.

Few, however, have matched the critical and fan acclaim of *Hades*.

Supergiant Games helped build this genre-monster into what it is today—and *Hades 2* only cements their mastery.

### Building On a Masterpiece

This sequel didn’t have to improve on everything from its predecessor but chose to build on it.

The story and characters are more engaging; stakes feel higher.

Combat remains fluid with more dimensions, making gameplay more involved.

Between runs, there’s enough to do to keep the game on your mind long after you’ve stopped playing.

*Hades 2* represents everything a gaming sequel should be.

It’s a game that will keep me coming back, whether on PC or Switch 2. (Cross-save works great, by the way.)

### Endless Discovery

Even after conquering Chronos and scaling the surface, there’s so much more to do.

Every time I thought I had the game or story figured out, something else happened to upend my understanding.

Like the late “Rowdy” Roddy Piper used to say, “When I thought I had the answers, *Hades 2* changed the question.”

I might still discover something mind-blowing after this review is published.

There’s always something new to find in the House of Hades—a house that’s eternal and never grows old.
https://www.shacknews.com/article/146142/hades-2-review-score