Category Archives: video games

Full Metal Schoolgirl review: The mean streets of production

Sometimes, while just scrolling through the eShop, you come across a game that holds the promise of a life-changing experience. Occasionally, it doesn’t pan out the way you hoped, but you still get a few laughs along the way. That was my experience with Full Metal Schoolgirl, the second game released in October 2025 from former WWE developer—and occasional Earth Defense Force contributor—Yuke’s. While the game bursts with energy and boasts a dynamite sense of humor, its actual gameplay feels deeply undercooked and fails to stand out in an oversaturated genre.

When Even the Work Bots Are Sick of the Boss’ Crap

It’s a shame, because the pitch is perfect for our moment. The world of Full Metal Schoolgirl is dominated by corporate ownership, which has solved a labor crisis with cyborgs: a nearly fully inorganic workforce that cheerfully pushes papers, taps away at computers, and handles whatever other tasks are needed without stopping.

Of course, this has led to all kinds of abuse. Two cyborg ladies, far more colorful than their legions of coworkers, have decided enough is enough. It’s time for revenge.

To defeat the evil CEO of Meternal Jobz, these “Machine Girls” must climb a 100-floor skyscraper, take down the company’s entire management structure, and eventually face off with the man himself.

At first glance, the game may look like low-rent, anime-flavored cheesecake, but Full Metal Schoolgirl is more about chaotic workplace satire than anything else. It’s surprisingly funny—to the point where I favored the dub to fully appreciate all the sad, office culture-filtered whimpering from the enemies I was taking down. The theme song is absolutely unhinged, and pretty much every aspect of the localization is on fire. The world-building flavor of this game is a riot, and I cannot commend the localization team enough.

I was ready to have a blast based on the vibes alone, but unfortunately, I ended up desperately wishing this premise was attached to a better game.

Railroaded Roguelike

Full Metal Schoolgirl is a roguelike—because in this world, everything has to be a roguelike, as if decreed by some unwritten video game law. I’m exaggerating, of course, but in a world that now includes Ninja Gaiden 4, it would be nice to have a little more balance.

That’s not this game’s fault, but what is its fault is its unapologetically generic and dull progression structure. If you jump into this after playing something like Hades, you’ll find yourself wondering when you tripped and fell into a time machine.

Between runs, you collect resources and spend them to make your numbers go up. As your numbers increase, you’re better equipped to survive boss encounters, which then let you push the level numbers higher too. That’s it—no frills, no surprises.

There are a few new abilities you unlock along the way, but they hardly change the core gameplay and feel more like tutorialized gatekeeping than actual variety.

To make matters worse, the action mechanics are painfully simple and seldom change. You get a few basic physical attack strings and weapons that behave in textbook fashion. Everything else you find are passive modifiers impacting your stats in small ways—like stamina regeneration speed or slight changes to maximum HP. Weapons appear between rooms but don’t add or subtract from the game experience beyond number adjustments.

It’s the bare minimum of roguelike design—something the genre has long since surpassed through new ideas, mashups, and more complicated mechanics.

Brainless Battling

What Full Metal Schoolgirl most reminds me of are user-made roguelike rooms or islands in Fortnite. You have a lobby housing all the different weapons you can snag to start with, floating there for you. Then, you go through the motions—fighting unchanging, generic enemies using basic, uncomplicated mechanics—just to return to the beginning and make your numbers go higher so you can muscle your way a bit further down the line.

But unlike games with battle passes where you pay extra cash to grind toward unlocking a character like Scooby-Doo or a cheeseburger with legs, here you’re just doing it because that’s what’s on the menu.

I had a lot of hope going into Full Metal Schoolgirl. My pitch for this review was simple: “Hello, I would like to play this because it looks insane.” It seemed like some fun silliness to indulge in, and as it got started, the promise of a cathartic, satirical takedown of our soon-to-be-apocalyptic real-life labor structures had me ready for something special.

Then the dreaded Loop kicked in, and I realized I was in for several hours of grinding and bland, chicken-coded combat.

So it goes.

Full Metal Schoolgirl is available October 23, 2025, for PC, Nintendo Switch 2, and PlayStation 5. A Switch 2 code was provided by the publisher for this review.

https://www.shacknews.com/article/146472/full-metal-schoolgirl-review-score

New Minecraft spear weapon receives a handy improvement and a surprising nerf

Minecraft Spear Receives Much-Needed Improvement Alongside a Surprising Nerf

The Minecraft spear is one of the highlights of the upcoming Mounts of Mayhem drop, providing players with a unique weapon that offers a variety of attack styles. However, the latest experimental builds have introduced both a handy improvement and a surprising nerf that could significantly impact gameplay. Here’s everything you need to know about the recent changes made to the Minecraft spear.

Improvement: Mending Enchantment Now Usable on the Spear

In recent experimental snapshots, the Minecraft spear has gained a major improvement: the ability to use the Mending enchantment alongside the Lunge enchantment. This is great news for players, as it means you can now repair your spear instead of grinding to craft a new one.

Since enchanted spears require effort and resources to obtain, the addition of Mending helps players maintain and use their weapons for much longer. This enhancement ensures the spear remains a reliable tool in your combat arsenal.

Surprising Nerf: Lunge Attack Now Consumes Hunger

Alongside this improvement, snapshot 25w43a introduced a significant nerf to the spear’s powerful Lunge attack. Using the Lunge now consumes hunger points, effectively exhausting the player like sprinting or jumping does.

  • Level 1 Lunge consumes 3 hunger points
  • Level 2 Lunge consumes 4 hunger points
  • Level 3 Lunge consumes 5 hunger points

This hunger consumption makes the spear quite costly to use in terms of resources, especially for players running low on food supplies. To use the spear as a primary weapon, players will need to stock up on food to avoid being caught vulnerable during combat.

Another important change is that the Lunge attack can only be used if the player has at least 6 hunger points on their hunger bar. This condition adds a massive limitation, making the spear underpowered in low-hunger situations.

Impact on Gameplay

The Lunge is the spear’s most powerful attack, so this restriction limits its effectiveness, forcing players to think carefully before using it. Even with a full hunger bar (20 points), a level 3 Lunge attack can only be executed four times before hunger becomes a barrier.

This change transforms the spear from a dependable weapon into more of an emergency item, useful for clearing overwhelming or mounted mobs rather than continuous combat.

What’s Next for the Minecraft Spear?

While the addition of Mending allows players to maintain their spears easily, the hunger cost for Lunge use severely limits how often it can be employed. Players will be watching closely to see if Mojang adjusts these values or reverts the changes in future updates.

For now, stocking up on food and strategizing hunger management will be key to getting the most out of the spear in combat.


Also read: Bring Minecraft to Life with This Simple Visual Mod

Check Out Our Other Minecraft Articles:

https://www.sportskeeda.com/minecraft/new-minecraft-spear-weapon-receives-handy-improvement-surprising-nerf

How to invert Y-axis – Pokemon Legends: Z-A

Pokemon Legends: Z-A offers several settings for players to customize their experience, but one of the most important is the camera controls. For gamers who have been playing first- or third-person games for a while, inverting the Y-axis is often a preferred option. Fortunately, Pokemon Legends: Z-A allows you to invert the Y-axis to suit your playstyle.

How to Invert the Y-Axis

The camera settings to invert the aiming controls are located within the Camera tab of the Settings screen, which you can access through the pause menu. Follow these steps to invert the Y-axis:

  1. Press the X button to open the Menu.
  2. Press the L button to open Help & Settings.
  3. Select Settings.
  4. Press the R button to navigate to the Camera tab.
  5. Change Vertical Camera Controls to Inverted.

Once this is done, your camera controls will be inverted along the Y-axis (vertical movement). This means when you push up on the right thumbstick, your character will look down, and when you push down, your character will look up.

If you wish, you can also invert the horizontal camera controls by adjusting the Horizontal Camera Controls setting. This will flip the left and right inputs as well.

https://www.shacknews.com/article/146389/invert-y-axis-pokemon-legends-za

How to get Mystery Gifts in Pokemon Legends: Z-A

A new Pokémon game means Mystery Gifts, and Pokémon Legends: Arceus already has some available for eager players. There is a neat present available for players who purchase the game within the first few months of its release, so don’t miss out!

### How to Get Mystery Gifts in Pokémon Legends: Arceus

To claim your Mystery Gifts, you’ll need to progress in the game until just after your first battle in the tournament against Zach. When that battle is over, you will return to the hotel. After a few conversations, you can open your main menu by pressing the **X** button.

Next, navigate to **Link Play**, then select the **Mystery Gift** tab on the right side of the screen. Here, you’ll be able to access any available gifts.

### Additional Mystery Gifts

Depending on your purchase, you may have other gifts available as well. These can vary by region and store promotions. For example, digital buyers should have received a code for free Poké Balls at the time of purchase.

Additionally, owners of the Mega Dimension DLC will receive some extra free gifts. Be sure to check your Mystery Gifts tab regularly to catch all available surprises!
https://www.shacknews.com/article/146384/how-to-get-mystery-gifts-pokemon-legends-za

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

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

How to upgrade Keepsakes – Hades 2

Keepsakes are one of the many ways to improve your build in **Hades 2**, and all of them can be upgraded. Unlike other upgrades, you won’t be using materials to enhance your Keepsakes. Instead, upgrading them depends entirely on your ability to win encounters.

### How to Upgrade Keepsakes

To upgrade a Keepsake, you need to complete encounters with it equipped. Note that you don’t have to finish a full run—clearing just a single room while the Keepsake is equipped counts as one mark toward its next upgrade level.

You can check the current level of each Keepsake and the requirements for the next upgrade in the cabinet near Skelly, located before you head out into Erebus.

### Upgrade Requirements

The number of encounters required to upgrade a Keepsake increases with each level:

– First upgrade: 25 encounters
– Second upgrade: 50 encounters
– And so on, with the required number doubling or increasing accordingly.

After each attempt, return to the cabinet to see how many encounter clears you still need to reach the next upgrade.

### Immediate Upgrade Benefits

The best part is that upgrades take effect immediately—even if you’re mid-run. For example, if your Silver Wheel Keepsake upgrades to 2-star during a run, you’ll see the change reflected in the bottom-left corner of your HUD right away.

By consistently using and upgrading your Keepsakes, you can significantly boost your build and improve your chances of success in Hades 2.
https://www.shacknews.com/article/146098/upgrade-keepsakes-hades-2

How to upgrade Keepsakes – Hades 2

Keepsakes are one of the many ways to improve your build in *Hades 2*, and all of them can be upgraded. Unlike other upgrades, you won’t be using materials to enhance Keepsakes. Instead, upgrading Keepsakes depends entirely on your ability to win encounters while they are equipped.

### How to Upgrade Keepsakes

To upgrade a Keepsake, simply complete encounters with it equipped. It’s important to note that you don’t need to finish a full run—clearing just a single room counts as one completed encounter toward the Keepsake’s upgrade progress.

After clearing a room with the Keepsake equipped, that encounter will be marked toward its next upgrade level. You can track the current level and the number of encounters required for the next upgrade by checking the cabinet near Skelly before heading out into Erebus.

### Encounter Requirements and Upgrade Progress

The number of encounters needed to upgrade a Keepsake increases with each level. The progression goes as follows:

– 25 encounters for the first upgrade
– 50 encounters for the second upgrade
– And the requirement continues to rise for subsequent upgrades

After completing an attempt, you can check the cabinet again to see how many more encounter clears you need to reach the next upgrade level.

### Immediate Upgrade Benefits

The great news is that upgrades take effect immediately—even if you are in the middle of a run. For example, if your Silver Wheel Keepsake upgrades to 2-star during a run, you will see the upgraded status reflected instantly in the bottom-left of the HUD.

By consistently using and upgrading your Keepsakes, you can significantly enhance your abilities and strategies throughout your playtime in *Hades 2*.
https://www.shacknews.com/article/146098/upgrade-keepsakes-hades-2

Nintendo Switch 2 + Pokemon Legends: Z-A bundle pre-order guide & stock

Pokémon Legends: Z-A is less than a month away from release. While it will be available on both the Nintendo Switch 2 and the original Switch, the game will run much better on the recently released Switch 2. If you’re looking to buy the upcoming Nintendo Switch 2 + Pokémon Legends: Z-A bundle, here’s how you can pre-order it.

Nintendo Switch 2 + Pokémon Legends: Z-A Bundle Stock

The Nintendo Switch 2 + Pokémon Legends: Z-A bundle can be found at various retailers. Below is a list of stores that currently have the bundle in stock. We will update this guide as availability changes:

  • Nintendo Store – In stock
  • Best Buy – In stock
  • Target – In stock
  • Walmart – In stock

Pre-Order Information for Nintendo Switch 2 + Pokémon Legends: Z-A Bundle

The Pokémon Legends: Z-A Switch 2 bundle is set to release on October 16, 2025 and is available for pre-order now. The console comes with a digital download of Pokémon Legends: Z-A Nintendo Switch 2 Edition.

Purchasing the $499.99 bundle saves you roughly $20 on the game compared to buying it separately. The box features special artwork inspired by Pokémon Legends: Z-A; however, please note that this is not a special edition console.

https://www.shacknews.com/article/146081/nintendo-switch-2-pokemon-legends-z-a-bundle

C. Viper comes to Street Fighter 6 in October

Capcom has announced that C. Viper, the next DLC fighter for Street Fighter 6, will be released on October 15. The announcement came with a new trailer showcased at the Tokyo Game Show, featuring extended gameplay footage of the character originally introduced in Street Fighter 4.

C. Viper brings her signature spy gadgets into the fray, allowing her to propel herself upward, send enemies flying, set them ablaze, and even electrify opponents. Her unique abilities promise to add exciting new dynamics to the Street Fighter 6 roster.

In addition to C. Viper’s release, Capcom revealed a special collaboration event celebrating the 30th anniversary of Banshee’s Last Cry. This collaboration will introduce a new scenario to the World Tour mode, available on the same day as C. Viper’s launch.

Finally, the update will also include Zangief’s Outfit 4, providing players with fresh customization options for the iconic fighter.

Stay tuned for October 15 to experience all these exciting additions to Street Fighter 6!
https://www.shacknews.com/article/146074/c-viper-street-fighter-6-release-date