<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Site-Server v@build.version@ (http://www.squarespace.com) on Tue, 10 Nov 2026 11:23:28 GMT
--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:media="http://www.rssboard.org/media-rss" version="2.0"><channel><title>Too Much Gaming: Philippines Video Games News &#x26; Reviews</title><link>https://www.toomuchgaming.net/blog-news/</link><lastBuildDate>Tue, 10 Nov 2026 09:36:01 +0000</lastBuildDate><language>en-US</language><generator>Site-Server v@build.version@ (http://www.squarespace.com)</generator><description><![CDATA[]]></description><item><title>Nintendo eShop and Nintendo Online Launches in the Philippines</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 10 Nov 2026 09:36:01 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/nintendo-eshop-switch-online-launch-philippines</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6af2dde7dc62617b7b29023a</guid><description><![CDATA[Nintendo has officially launched the Nintendo eShop and Nintendo Switch 
Online in the Philippines, allowing local players to purchase digital games 
in Philippine Pesos and subscribe to its online service with regional 
pricing.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Nintendo has officially launched the <a href="https://www.nintendo.com/ph/index.html" target="_blank">Nintendo eShop</a> for the Switch and Switch 2, along with its subscription service, Nintendo Switch Online, in the Philippines.</p><p class="">This means Filipinos can now purchase digital games for both the Switch and Switch 2 using Philippine Pesos. Though I doubt game prices will be reduced compared to other regions, at the very least, it will be more accessible for Filipinos to purchase digital games.</p><p class="">The big win is that Nintendo Switch Online does look considerably cheaper with its regional pricing.</p>


  










  
  <h2 data-rte-preserve-empty="true">Nintendo Switch Online Membership Prices in the Philippines</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">Nintendo Switch Online, the subscription service that allows Switch and Switch 2 owners to play games online and enjoy various benefits, starts at PHP 149 per month, PHP 399 for three months, and PHP 899 for 12 months (equivalent to PHP 74.9 per month).</p><p data-rte-preserve-empty="true">The service also gives subscribers access to over 200 games from Nintendo's classic libraries, including titles released for the Nintendo Entertainment System (NES), Super Nintendo Entertainment System (SNES), and Game Boy. The service also offers Nintendo Music, allowing players to listen to classic soundtracks from various Nintendo franchises.</p><p data-rte-preserve-empty="true">Nintendo also offers an Expansion Pack for the service, which adds access to Nintendo Classics games from the Game Boy Advance and Nintendo 64. Nintendo GameCube games are also available through the Expansion Pack, but this feature is exclusive to Nintendo Switch 2 owners. Sadly, the Expansion Pack is only available through yearly subscriptions.</p><p data-rte-preserve-empty="true">For those unfamiliar with the service, you can make this subscription even cheaper by opting for a Family membership, which allows you to add up to eight accounts to the plan. So, if you have a few siblings or relatives who also want to subscribe, you can all split the cost. This is what I currently do with my own Switch membership.</p><p data-rte-preserve-empty="true">This is a pleasant surprise, as I didn't think Nintendo would go as far as officially offering Filipinos their own regional Nintendo eShop. We can now purchase digital games using our own currency and have access to payment options that are readily available in the country.</p><p data-rte-preserve-empty="true">It's also a welcome change that we can finally use our official Philippine address and no longer need to set our accounts to a different region just to access Nintendo's online store.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1794303281724-J6H6PB88KG43A0Z4AABC/01.png?format=1500w" medium="image" isDefault="true" width="802" height="438"><media:title type="plain">Nintendo eShop and Nintendo Online Launches in the Philippines</media:title></media:content></item><item><title>Respawn Monday #24: World of Warcraft Forever Is Bringing Old Friends Back Together</title><category>Opinion</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 09 Nov 2026 11:01:07 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/respawn-monday-24-world-of-warcraft-forever-returning-to-azeroth</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6af199132f132f18150a1983</guid><description><![CDATA[World of Warcraft Forever brought me back to Azeroth after more than a 
decade, reconnecting me with old friends and reminding me why WoW is 
special.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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<p data-rte-preserve-empty="true">Last week, I had <em>World of Warcraft</em> back on my mind. <em>World of Warcraft Forever </em>is now live and has welcomed those looking to experience the original game through a different lens, a different vision, and a different philosophy. It could become another home for those who haven't played the MMORPG in over a decade, or be the next generation of WoW players that would lead the community. WoW is a game I had accepted leaving in the past, but Forever caught my attention. With over 24 hours spent in the game so far, I'm reminded why this game is so special, and friends have solidified my return. Here are some thoughts.</p>
<h2 data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6705">My Little Adventure in My Own Terms, With Friends</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6699">The real pull for me wasn't what was changed or how Blizzard plans to update the game in the future as this is <em>World of Warcraft Classic</em> with a twist. The real excitement came from reconnecting with friends I haven't played with in years. Friends I used to play with every day who have remained connected through online communities and social media. We messaged each other, kept ourselves updated on our lives, and shared memes on a daily basis, but we never really made the effort to plan and play a game together just like the good days... until now.</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6700">Last month, three of my friends in that chat group were overly excited. These are friends I've played with for years, and quite honestly, would take a bullet if need be. Ever since I started playing WoW when The Burning Crusade expansion came out, I was progressing with them, and we had a blast. I officially retired from the MMORPG when the Cataclysm expansion released, but my friends continued playing on and off for years, constantly nudging me to return.</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6701">For Forever, this felt different. Having all three of them collectively planning and getting ready for the game's launch on November 4 felt like the right opportunity for me to get back into it. When I said I was coming back, it was on. Ever since the servers went live, all four of us have been playing every day at reasonable hours, as we're now adults with responsibilities.</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6702">But that's the power of <em>World of Warcraft Forever</em>. It has probably reconnected thousands of players and rekindled friendships that have been put on pause for years. Even those who may have left gaming entirely or haven't touched an MMO since walking away are finding a reason to return, as this version of the MMORPG has already recorded the <a target="_blank" href="https://x.com/Warcraft/status/2118893768984162668">highest number of returning players in WoW history</a>. They wanted to experience the game again together, with a clean slate and a version that feels familiar but different enough to let exploration and excitement drive those late-night sessions.</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6703">It felt great on its first day. <a target="_blank" href="https://www.toomuchgaming.net/blog-news/world-of-warcraft-forever-smooth-launch">No issues or server woes</a>, as Blizzard actually came into this launch prepared for once. It wasn't another Diablo 3 fiasco or a terrible WoW expansion launch that crippled player progression with rubber-banding and disconnects. I joined the moment the servers went live and saw the starting areas filled with players at level 1. We were all off to the races, beginning another WoW journey on our own terms.</p><h2 data-rte-preserve-empty="true" id="yui_3_17_2_1_1794221936204_6704">I Really Am Back in Azeroth</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">It's a weird feeling being back, as it felt like I was right back in the saddle. Everything felt comfortable. I adjusted my keybindings, organized my UI, and familiarized myself with my surroundings as I played a class I've never piloted before.</p><p data-rte-preserve-empty="true">I went on an adventure as the new elf race with its new starting area, and despite seeing new content, it felt like making amends with a dear friend you haven't seen since you last butted heads. The pros and cons remain the same: long walks, satisfying progression, and a social experience only MMOs like WoW can deliver. The visual upgrades and improvements are slowly pulling me back in, and if I'm not careful, I might just find myself logging in regularly over the next six months.<br><br>How was your weekend?</p>


  











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  <p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-18-onimusha-way-of-the-sword-parry">Respawn Monday #18: Onimusha: Way of the Sword is GOTY Materials</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-19-runescape-dragonwilds">Respawn Monday #19: RuneScape Dragonwilds isn’t Blowing Me Away</a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-20-dragons-dogma-2-2026">Respawn Monday #20: <strong>Dragon’s Dogma 2 is Feeling Good in 2026</strong></a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026"><strong>Respawn Monday #21: Dragon’s Dogma 2 is a Much Better Game Even Without Dark Arisen</strong></a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-22-enshrouded-dungeon-crawling"><strong>Respawn Monday #22: Dungeon Crawling in Enshrouded</strong></a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-23-enshrouded-continues-to-impress"><strong>Respawn Monday #23: Enshrouded Continue to Impress</strong></a></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1794221804831-AGOSNXIGU5PY3FI6IP8N/Wow_hoiPbuIBeI.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Respawn Monday #24: World of Warcraft Forever Is Bringing Old Friends Back Together</media:title></media:content></item><item><title>Ace Combat 8: Wings of Theve Review - A Worthy Entry In This Lofty Franchise</title><category>News</category><category>Reviews</category><dc:creator>Miguel Samson</dc:creator><pubDate>Mon, 09 Nov 2026 09:36:25 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ace-combat-8-wings-of-theve-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6af18ca4fbbfca2f774fe3b4</guid><description><![CDATA[Ace Combat 8: Wings of Theve delivers an incredible single-player campaign, 
thrilling dogfights, and a phenomenal soundtrack, despite its underwhelming 
multiplayer.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true" class="">After 7 long years of waiting, <em>Ace Combat </em>is back at it again! <em>Ace Combat 8: Wings of Theve</em> is the latest game in the franchise developed by Bandai Namco Aces for the PS5, PC, and XBox Series X/S. It’s arguably the most ambitious game to date in terms of its single-player campaign while also providing enough features in its multiplayer modes. And like its previous series entry, I’m excited to report that you are in for a wild ride!</p><h2 data-rte-preserve-empty="true"><strong>It's Not the Plane. It's the Pilot.</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">If you’ve been playing <em>Ace Combat </em>for a long while, you will feel right at home with <em>AC8</em>’s controls. But for newcomers, fear not, as the game is surprisingly easy to get into, since <em>Ace Combat</em> is part flight sim, part arcade game by nature. <em>AC8 </em>brings back STANDARD and EXPERT controls. STANDARD controls make flying a piece of cake by making your plane properly turn left or right by simply pushing left or right on the left thumb stick as well as auto-correcting your aircraft back to eye level. This is more suitable for players who are starting to get into <em>Ace Combat,</em> or for people who prefer a casual game sesh. EXPERT controls are the game’s “manual mode” - it gives you full access to your plane’s roll, pitch, and yaw controls. This is my preferred and recommended control scheme in order to fully experience the game. Whichever control scheme you pick, both feel great and responsive using your standard controller.</p>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The game teaches you the basics within the first few missions of the campaign mode, so new players will get a hang of flying and shooting fast. Aside from the usual flying and dogfighting actions, you’ll be able to also assign commands to your wingmen via the d-pad to further assist in your missions. The commands can be as simple as giving orders to focus fire on a single target, or requesting assistance to cover you from enemy fire. There’s also moments during missions in the campaign where you get to interact with your squadron or select a choice that will shape the outcome of the current mission. However, these rare interactions will mostly let you choose a measly YES or NO on the dpad. But given how frenetic some of the campaign missions can be, sometimes a simple yes or no is the way to go.</p><h2 data-rte-preserve-empty="true"><strong>The Legend That is Wings of Theve</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794215147402_30687" class="">Like with most campaigns in the franchise, <em>Ace Combat 8</em> brings us back to the beloved world of Strangereal, the fictional universe where <em>Ace Combat</em> takes place. Taking place during the Sotoa-Usea War, you play as “Rex”, a new addition to the FCU Navy’s Joker Squadron who inherited the title of the legendary ace pilot “Wings of Theve”. You command Joker Flight during the game’s campaign as you fight against the Sotoan Air Force and its notorious tactical squadron Lux Lunae, also known as Shadow Squadron. I must admit that I hadn’t set any expectations on the story, since I mostly appreciated <em>Ace Combat 7</em>’s campaign through its missions.&nbsp;</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794215147402_30686" class="">However, <em>AC8’</em>s campaign feels more involved. as it tells its story beats inside the aircraft carrier Endurance, your squadron’s mobile home and base of operations. In between missions, the campaign grants you time to get to know your wingmen and some of the people living in the Endurance. You’re introduced to characters such as Tasha (and her dad), a former stunt pilot who volunteered to become part of Joker Flight. There’s Baxter (callsign Professor) who is a former University lecturer and your number 2, and talented musician Coster (callsign Noise), who]s your squadron’s music player.&nbsp;</p><p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794215147402_30685" class="">Other characters you get to know are the Endurance’s XO Pike who briefs you of your given mission, Kate Evans, squadron leader of the Endurance’ other air unit Queen Flight, aircraft mechanic Jenkins who you get to interact whenever you setup your aircraft in the hangar, D.D, the annoying social media manager of The Wings of Theve, and a slew of other pilots both working with or against Joker Flight during the game.</p>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">After being taken aboard the Endurance during the start of the campaign, you take on several missions for the FCU as your aircraft carrier sails through the campaign’s theatre of war. During the first few hours of the game, you’re given a few straightforward missions such as shooting down enemy surveillance drones, and some escort missions during a fleet resupply that help make sure The Endurance’ voyage is as smooth as a baby’s bottom. But most of the time during missions, the game jolts you with a twist and suddenly your mission objective has changed. I find myself always on my toes whenever I think I'm almost done with the mission, only to hear the haunting chant coming out of your comms’ open channel - Shadow Squadron is approaching you.</p><h2 data-rte-preserve-empty="true"><strong>I Have Tone</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794215147402_35279" class="">If there is one thing that stands out the most during <em>Ace Combat 8</em>’s campaign, it’s the outstanding audio design and soundtrack that’s begging for a TGA or Golden Joystick nomination. I find myself immersed and lost (in a good way!) outmaneuvering bandits, trying to get out of a missile lock, and successfully playing chicken with an enemy aircraft, resulting in hearing its engines roaring at my sides. Each missile and weapon type sounds and feels different every time you launch one. Radio chatter is on a constant roll, as AWACS Dealer and XO Pike fill you in on what’s happening while your wingmen provide additional info, plus the flavorful banter that makes all the campaign missions anything but dull. One of the first characters introduced early on is a fighter pilot named Jan Cope who serves as both the narrator for the campaign as well as Rex’s internal voice, which is a nifty way of adding commentary on Rex’s actions and choices during missions. And then there’s the game’s soundtrack and its clever use of leitmotifs that brought a lot of character to the different squadrons you encounter during missions.</p>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">As ridiculous as it sounds, <em>AC8</em> basically gave every squadron and the key characters you encounter their own theme music. Whenever Lux Lunae and its various numbered unit squadrons show up, you’ll always hear humming and chanting that is haunting the open radio. And the more you encounter the stronger numbered units of Shadow Squadron, the more intense and frantic their theme music becomes. Coster’s favorite fictional rock band Purple Magic, who also happen to be one of the ally squadrons you meet during missions, have their own theme music (of course played by them). And you know what, I kind of dig their jams. “Times Are Changing” and “Blue Sky Home” have the right amount of cheesy lyrics in them backed up by catchy guitar licks. The latter song even serves as a driving track during a very intense campaign mission. Finally, during the game’s final boss, you are introduced to the most powerful version of the Lux Lunae theme music that makes fighting the final boss intense and emotionally driven!</p><p data-rte-preserve-empty="true" class="">Overall, the campaign mode in <em>Ace Combat 8</em> serves up a satisfying main course. It’ll take you a surprisingly amount of time to get through the 30 missions the campaign has to offer, but it’s such a satisfying package that you’ll find yourself replaying the campaign or taking on missions separately, but this time with the planes and upgrades you’ve unlocked during the campaign via the Aircraft Tree system.</p><h2 data-rte-preserve-empty="true"><strong>That One Cake That’s Too Big, But Not as Tasty as The Main Course</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The other mode you get to check out and probably the last thing you’d probably want to play is <em>Ace Combat 8</em>’s Online Mode. Aptly titled <em>Ace Combat Online</em>, this is probably the biggest multiplayer mode Bandai Namco Aces have ever included in an <em>Ace Combat</em> game, as the online mode has its own hub/lobby where you get to wander around via your pilot avatar which you can customize and dress up. Unfortunately, the avatars look and feel janky, and sections of the hub aren't as appealing to navigate, since it’s a really big airbase. However, the game made sure you can access all of <em>Ace Combat Online</em>’s various sections and settings via a normal menu.</p>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1794215147402_39002" class="">Multiplayer Missions in <em>Ace Combat Online</em> have a bit more variety as compared to the previous title. There are the two core game modes, which are Co-Op Assault and Co-Op Warfare. Co-Op Assault is a PvE mission that pits 2 4-player teams against NPC combatants, with the winning team getting the highest score after the mission. Co-Op Warfare is the PvPvE mode where 2 teams will be battling it out while NPC units will actively join the fight. The other unique mode you can play is called Scramble, which is similar to Co-Op Assault, but you’ll be dealing against a very strong squadron instead. There’s also limited time PvP-focused events like 4v4 Team Deathmatch and 8-player Free for All Deathmatch that you can occasionally participate in. Finally you have Emergency Sortie mode, which is a special mission that unlocks after participating in a few multiplayer matches. In this mode, you and seven other pilots join forces and work towards bringing down a random “boss” superweapon that appears throughout <em>Ace Combat’</em>s campaign modes.</p><p data-rte-preserve-empty="true" class="">Aside from queuing up through missions, you can visit the hangar to set up your plane and loadout, visit an arcade full of Namco classic titles, and a shop to buy planes, upgrades and cosmetic items for both your plane and avatar. Then of course when there’s an online mode, there’s a battle pass. As it’s pretty much a standard for most multiplayer games these days, <em>Ace Combat Online</em> has its own battle pass with both free and premium paths to work on during a month or a season. Content you’ll get through the battle pass consists of mostly rare cosmetic items you won’t normally get in the shop. As for plane upgrades alone, you can obtain them either by leveling up your rank or through the shop.</p><p data-rte-preserve-empty="true" class="">While there is something fun to be had in <em>Ace Combat Online</em>’s multiplayer missions, I find the regular core multiplayer modes to be bland and uninspired. It pretty much feels like both Co-Op Assault and Warfare exist for the sake of grinding and farming exp to upgrade your planes alone. Emergency Sortie is probably the most fun out of all modes, since it does feel like doing a Raid or a Hunter Rank Monster (except all of you are in a plane). I admit I was expecting a bit more from <em>Ace Combat 8</em>’s multiplayer and was even hoping for a proper Co-Op experience in the form of proper missions or even a smaller campaign! But alas, this will do to keep your trigger finger sated after finishing the main campaign.&nbsp;</p><h2 data-rte-preserve-empty="true"><strong>Another Happy Landing</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">While it’s only been a month after the game’s release, <em>Ace Combat 8</em>’s multiplayer is off to an okay start. If you manage to get friends into its multiplayer, then even better. But we’re never here for the multiplayer mode to begin with. <em>Ace Combat 8</em>’s campaign alone makes this a must-play. </p><p data-rte-preserve-empty="true" class="">Even for players new to the franchise, you’d be surprised how compelling it is to play<em> Ace Combat</em>. The story is decent. The game’s soundtrack is transcendent. Whereas other flight-sim games give you the proper experience of dogfighting, <em>Ace Combat 8 </em>wants you to experience the fantasy of being one of the greatest pilots known to man. And once you get to the credits, it’ll leave a smile on your face, leaving you wishing you could experience it for the first time all over again.</p>


  











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  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 5 / 5 (Exceptional)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Generally a blast to play</p></li><li><p data-rte-preserve-empty="true">Campaign Mission Variety is great.&nbsp;</p></li><li><p data-rte-preserve-empty="true">Campaign story and characters are surprisingly well done</p></li><li><p data-rte-preserve-empty="true">Phenomenal Soundtrack.</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">The multiplayer offering, while better than its previous predecessor, still feels lacking</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Finished Campaign mode in 23 hours</p></li><li><p data-rte-preserve-empty="true">Checked out most Multiplayer modes’ early offerings</p></li><li><p data-rte-preserve-empty="true">Grinded a few hours to unlock and upgrade a few planes in Multiplayer Mode</p></li></ul><p data-rte-preserve-empty="true" class=""><em>*This review is based on a PC/Steam review copy provided to the reviewer.</em></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=5ba782d29140b757637b4744"><strong>Miguel Samson</strong></a><strong>&nbsp;</strong></h3><p class="">A graphic designer by trade and TMG's resident reviews contributor. When I'm not playing and writing about video games, I mostly spend my time playing Magic the Gathering with friends, work on my portfolio, and work on personal projects. Currently playing Final Fantasy XIV Online.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1794217072316-MAUHIYJJRVUDRE1QK36D/AC8+Review+Thumb.png?format=1500w" medium="image" isDefault="true" width="1200" height="675"><media:title type="plain">Ace Combat 8: Wings of Theve Review - A Worthy Entry In This Lofty Franchise</media:title></media:content></item><item><title>Metaphor: ReFantazio’s Digital Price Drops by Up to 60% Across Southeast Asia on November 12</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Fri, 06 Nov 2026 15:01:47 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/metaphor-refantazio-permanent-price-cut-southeast-asia</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aede4862413766932ec4c92</guid><description><![CDATA[Atlus' JRPG Metaphor: ReFantazio is getting a permanent price reduction of 
up to 60% across Southeast Asia starting November 12, making the game more 
affordable in the Philippines and neighboring countries.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true" class="">Sega announced that they’ll be reducing the overall price of Atlus’ JRPG <em>Metaphor: ReFantazio</em> by as much as 60% across Southeast Asian regions. This affects all digital storefronts, including the PlayStation Store (PS5 and PS4), Xbox Store, and Steam.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">Starting November 12, the game will be significantly cheaper for players in the Philippines, Malaysia, Singapore, Indonesia, Thailand, and Vietnam.</p><p data-rte-preserve-empty="true">Here’s how much the JRPG will cost in each region:</p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Philippines: PHP 1,068.00 (was PHP 2,895.00)</p></li><li><p data-rte-preserve-empty="true">Malaysia: MYR 86.00 (was MYR 249.00)</p></li><li><p data-rte-preserve-empty="true">Singapore: SGD 39.90 (was SGD 69.90)</p></li><li><p data-rte-preserve-empty="true">Indonesia: IDR 299,000 (was IDR 799,000)</p></li><li><p data-rte-preserve-empty="true">Thailand: THB 668 (was THB 1,890)</p></li><li><p data-rte-preserve-empty="true">Vietnam: VND 470,000 (was VND 1,264,000)</p></li></ul><p data-rte-preserve-empty="true">This price adjustment coincides with <em>Metaphor: ReFantazio</em> releasing on the Switch 2 on November 12.</p><p data-rte-preserve-empty="true"><em>Metaphor: ReFantazio</em> was my <a target="_blank" href="https://www.toomuchgaming.net/blog-news/metaphor-refantazio-review-a-fantasy-perfected">Game of the Year back in 2024</a>, and it remains my favorite title from the team at Atlus. If you want a JRPG with a high-fantasy setting that embraces Persona elements, a great turn-based combat system, and a lengthy, rich story with a cast of characters that gradually grows on you, you might be surprised by this gem of a game.</p><p data-rte-preserve-empty="true">For the price to drop this low permanently is a steal, especially when the game can easily take 100 hours to complete.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793976873391-EAYIZSNIZOTJW1J34HFJ/ss_508f318eca41537a561d0c999b881b3e03dbd965.1920x1080.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Metaphor: ReFantazio’s Digital Price Drops by Up to 60% Across Southeast Asia on November 12</media:title></media:content></item><item><title>World of Warcraft Forever Has a Surprisingly Smooth Launch</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 05 Nov 2026 23:44:12 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/world-of-warcraft-forever-smooth-launch</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aed0ddfee14241a61e0796e</guid><description><![CDATA[World of Warcraft Forever's launch was surprisingly smooth compared to its 
troubled beta and Blizzard's history of online game launch problems.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Blizzard released <em>World of Warcraft Forever</em> with its servers holding up despite the high demand when it launched on November 5, 2026. No lag or disconnects on my end, just me joining thousands of players flooding into the game's megaservers all at once.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <h2 data-rte-preserve-empty="true">Close to No Issues at Launch, Which Is Rare to See</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">I joined the moment the server gates opened, and to my surprise, my estimated wait time to get in was 10 minutes, with the game showing at least 2,000 players ahead of me. I prepared my breakfast, and before I knew it, I was in the starting zone of the new Skyborne race. A few hours went by, and I was leveling up, fixing my settings, adjusting my UI, and just playing the game like it had been online for years.</p><p data-rte-preserve-empty="true">This was a pleasant surprise, as I've been around for many launches that resulted in disaster. I was there for Diablo III's launch, with its notorious Error 37, which prevented players from logging into the game when the franchise went online-only for the first time. It was one of the most painful experiences because a couple of friends and I took days off for it, and the problems weren't limited to launch day. They persisted for days.</p><p data-rte-preserve-empty="true">I was also around during the launch of World of Warcraft: Cataclysm, the last expansion I played before my long hiatus from the MMORPG. That too was plagued with login issues and server instability. Overwatch 2 and Diablo IV also had their share of launch problems.</p><p data-rte-preserve-empty="true">World of Warcraft Forever was a different story. On launch day, nothing exploded. No fires broke out that resulted in emergency maintenance, no lag issues that made me feel like I should wait for things to stabilize. I was just playing. Forever's beta had its fair share of server issues, and for once, Blizzard seemed to have learned from the experience.</p><p data-rte-preserve-empty="true">For someone living in the Philippines, decent latency would be a blessing. Even with my ping averaging between 150 and 180 ms, the game was still playable. However, I'll reserve my final verdict until after a couple of days, when I get to experience group content that requires a bit more finesse. I'm sure some players have reported issues, but nothing that seems to have left a significant number of players unable to play for hours.</p><p data-rte-preserve-empty="true">Maybe this is Blizzard finally understanding what it takes to deliver a smooth launch for online games, or maybe it was simply a lucky day for them. It's only been a day, and if things remain this smooth throughout the first weekend, World of Warcraft Forever is off to a good start.</p><p data-rte-preserve-empty="true">I'll share more in a couple of days, but day one felt good, nostalgic, and a bit more relaxed.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793922128166-G3IU4BN9Q584KLCAEK59/Wow_OtDgXvje5z.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">World of Warcraft Forever Has a Surprisingly Smooth Launch</media:title></media:content></item><item><title>Dragon’s Dogma 2: Dark Arisen Review - In A Much Better Form</title><category>News</category><category>Reviews</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 05 Nov 2026 08:03:51 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/dragons-dogma-2-dark-arisen-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aec323a6924377b5f20ff52</guid><description><![CDATA[Dragon’s Dogma 2: Dark Arisen brings out the best in Capcom's action RPG 
with a massive new region, rewarding gear progression, challenging endgame 
dungeons, and a more focused story. It's a fantastic expansion, even if its 
improvements make much of the base game's content feel obsolete.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true" class="">It’s been over 60 hours since I started my second playthrough of <em>Dragon’s Dogma 2</em> to prepare for this review of the <em>Dark Arisen</em> expansion. I’ve replayed the game, conquered the threats found in the new region of Norgan, reached over level 180, and loved every minute I spent with this significant addition to the action RPG. Thanks to this expansion, <em>Dragon’s Dogma 2</em> has become one of my favorite titles this year.</p><p data-rte-preserve-empty="true" class="">I played the sequel when it was released in 2024. <a target="_blank" href="https://www.toomuchgaming.net/blog-news/dragons-dogma-2-review-meeting-this-epic-adventure-halfway">My 3.5/5 review</a> was weighed down mostly by performance issues, and quite frankly, the characters and story weren't the most entertaining. But story aside, that didn't ruin my enjoyment of the action RPG. For those who don't know, Dragon’s Dogma 2 is more of a reimagining of the first game rather than a full-blown sequel.&nbsp;</p><p data-rte-preserve-empty="true" class="">I’m happy I spent a few weeks replaying the original game before the expansion's release. As mentioned in <a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026">our Respawn Monday series</a>, recent updates and changes have made it a better game overall.</p><p data-rte-preserve-empty="true" class="">The ability to teleport more freely and the rock-steady 60 fps performance make the experience more enjoyable. A simple item addition renders the game so much more accessible without alienating or eliminating the original design, so it’s a win-win. Thanks to the recent updates, most of my issues with the game have become minimal. It's an adventure that allows players to step outside the norm of games like it. It also pushes you to figure things out yourself, with minimal handholding, something I sadly think is a rare occurrence in modern game design.</p><p data-rte-preserve-empty="true" class="">The base game alone is a complete joy for action RPG fans who love a twist, so for those who held off on picking up the game at launch, now is the perfect time to do so, especially with the release of the <em>Dark Arisen </em>expansion, which is a major addition to the overall experience.</p><h2 data-rte-preserve-empty="true">Dark Arisen Makes the Base Game Trivial</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The expansion becomes available relatively early in the game, but Capcom recommends that you be at least level 40 before heading into it. I literally jumped in the moment I hit level 40, and Capcom wasn't kidding about the difficulty. The difficulty spikes heavily the moment you set foot on Norgan's snowy ground, with barbarian-like enemies greeting you within your first five minutes in the <em>Dark Arisen</em> expansion. Each swing feels like it could take you down.&nbsp;</p><p data-rte-preserve-empty="true" class="">To be fair, I was playing my second playthrough on Hard difficulty, so that could have contributed to the early difficulty. Regardless, I enjoyed the challenge.</p><p data-rte-preserve-empty="true" class="">Once I killed a few groups of enemies, things started to stabilize, as the gear and experience earned in the expansion are significantly better than what I had access to in the base game. In just a few hours, I went from level 40 to level 70. But leveling isn't that much of a big deal, as the stat increases are minimal. It's all about the gear, which quite literally makes any equipment from the base game completely obsolete.</p><p data-rte-preserve-empty="true" class="">In the <em>Dark Arisen</em> expansion, there's an entirely new loot system, as the enhancement mechanic from the base game is no longer present. Any loot you earn in Norgan rewards you with spoils that need to be identified by a character in the starting village you come across. This village serves as the player's hub to recruit new Pawns, buy items, pick up quests, and, more importantly, identify the spoils you find during your journeys.</p><p data-rte-preserve-empty="true" class="">These spoils work much like how you would visit Deckard Cain to identify items you found in <em>Diablo II</em>. Each item can be any weapon or armor type and will randomly contain different stats and perks. The further you progress, the higher the level of spoils you'll find. The higher their level, the stronger the weapon will likely be for your character.</p><p data-rte-preserve-empty="true" class="">This system is nothing new, as we've seen it in other games, but it pairs nicely with <em>Dragon’s Dogma 2</em>. The anticipation of getting your first level 4 spoils that could contain your current Vocation's weapon does feel good, and the possible perks do make it hard to let go of some items. Capcom adapting this system reminded me why I loved games like Diablo and looter shooters. The possibility of finding unique gear pushes you to keep exploring and hopefully get a good combination of items that best suits your playstyle. Expansion items now come with unique perks that can even enhance class skills, making some Vocations much more enjoyable to play.</p><h2 data-rte-preserve-empty="true">No New Vocations is a Bummer, but The New Skills are Cool</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The <em>Dark Arisen</em> expansion doesn't introduce new Vocations (classes), but it does add new skills for each of the available Vocations. Honestly, this is a bit disappointing, as it would have been great to have more playstyles available for the Arisen. The new skills are great, but they don't fully change how each class plays. The overall concept of each one remains relatively the same; you just have flashier or deadlier skills to complement that class a bit more.</p><p data-rte-preserve-empty="true" class="">As for enemy variety, there are a few new additions, but nothing completely out of the ordinary. We still have giants that are slightly different, larger human enemies paired with wolves, and those annoying lizardmen that are somehow thriving in this snowy climate. The newer and more challenging enemies appear later in the expansion, but for a good chunk of its first half, you're fighting familiar enemy types.</p><p data-rte-preserve-empty="true" class="">I still had fun fighting them, as the frost giants can be dangerous, with some having weapons stuck in their arms or backs. This hints to players like me that we can jump onto their backs and yank the weapons out of their flesh. To my surprise, this turns out to be a weak spot, and removing the weapons deals considerable damage. There’s also snowy ogres; if they manage to grab you, they’ll steal all your spoils and run away to their cave hideout. Most of the time, these caves are filled with other treasures, so it's always worth chasing them down.</p><p data-rte-preserve-empty="true" class="">That’s not to mention the ice dragon Fimbl, the Fallen Dragon that spits out undead, different undead enemies (Ghouls are the worst), and the firefly Gagana that feels like it can take on any firefly monster found in <em>Monster Hunter</em>. All of them do a good job of keeping the combat from feeling stale. Yes, there are plenty of enemies similar to those found in the base game, but their unique abilities add more flavor. They're not simply the same enemies in different colors. It initially looked that way to me, but once I started fighting them, I realized there was a bit of an adjustment needed on my part.</p><h2 data-rte-preserve-empty="true">The Story of the Dark Arisen is a Better Tale Than Mine</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The biggest surprise for me was the story that sets the expansion in motion. In <em>Dark Arisen</em>, you're told of another Arisen sighting in the far northern region of Norgan, and the false Arisen has taken action to find this individual, hoping to "deal" with these claims. As the actual Arisen, I went to investigate and hopefully find some answers.</p><p data-rte-preserve-empty="true" class="">What transpires revolves around a new character named Eir. It's a story that I happened to enjoy far more than the base game's overall narrative. It's more focused and provides context around the concept of Pawns and the never-ending cycle between the Arisen and the Dragon. The lack of political intrigue and the smaller cast of characters make it a tale that I found less likely to skip. It can still be convoluted for some, considering the overall concept of the <em>Dragon's Dogma</em> world, but this story handles it so cleanly that it's hard to find myself wanting to jump back into the base game and continue where I left off. With satisfying gear progression and a better story, going back to the base game was a weird transition for me.</p><p data-rte-preserve-empty="true" class="">All the new additions and content found in the <em>Dark Arisen</em> expansion made my entire playthrough of the rest of the base game feel completely obsolete. No gear I find while completing the rest of the base game's main story will replace what I found in <em>Dark Arisen</em>. The moment I went back, enemies started dying with just a swing of my sword.</p><p data-rte-preserve-empty="true" class="">I felt like I was playing on easy mode, as there was a clear gap between the enemies from the base game. Even the rewards don't feel all that exciting anymore. Having already experienced the main game, it was hard to find the motivation to continue, which is why I highly suggest new players enjoy the base game in its entirety, get close to the end, and then head to Norgan.</p><p data-rte-preserve-empty="true" class="">But I carried on, as there's endgame content that unlocks later in the base game and is suited for players who have gone through the expansion. Lost Rites dungeons are spread across the game's existing regions and offer lengthy challenges that are very difficult, even for those who have finished the expansion.</p><p data-rte-preserve-empty="true" class="">These dungeons serve as the new endgame, with certain restrictions that make each challenge more interesting. For example, some require every party member to maintain a 'Very Light' weight status, suggesting that you can only bring a limited number of items. There's even one that limits the player to just two equipped skills.</p><p data-rte-preserve-empty="true" class="">It's a nice challenge that results in an enjoyable gameplay loop of hunting for the best gear and perk combinations possible for your preferred Vocations. We already have players who have reached level 999 and seem to be enjoying the gear grind.</p><h2 data-rte-preserve-empty="true">Dark Arisen Shows the Best Side of Dragon’s Dogma 2</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class=""><em>Dragon’s Dogma 2: Dark Arisen</em> isn't a simple DLC; it's a true expansion. It's not a piece of paid content that adds a new game mode, a few weapons, or a new location that you can finish in one or two sittings. This is an expansion that can have you spending over 50 hours in the new area alone, with its own collection of hidden chests, secrets, and side quests to keep you busy. This doesn't even include the Lost Rites endgame dungeons mentioned above, which add even more replayability, even during the base game's final act.</p><p data-rte-preserve-empty="true" class="">It's a fine piece of content that elevates the overall experience of <em>Dragon's Dogma 2</em>, so much so that it overshadows the rest of the game. If Capcom looks toward improving the base game and its systems to better align with what the expansion offers, the game will be in an even better state. But for now, <em>Dark Arisen</em> is a fantastic addition that has what it takes to entertain even the most loyal <em>Dragon's Dogma </em>fans. This shows that the team has learned to fine-tune what makes the series special and apply those lessons to a new chapter that makes me hopeful for the future of the series.</p>


  











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  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 5 / 5 (Exceptional)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Norgan is a massive snowy region filled with new challenges and mechanics</p></li><li><p data-rte-preserve-empty="true" class="">The Spoils system is familiar and pairs well with the rest of Dragon’s Dogma</p></li><li><p data-rte-preserve-empty="true" class="">Dark Arisen’s story is far more enjoyable than the original story</p></li><li><p data-rte-preserve-empty="true" class="">Endgame is challenging and has a satisfying grind</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Expansion makes most of the base game’s content obsolete, including rewards</p></li><li><p data-rte-preserve-empty="true" class="">No new Vocations added to the game, just new skills that don't significantly change each class</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Did a new playthrough of the base game</p></li><li><p data-rte-preserve-empty="true">Started the Dark Arisen expansion at level 40</p></li><li><p data-rte-preserve-empty="true">Over level 180 after finishing the expansion</p></li><li><p data-rte-preserve-empty="true">Did a good amount of Lost Rites dungeons</p></li><li><p data-rte-preserve-empty="true">Replayed all Vocations with the new skills</p></li></ul><p data-rte-preserve-empty="true" class=""><em>*This review is based on a PS5 review copy provided to the reviewer</em></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793865680555-39IB112BTWLFQVSFKQF5/55.png?format=1500w" medium="image" isDefault="true" width="1200" height="675"><media:title type="plain">Dragon’s Dogma 2: Dark Arisen Review - In A Much Better Form</media:title></media:content></item><item><title>Guild Wars 1’s New Expansion After Nearly 20 Years Launches in January 2027</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 04 Nov 2026 14:35:46 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/guild-wars-1-afterlife-expansion-january-2027</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aeb3ea80e6aa45a7c628a12</guid><description><![CDATA[ArenaNet reveals Guild Wars Afterlife, a new expansion for the original 
Guild Wars launching January 13, 2027, featuring a new story and 
roguelite-inspired dungeon mode.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">ArenaNet isn't kidding when they say they'll be working on all three Guild Wars games simultaneously. They've just revealed Guild Wars Afterlife, a new expansion for the first game in nearly 20 years.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">It offers a story mode and a new game mode that seems to be ArenaNet's take on the roguelite formula. Each run in this new dungeon features a skill-drafting system where you build a loadout that will hopefully carry you to the end and earn your rewards. Run through the dungeon again, and the results and overall experience will feel different.</p><p data-rte-preserve-empty="true">The story and how expansive Afterlife will be remain to be seen, as the expansion could end up revolving primarily around this new game mode.</p><p data-rte-preserve-empty="true">The Afterlife expansion is set to launch on January 13, 2027, on Steam and mobile devices, and will be priced at $30. However, there will be a pre-order discount, with the expansion costing $24 if purchased before launch.</p><p data-rte-preserve-empty="true">Continued work on the first game is a big surprise and, honestly, isn't necessary in the grand scheme of things. But with the release of <em>Guild Wars Reforged</em>, a remaster of the original game, and its recent arrival on mobile devices, ArenaNet is clearly setting itself up to support and develop three MMORPGs at the same time: the original game, <em>Guild Wars 2</em>, and the <a target="_blank" href="https://www.toomuchgaming.net/blog-news/guild-wars-3-announced-summer-game-fest-2026">upcoming Guild Wars 3</a>.</p><p data-rte-preserve-empty="true">That’s impressive considering the industry’s current state.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793802882793-E5BW4PL43VLFC8Z250NQ/brave_bHE8XoZK84.png?format=1500w" medium="image" isDefault="true" width="1223" height="687"><media:title type="plain">Guild Wars 1’s New Expansion After Nearly 20 Years Launches in January 2027</media:title></media:content></item><item><title>The Elder Scrolls VI: Sentinel Is the Official Name of the Next Elder Scrolls Game</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 03 Nov 2026 16:12:59 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/elder-scrolls-6-sentinel-official-title-revealed</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aea004993bc7c4c069b3ab3</guid><description><![CDATA[Bethesda finally reveals the official title of The Elder Scrolls VI: 
Sentinel, with a new trailer hinting at Hammerfell as the setting.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">In celebration of 40 years of Bethesda, the studio revealed a new trailer for The Elder Scrolls VI, officially revealing its title: The Elder Scrolls VI: Sentinel. It’s a short trailer, but it does give a clear clue about where the game will be set.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">There have been a lot of reports and rumors that Hammerfell, the home of the Redguards, will be the setting for the next game, and the quote shown at the end adds more weight to those claims.</p><p data-rte-preserve-empty="true"><em>“The scroll offered only a shimmer, a veil thinly lifted to my eyes. A future lost. A victory undone. Sands of time scattered by fate.” — “Yazar, Moth Priest to High Queen Iradne of Hammerfell (4E 206).”</em></p><p data-rte-preserve-empty="true">How much of Hammerfell will be explored and what the scope of the game will be are still uncertain.</p><p data-rte-preserve-empty="true">The Elder Scrolls VI was officially revealed during the Bethesda E3 2018 Showcase. That means roughly eight years of silence since the studio announced it was working on the next title in the series. Some fans are probably excited, but I wouldn’t be surprised if many are also a bit worried that it might take years before Bethesda provides another update. Beyond the official title, the quote, and the setting, that’s all fans have to cling to until the next time Bethesda shows something.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793722287928-ND32X12IEW6UKCPD86IX/brave_5IF2OQa56G.png?format=1500w" medium="image" isDefault="true" width="1219" height="574"><media:title type="plain">The Elder Scrolls VI: Sentinel Is the Official Name of the Next Elder Scrolls Game</media:title></media:content></item><item><title>Frostpunk 2’s Third Expansion, The Surge, Launches on December 14</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 03 Nov 2026 09:08:55 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/frostpunk-2-the-surge-dlc-release-date</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ae9a11a003b112416dc7357</guid><description><![CDATA[Frostpunk 2's third expansion, The Surge, arrives December 14, 2026, 
introducing a new story campaign, revolutionary resources, and storm-driven 
technology.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true">The post-apocalyptic city-building game <em>Frostpunk 2</em> is getting its third DLC, called <strong>The Surge</strong>, launching on December 14, 2026. 11 bit studios revealed the details of this paid expansion, which adds a new resource that changes how players can develop their cities.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">The Surge DLC adds a new story-driven campaign set in a previously unexplored region. Here's how the developer describes its features.</p><h2 data-rte-preserve-empty="true">Frostpunk 2: The Surge Expansion Features</h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong>A Brand-New Scenario<br></strong>Experience a highly story-driven campaign set in a brand-new region far beyond previous borders.</p></li></ul><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong>Revolutionary Power<br></strong>Introduce a resource capable of elevating city automation to unprecedented levels.</p></li></ul><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong>Utilise the Storm<br></strong>Harness nature’s wrath by deploying specialised storm-driven technology, converting catastrophic whiteouts into harvested and stored resources.</p></li></ul><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong>Explore the New<br></strong>Venture into caves and ruins. Uncover hidden treasures. Face the mysteries of the valley</p></li></ul><p data-rte-preserve-empty="true">The Surge DLC is set to launch on PC and consoles on December 14.</p><p data-rte-preserve-empty="true"><em>Frostpunk 2</em> previously received two other DLCs: <em>Fractured Utopias</em> and <em>Breach of Trust</em>. Both expansions add new content to the game, introducing additional systems and story scenarios.</p><p data-rte-preserve-empty="true">11 bit studios has been keeping busy with its Frostpunk franchise. However, following the release of The Surge, future support for <em>Frostpunk 2</em> will be limited to maintenance.</p><p data-rte-preserve-empty="true">The studio is also working on <em>Frostpunk 1886</em>, a reimagining of the original game, alongside another unannounced title set in the Frostpunk universe that is said to explore a different genre.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793696899701-EW2Q020JL1ZBR3YXWWY8/FP2_DlC_The_Surge_Announcement_screenshot-tmg.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Frostpunk 2’s Third Expansion, The Surge, Launches on December 14</media:title></media:content></item><item><title>Respawn Monday #23: Enshrouded Continues to Impress</title><category>Opinion</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 02 Nov 2026 11:31:21 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/respawn-monday-23-enshrouded-continues-to-impress</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ae818b86d86a6541fd97d20</guid><description><![CDATA[Over 40 hours into Enshrouded, and there's still plenty to discover. From 
building our own village to conquering dungeons with a friend, this 
survival RPG continues to impress.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true">The long weekend before the <em>GTA 6/Ocarina of Time</em> month was all about<em> Enshrouded</em> for me. Over 40 hours in, and I'm now slowly growing my personal village. Dungeons conquered, bosses felled, this open-world base-building action RPG continues to impress. Some thoughts.</p>


  



































  
  
    
  

    

    

    
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  <h2 data-rte-preserve-empty="true">My Little Town Is Shaping Up Nicely</h2><p data-rte-preserve-empty="true">Everything I've said about<a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-22-enshrouded-dungeon-crawling"> Enshrouded in my last entry</a> is further justified by the extra days I've spent with the game. As more recipes open up and I gain access to more combat and building options, I'm being drawn further in by that sense of discovery and exploration, inspired to create and challenged to see what's next.</p><p data-rte-preserve-empty="true">Playing alone is a fun affair, but I'm fortunate to have a cousin willing to jump into my game and explore at the same pace I am. He may be a few levels higher, but our objectives are still aligned. He has his own world, but he also has his own goals in mine. As I was building a tower for my mage NPC that covers all spell crafting and the like, he was building a hobbit-like home (seen above) for our dwarven carpenter, a unique home just over the cliff overlooking a small slice of the world.</p><p data-rte-preserve-empty="true">It's funny, as after an hour-long dungeon-crawling session during our second Hollow Halls run, we just went and did our own thing back at the home base. We were communicating through Discord, and after the dungeon run, we kept quiet and suddenly started building what we thought was cool. When we noticed what the other was doing, we started helping out. One went out to get more Flint (as we wanted the new structures to have that particular stone), while the other chopped nearby wood to fuel our need for Charcoal and planks.</p><p data-rte-preserve-empty="true">It was a fun couple of days, and a clear example of the strength these games can have for those eager to tap into their creative side. <em>Palworld</em>, <em>Minecraft</em>, you name it. This subgenre can really have you spending hours either killing waves of undead and monsters or creating that perfect structure you've envisioned in your head. This experience is expanded even further if you have a friend or two with the same mindset and eagerness as you, and it's been a blast.</p><h2 data-rte-preserve-empty="true">This Is Too Big for Just the Two of Us</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">This game can be overwhelming, and I can't stress enough that certain features are now must-haves in games like <em>Enshrouded</em>. From sorting all your loot into the right boxes to having full control over how you create in this world, the basics that make managing and playing the game enjoyable don't feel like a chore. At least, for now.</p><p data-rte-preserve-empty="true">The game is enormous in terms of quests and scale, as it feels like every time I complete a major quest, it opens up four more paths to consider. I focus on unlocking more of each character I pick up and do minor quests that happen to be along my path, but each time I open my map, I'm just shocked by how much more I still need to do.</p><p data-rte-preserve-empty="true">As far as the story and its various storylines go, barely any have gripped me. The audio logs and other pickups meant to flesh out the world have barely captured my interest enough to make me want to listen to an entire log. The voice actors do a good job, but it's clearly the weakest part of the game. It's not a big deal, though, as everything else is carrying my enjoyment of the experience.<br><br>Combat is keeping me on my toes. As a mage, getting hit even once feels like a death sentence, but I've built my character to a point where I have a routine for keeping multiple enemies in check. Having a cousin playing as an archer helps as well. We've handled multiple bosses so far, and they've been a treat to fight against. We can't wait to see what the bosses in the later stages of the game have in store for us.</p><p data-rte-preserve-empty="true">I can see myself spending over 100 hours with this game, just as much or even more than <em>Palworld</em>, a game that's just as amazing in its own right. This has me a bit anxious about how I'll spend my free time, as <em>Enshrouded</em> is a fantastic game, but we have <em>World of Warcraft Forever</em>, a game I'm already set to dive back in with my group of friends from college. Then we have <a target="_blank" href="https://www.toomuchgaming.net/blog-news/ocarina-of-time-remake-expectations"><em>The Legend of Zelda: Ocarina of Time remake </em></a>on the Switch 2, followed by <em>Grand Theft Auto 6</em>. Will I have time at all to see Enshrouded through to the end? I hope so.<br><br>How was your weekend?</p>


  











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  <p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-17-control-resonant">Respawn Monday #17: Still Processing the Madness that is Control: Resonant</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-18-onimusha-way-of-the-sword-parry">Respawn Monday #18: Onimusha: Way of the Sword is GOTY Materials</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-19-runescape-dragonwilds">Respawn Monday #19: RuneScape Dragonwilds isn’t Blowing Me Away</a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-20-dragons-dogma-2-2026">Respawn Monday #20: <strong>Dragon’s Dogma 2 is Feeling Good in 2026</strong></a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026"><strong>Respawn Monday #21: Dragon’s Dogma 2 is a Much Better Game Even Without Dark Arisen</strong></a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-22-enshrouded-dungeon-crawling"><strong>Respawn Monday #22: Dungeon Crawling in Enshrouded</strong></a></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793618884038-TD9T3SKOSAN2X5BRGVOQ/enshrouded_Yy7LEVLXSl.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Respawn Monday #23: Enshrouded Continues to Impress</media:title></media:content></item><item><title>PS5 Prism Collection Launches on February 4, 2027, in the Philippines</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 29 Oct 2026 04:00:28 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ps5-prism-collection-philippines-release-date</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ae2c02fd327c61b7a8d2512</guid><description><![CDATA[Sony's PS5 Prism Collection features transparent DualSense controllers and 
matching console covers in Flare Orange, Emerald Green, and Graphite Gray, 
arriving in the Philippines on February 4, 2027.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Sony <a href="https://blog.playstation.com/2026/10/28/20261029-ps5/" target="_blank">revealed the PS5’s Prism Collection</a>, featuring three transparant color designs for both the DualSense and PS5 covers. They are set to release on February 4, 2027.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">The Prism Collection will have three color options: Flare Orange, Emerald Green, and Graphite Gray.</p><p data-rte-preserve-empty="true"><em>“The high-gloss clear finish extends across the back of the controller, offering a look at the technology that powers the DualSense controller while maintaining a sleek, monochromatic look. The metallic finish on the middle cover brings the contrasting surfaces together for a premium appearance that feels consistent with the PS5 generation.” </em>says Satoshi Aoyagi, part of Sony’s design team.</p><p data-rte-preserve-empty="true">The DualSense controllers will cost PHP 5,699, while the matching PS5 console covers will cost PHP 5,099.</p><p data-rte-preserve-empty="true">Global pre-orders are scheduled to begin on November 10, 2026, but did not state if local pre-orders will follow this date, so it would be best to check with your go-to local store if you’re keen on pre-ordering.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793246352559-6NE9FYDFW1K7DHUS10JG/PRISM-Collection_DSCC_6UP_19X6.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">PS5 Prism Collection Launches on February 4, 2027, in the Philippines</media:title></media:content></item><item><title>The Unbearable Wait for The Legend of Zelda: Ocarina of Time Remake</title><category>News</category><category>Opinion</category><dc:creator>Joseph Choi</dc:creator><pubDate>Tue, 27 Oct 2026 10:09:31 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ocarina-of-time-remake-expectations</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ae072d056072c3a7c77591a</guid><description><![CDATA[The Legend of Zelda: Ocarina of Time deserves a modern remake, and we know 
the obvious changes like free camera control and finally having a jump 
button, but how much should Nintendo change? From dungeon design to new 
features and returning challenges, there's plenty to consider as we await 
the return of this N64 classic.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">The times we live in are enough to make anyone desire to return to a past when the prospect of a family dinner out wasn’t liable to put you into anxiety over a debt spiral. One surmises that <em>The Legend of Zelda: Ocarina of Time’s </em>Adult Link, too, must long for a Hyrule that isn’t a monster-infested wasteland ruled by a Dark Lord who’s corrupted the free world.&nbsp;</p><p class="">Themes of both heroism and growing up helped <em>Ocarina of Time </em>transcend the medium of video games in its storytelling. Link’s adaptability, strength, and wit, enacted by the player at their own hands, proved to be such a powerful statement of the strength of willpower and fortitude in the face of adversity for millions of Zelda fans of every generation.&nbsp;</p><p class=""><em>Ocarina of Time </em>also inspired a generation of video game developers, many of whom were also experimenting with the possibilities of 3D movement and combat. Nintendo delivered by not only incorporating clear and convincing 3D vertical spaces into dungeons, but weaving challenging puzzles and trick rooms into them in a way that both evoked and departed from the excellent, and many would say peak, dungeon design of <em>A Link to the Past</em>. The amount of dungeons was impressive, too, rivaled only by <em>Twilight Princess</em>.</p><p class="">Without the innovations brought to the table in terms of Z-Targeting, 3D directional dodging, swapping targets by tilting the stick, directional attacks, Magic, and instant use of one of Link’s many tools, we wouldn’t have games like <em>Dark Souls. </em>However, for every innovation brought about by the original game, there’s also a sticking point that shows definite room for improvement.</p><h2><strong>One of the most worthy cases for a remake in existence</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">A very close friend complained to me that <em>Ocarina of Time </em>doesn’t need a remake, since it already had one on the 3DS. I simply had to step in and point out that not everyone considers that the definitive version of the game, despite its many conveniences. Also, <em>Ocarina of Time </em>is definitely feeling its age. I’m in the middle of replaying it, and on top of the obvious issues like framerate, fog, simple animations, and controls, everything feels slightly small-scale and rushed. We now know from datamining that there was cut content in the form of assets for a never-finished Light Temple, and possibly smaller areas such as the Ice Cavern were planned to be more substantial.&nbsp;</p><p data-rte-preserve-empty="true" class="">The ability to move the camera freely is going to be huge, let alone the option to use motion-controls to fine-tune Link’s aiming. Not having to rely on analog sticks that either aren’t meant for such precision and speed or are inferior to the N64’s accuracy in order to pull off tricky moments such as poe-hunting or the infamous rupee shooting minigame would be very welcome. Getting used to not having to tap Z to reset the camera will be a tad strange, as will having to suffer through the <em>Wild/Kingdom/Echoes </em>item management system, which forces players into a menu to pause the action to swap active items. Replaying the game, I’m already foreseeing how I’m going to miss the C-buttons. And I’ll probably fall off some ledges, since there’s no more automatic jumping.</p><h2 data-rte-preserve-empty="true"><strong>One Hopes For More Improvements, Not Less</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">With every new trailer and gameplay video released, I have been desperately hoping for more and updated content. Future games in the series increased in ambition and scope, and they felt like they gave Link more atmosphere and side stories, plus vistas and a little room to breathe in between major events. It’s my hope that we’ll get some of that here, but as seen in a lot of clips available online, Nintendo seems largely content to keep parts of the game as-is. There are little changes, such as a fifth bottle, new enemy attacks, and new NPC dialogue, but it’s relatively minor stuff so far.&nbsp;</p><p data-rte-preserve-empty="true" class="">It’s a bit disappointing on the surface, but then I remember that, for many, this will be their first experience playing <em>Ocarina of Time</em>, and perhaps it’s fitting for the sake of preservation and a sense of progression between this and future titles that this game retains a great deal of its simplicity and charm. The adage “if it ain’t broke, don’t fix it” may apply here, and there is something to be said for the purity and leanness of the original experience, as opposed to the bloat and pomp of titles like the <em>Final Fantasy VII Remake </em>trilogy. But one can hope for a middle ground. At the very least, I hope for tweaks in things such as the fishing mini-game to add a little more replayability. This will be the first <em>Zelda </em>with proper fishing since <em>Twilight Princess</em>, after all.</p><p data-rte-preserve-empty="true" class="">Another consideration is that this title will need to offer an olive branch or serve as a proper entry point for the more recent <em>Zelda </em>fans who hopped on the train (or returned after a long hiatus) with <em>Breath of the Wild</em>. This more linear, guided adventure is going to be a very different experience for them, and it’ll be interesting to see what the more recent fans think of the game. I hope that fans end up enjoying the dungeons rather than dreading them, as they are far and away my favorite aspects of <em>Zelda </em>gameplay.&nbsp;</p><p data-rte-preserve-empty="true" class="">With that said, I also hope that Nintendo continues to add little things for returning fans, such as the recently announced Hall of Fallen Foes, which allows you to replay battles (even against bosses) to improve your times and test out alternative strategies. I was always a bit disappointed that we could never replay the boss fights in the original, so this is kind of huge for me. One wonders if we will get the Master Quest. Hero mode seems to be a lock, at least, but can we unlock it from the start? It remains to be seen.</p><h2 data-rte-preserve-empty="true"><strong>Legend of Zelda: Ocarina of Time Remake Doomed to Repeat The Past?</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">I absolutely loved Nintendo’s recent <a target="_blank" href="https://www.toomuchgaming.net/blog-news/starfox-switch-2-review">StarFox remake</a>, But that game already had perfect gameplay. While <em>Ocarina of Time </em>is one of the highest-rated games ever with critics, a large part of that was because of how it pioneered 3D action-adventure gaming. In this age of endless remakes, reboots, sequels, prequels, reimaginings, and so on, it’s rare to see such a clear example of a game that, once considered impeccable, now shows its age in multiple areas unrelated to its visuals. So I welcome a new spin on this classic, although I wonder if their little tweaks will go far enough.&nbsp;</p><p data-rte-preserve-empty="true" class="">With that said, I have confidence that Nintendo knows what they are doing. And even if 2026’s <em>Ocarina of Time </em>doesn’t quite fulfill the full extent of the original’s promise for whatever reason, one thing is clear: it’s holding true to the original game’s themes of maturity, perseverance, sacrifice, good VS evil, and the need for a man to rise to the challenge of his day and age. Unlike modern girlbosses, Link doesn’t need NPCs gassing him up. The moment he talks to an NPC, they typically get right into what they need, and you can usually initiate the side-quest then and there. In other words, <em>Ocarina </em>delivers pure, old-fashioned hero’s journey escapism, expanded into a 30-ish-hour experience filled with challenges and collectibles (if you’re a completionist).</p><p data-rte-preserve-empty="true" class="">Perhaps the takeaway from <em>Ocarina </em>most relevant to our day and age is that there is always hope, no matter how bleak it may seem. Like Link’s perseverance and patience being forged by multiple tests, trials, puzzles, and combat challenges, anyone under 50 right now is being tested in the economic arena, where our paychecks evaporate the moment we step out of our doors. But Link never complains. Even though his childhood was taken from him and he’s saddled with endless odd jobs and busywork with little thanks to be had, he soldiers on and gets the job done.<em>&nbsp;</em></p><p data-rte-preserve-empty="true" class=""><em>Ocarina of Time </em>is as much a reflection on man’s inevitable maturity as it is a commentary on the cyclical nature of reality. Spoilers for the game ahead, but Ganondorf’s reign is short but damaging, like our current Kali Yuga age, where evil is at its zenith. One can only hope that even if we don’t get to live to see it, our world will turn the corner into something brighter, too. And maybe, just maybe, <em>The Legend of Zelda: Ocarina of Time </em>will play a part in inspiring Nintendo to grant us similarly-scaled remakes of <em>Majora’s Mask, Wind Waker, </em>and <em>Twilight Princess. </em>Hey, a guy can dream.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <h3 data-rte-preserve-empty="true"><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=57f8132df5e231f7e7a44730"><strong><u>Joseph Choi</u></strong></a></h3><p data-rte-preserve-empty="true" class="">I am a Filipino-American gamer, professional shepherd and farmer, author, and filmmaker/videographer living in Central California. My first consoles were the Game Boy and Sega Genesis, and I've been gaming since then, with a focus on Nintendo and Sony consoles. My favorite genres include rhythm games, fighting games, racing games, puzzle games, action games, JRPGs, visual novels, and shmups. My favorite games include Super Smash Bros, Melee, Legend of Zelda: Majora's Mask, Final Fantasy VIII, Metal Gear Solid 3, Child of Eden, Diablo II, Tetris Effect, and Ikaruga.</p><p data-rte-preserve-empty="true" class="">My day job keeps me busy, but I contribute when I can, focusing most of my efforts on editing reviews written by the rest of the staff.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793095705875-JYVYTND48S521ZT2IMLI/The-Legend-of-Zelda-Ocarina-of-Time_2026_09-08-26_015.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">The Unbearable Wait for The Legend of Zelda: Ocarina of Time Remake</media:title></media:content></item><item><title>Respawn Monday #22: Dungeon Crawling in Enshrouded</title><category>Opinion</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 26 Oct 2026 13:59:56 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/respawn-monday-22-enshrouded-dungeon-crawling</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6adf230796e2442907903860</guid><description><![CDATA[Dragon’s Dogma 2 continues to dominate my free time, but Enshrouded has 
become a fun co-op distraction. Its action RPG combat, flexible character 
builds, challenging dungeons, and deep base-building system are slowly 
making it one of my favorite games in the genre.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true">Dragon’s Dogma 2 is <a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026">still a beast of a game</a>, as I’m now over 50 hours into it, and most of that time is spent on the new expansion. But on the side, when a cousin of mine calls to see if I’m free, we boot up <em>Enshrouded</em>, an open-world crafting survival game that just left early access and is now a fully released game. I had no knowledge of or experience with the game, as I wanted to wait for its 1.0 release. It’s finally here, and I’m happy that I patiently waited. Some thoughts.</p>


  



































  
  
    
  

    

    

    
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  <h2 data-rte-preserve-empty="true">Action RPG first, Everything Else Second</h2><p data-rte-preserve-empty="true"><em>Enshrouded</em> is your usual open-world crafting survival game, but it’s what’s under the hood that makes it shine. I’ve never been much of a builder, as I usually make squared huts and call it a day. It was the same deal when I played <em>Palworld</em>, as it’s not about how my structures look but rather how they make my base efficient. Same deal with <em>Dune: Awakening</em>, though in that game, the possible look of your buildings at the beginning isn’t so inspiring. <em>Enshrouded</em> is a different story, as there’s a lot of room to be creative at the very start of the game.</p><p data-rte-preserve-empty="true">It’s nothing new, as we’ve had games with amazing base-building features, but this one got me a bit inspired with the 2m and 4m block options you have right from the get-go. Big or small, or just slightly misaligned, my cousin and I were able to create a reasonable base to accommodate all our stuff and the NPCs we’ve collected so far.</p><p data-rte-preserve-empty="true">We established an open section for crafting and producing specific items, a farming section to grow things, a center with all our beds surrounded by storage boxes where with just a press of a button, all our items we brought home go to their respective boxes to stack with similar items.</p><p data-rte-preserve-empty="true">With two people working together, we started creating farming patterns, sometimes going off on our own as I handle farming Metal Scraps while he goes and explores a hidden cave he stumbled upon when gathering materials at an abandoned farm. As we explore, the options for what to craft grow, and as we level up, the roles we want to focus on become more defined.</p><p data-rte-preserve-empty="true">I went for the battle mage route, with the ability to fend off hordes of enemies if there’s no time to cast a spell. I also have double jump and have evolved my dodge into a short teleport. My cousin went full archer, which isn’t the best combination, but I like how there are multiple ways to build your character beyond the typical high-fantasy roles.</p><p data-rte-preserve-empty="true">We are still early on, as we’ve both reached level 10, but it already feels like we’ve explored a good amount of the game world, even though we’re nowhere close to scratching the surface.</p>


  










  
  <h2 data-rte-preserve-empty="true">A Massive Game Waiting to be Explored</h2>


  










  
  <p data-rte-preserve-empty="true">Our last session had us experiencing the game’s first dungeon, a tough location where we explored a dark tomb filled with hordes of skeletal enemies that can overwhelm you if you let them. It’s tough, but it gave me a glimpse of how much more complex these dungeons will be in the later stages of the game. We had a great time fighting our way to the final room of the dungeon at level 10. What about at max level in Enshrouded’s final areas?</p><p data-rte-preserve-empty="true">Enshrouded gives you enough room to make it feel more like an action RPG, as the survival part of the game and maintaining your base feel like afterthoughts. In Palworld, if you don’t manage your bases properly, you might find a few animals starving to death, so you have to plan and set things up just right to be free to do what you want. In Enshrouded, there are no food penalties, as eating serves as a buff for your character. The same goes for hydration. You don’t have to sleep to maintain your stamina, and you don’t have to worry about your NPCs’ well-being. That’s probably one of the reasons why the game is pulling me in, as I can treat it more like a dungeon-crawling action RPG with a very deep base-building system.</p><p data-rte-preserve-empty="true">Enshrouded feels easier to get into, as an actual skill tree with the possible perks you can unlock gives you something to aim for. This is something RuneScape: Dragonwilds was missing, as there wasn’t much significant character development in its first few hours. If you want to specialize in a particular role or mix two specific roles, you can use your skill points as you please in Enshrouded. In RuneScape: Dragonwilds, you have to perform certain activities to level up the relevant skills, such as attacking with melee weapons or shooting arrows if you want ranged perks.</p><p data-rte-preserve-empty="true">It also feels more challenging overall, as there’s a limited amount of time you can spend within Shroud-covered areas, where the game’s most dangerous enemies can be found. These areas have a looming death clock hanging over you as you explore enemy-infested locations. When the timer hits zero, you die and drop a good chunk of the materials you gathered.</p><p data-rte-preserve-empty="true">It’s great so far, as Enshrouded is slowly becoming one of my favorites in the genre.<br><br>How was your weekend?</p>


  











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  <p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-16-wolverine-fart-gas-onimusha-parry">Respawn Monday #16: Jean Fart Gas and Onimusha Goodness</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-17-control-resonant">Respawn Monday #17: Still Processing the Madness that is Control: Resonant</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-18-onimusha-way-of-the-sword-parry">Respawn Monday #18: Onimuasha: Way of the Sword is GOTY Materials</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-19-runescape-dragonwilds">Respawn Monday #19: RuneScape Dragonwilds isn’t Blowing Me Away</a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-20-dragons-dogma-2-2026">Respawn Monday #20: <strong>Dragon’s Dogma 2 is Feeling Good in 2026</strong></a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026"><strong>Respawn Monday #21: Dragon’s Dogma 2 is a Much Better Game Even Without Dark Arisen</strong></a></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1793022144510-3G2RFATPB4JC7XD30LVT/enshrouded_ymnzsPF1Yi.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Respawn Monday #22: Dungeon Crawling in Enshrouded</media:title></media:content></item><item><title>The Blood of the Dawnwalker Review - A Promising Vampire RPG</title><category>News</category><category>Reviews</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 22 Oct 2026 07:30:10 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/the-blood-of-the-dawnwalker-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad9b5611e52d032a16bd417</guid><description><![CDATA[Our The Blood of the Dawnwalker review explores Rebel Wolves’ dark fantasy 
RPG, its 30-day time limit, the day and night cycle curveball, excellent 
side quests, and shortcomings.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Developer Rebel Wolves is a new studio run by<em> Witcher 3</em> veterans, and they have released an impressive new IP that could be the next big open-world series for years to come. With their first release, <em>Blood of the Dawnwalker</em>, they’ve established a familiar yet inviting dark high-fantasy world inlaid with gameplay systems that stand out among the action-RPG pack. While it does have its setbacks, the overall product was a solid first impression that left me itching for more.</p><p class="">You play as Coen, a young man from a big family struggling with the effects of the Black Plague sweeping the region. When one of his siblings is affected, the family is spared the usual process employed by their society to handle those afflicted with the incurable disease. The catch? Their saviors are a court of vampires that have overthrown those who rule the nearby region. Acting as the community’s “saviors”, they’re abusing their newfound position of power.</p><h2>A world where Vampires Rule, and You Get to Bring it All Down</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">These events eventually lead to the protagonist being turned into a vampire, but not the usual kind. Instead, he becomes a dawnwalker, a vampire capable of walking in broad daylight, as his vampiric side only shows during the night.</p><p data-rte-preserve-empty="true" class="">The first hours of the game may feel drawn out, but they’re also essential as they establish the stakes and the rules of the playing field. The tension between the vampire rulers and those under them, along with their oppression of the humans living here, has built a powder keg just waiting to burst at a moment's notice. Being a dawnwalker makes you the monkey wrench in the operation run by Brancis and his loyal vampire companions, who happen to control certain sections of the region.</p><p data-rte-preserve-empty="true" class="">This is a world where vampires are known, and creatures like big poisonous lizards and supernatural beings like ghosts or wisps are something you might come across if you plan on taking a stroll through a nearby swamp. Witchcraft is practiced, communicating with the dead is possible, and you can roam the countryside at superhuman speeds through mountainous terrain and deep forests, which are unfortunately populated by thugs, soldiers, and a lot of hostile wolves and boars.</p><p data-rte-preserve-empty="true" class=""><em>Blood of the Dawnwalker</em> becomes an open-world game about dismantling an operation that’s been established over months, weakening the vampiric hold on the area until you're eventually strong and lethal enough to face the leader head-on. It reminded me a bit of how Ubisoft handles recent <em>Far Cry</em> titles, but the way the day-and-night cycle works in this game puts it on a completely different playing field.&nbsp;</p><p data-rte-preserve-empty="true" class="">The main objective of the game is to save your family, who have been captured by Brancis's group, and you have 30 days to do so. Coen doesn't sleep at all during the game, as each activity or questline advances in-game time by a small amount, bringing you closer to the point when Coen's family meets their unfortunate demise.</p><p data-rte-preserve-empty="true" class="">The idea of the overall game being weighed down by a time limit might sound daunting to some, and it may even be a turn-off for open-world completionists, but it genuinely enriched player choice for me during my 30-hour playthrough. Side activities can be a waste of time, while side quests can be hit or miss depending on how it resonates with the player. I've had experiences that felt like padding, while others were worth the effort. You even let time pass when spending skill points, which I found rather odd.</p><p data-rte-preserve-empty="true" class="">It wasn't that painful, as I approached the first half of the game without necessarily thinking too much about how to optimize the limited amount of time I had available. I just did what felt right, explored a cave, saved a few villagers who were being attacked, or followed a group of wisps that led me to a unique situation. I acted like it was any other open-world game.</p><h2 data-rte-preserve-empty="true">A 30-Day Deadline That Makes Every Choice Important</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">But the moment I reached the point where I had just 15 days to go, the pressure became much more noticeable. I was halfway through the 30 days, and staring down this huge map still filled with potential activities. I started to pay closer attention, literally picking my battles and planning when to do a quest, as some are only available during the night or day and require a specific amount of time to complete.</p><p data-rte-preserve-empty="true" class="">The worst thing is that as you progress and become infamous for your deeds against the vampire rulers, more guards and patrols are added to the game world. Engaging in these new activities can be beneficial for items, money, and experience, but as the days go by, time becomes an ever-more valuable and ultimately finite resource, so the additions felt like traps to waste time.</p><p data-rte-preserve-empty="true" class="">I started to appreciate the concept the closer I got to the deadline. It sucks that I couldn't do everything, but I never felt like I was missing time to do the things I cared about. When I reached the point where I had just seven days left before the deadline, I had completed most of what I considered the major questlines. These included stories focusing on key characters, such as Anica returning to where she came from to give more backstory to the character, as well as gathering pieces of a legendary sword once known to take down vampires.</p><p data-rte-preserve-empty="true" class="">I was even taking my time listening to the stories of an old blind man. Coen's dad was taking care of an old buddy of his on the side, as they had been great friends during their mercenary days. There are a good number of great side stories, and they are probably one of the game's greatest qualities. The writing and voice acting really sell my enjoyment of the world, and it was great that the looming deadline didn’t diminish them. But who knows, I might have been lucky with how I used my time. I also know that the game doesn't simply end if you fail to save Coen's family, which I was tempted to do, but it was good to know before starting the game that failing is just another path for the story to take.</p><p data-rte-preserve-empty="true" class="">These are the moments when <em>The Blood of the Dawnwalker</em>'s story shines, rather than in its main story. The antagonists, like Brancis himself, only show how menacing they are at the beginning, when the game’s establishing its world and tone. But once Coen goes out into the world to slowly dismantle Brancis’s hold on the region, the next time you see Brancis is practically at the game’s end. That goes for the rest of the court, as the quest to confront each regional boss only shows up if you ruin their operations just enough for them to deem you a threat. This dilutes the importance of each major antagonist in the game, especially Brancis, as the final confrontation feels more like a means to an end, rather than an anticipated showdown.</p><p data-rte-preserve-empty="true" class="">The performances of most of the key characters are handled with care, and even Brancis's top generals have moments to shine. Not all of them take full advantage of the spotlight, but the good ones make it worthwhile, such as Xanthe, whose fun backstory adds weight to the major decision made during that general’s final confrontation.</p><p data-rte-preserve-empty="true" class="">Coen's voice actor, in particular, did an amazing job with both the serious and goofy moments. It's rare to have voice actors go out of their way to make it sound like they aren't just reading the script given to them. Lacra was also a great character who sadly only shows up in the latter half of the game. I would have preferred for her to be present from the beginning due to her banter with Coen.</p><h2 data-rte-preserve-empty="true">From Witchcraft to Vampirism</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The day and night cycle affects <em>The Blood of the Dawnwalker</em>'s storytelling and player choices, and that extends to how combat plays out. As mentioned earlier, you only have vampiric powers at night. During the day, you're a regular human who happens to have been taught how to use witchcraft. You can cast spells using your own blood, which is a nice balance, as your vampiric side has abilities that can replenish your health.</p><p data-rte-preserve-empty="true" class="">Witchcraft in this game isn't as impressive as the powers available during the night. Burning someone or putting a mark on an enemy isn't as cool as taking a bite out of a foe to heal, turning into a wolf for faster travel, blowing someone up the moment Coen closes his fist, or teleporting and walking on walls. You're relatively weaker in comparison, but witchcraft does have its moments, such as allowing you to talk to the dead to gain more insight into a specific quest.</p><p data-rte-preserve-empty="true" class="">Despite the differences, the playstyle feels relatively limiting, as Coen is only equipped to fight with a sword and nothing else. During the night, you can choose between the sword and using your vampiric claws as your main weapon, as there are upgrade paths for each one. During the day, however, you're mostly stuck with the sword, as no other weapon types are available.</p><p data-rte-preserve-empty="true" class="">This doesn't necessarily make it a negative, but it feels more like the studio understands its limitations. This unique mix of systems and mechanics is distinctive, and it felt like they needed to avoid being overly ambitious by introducing various weapon types and additional ways for combat to play out. They could have easily gone in that direction just for the sake of making the game look bigger than it actually is.</p><h2 data-rte-preserve-empty="true"><strong>Omni Combat Takes Too Long to Find Its Footing&nbsp;</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The bigger issue in combat is the missed opportunity to make better use of the game's directional combat system, called Omni Combat. It lets you choose the direction of Coen's attacks, from the left, right, overhead, or underneath. The same goes for deflecting and blocking, as players need to parry in the right direction to defend successfully.</p><p data-rte-preserve-empty="true" class="">During the first half of the game, it wasn't impactful or satisfying to perform attacks in the right direction. Doing so properly allows you to manage your stamina more efficiently, but the feedback for getting it right felt lacking in the beginning, as I would forget the purpose of attacking from certain angles in the middle of a fight.</p><p data-rte-preserve-empty="true" class="">Defense is another story. It’s clear why I need to block in the right direction, as failing simply gets you hit. Blocking in the right direction at the right time results in a perfect parry, so it has a clear payoff. It was only during the second half of the game, after unlocking a few perks, that the system felt more satisfying and worth mastering offensively. One perk increases your damage if you don't attack in the same direction twice in a row. There's also a perk that guarantees a critical strike if you attack in the indicated direction after a perfect parry.&nbsp;</p><p data-rte-preserve-empty="true" class="">These perks felt like they should have been part of Coen's base kit of combat abilities, as combat felt way better when they were active. Once more effects were tied to Omni Combat, I grew to appreciate it, but it's unfortunate that the system only becomes more satisfying towards the latter part of the game. It didn’t even have directional combos to entice attacking at certain directions in a certain sequence, which I feel could be as simple as how <em>Kingdom Come Deliverance</em> did it in their combat.</p><h2 data-rte-preserve-empty="true"><strong>The Different Colors of Gear</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class=""><br>There’s nothing too exciting when it comes to Coen's gear. You have day and night gear sets, and transitioning from day to night quickly switches to the appropriate set. Certain items have stats that only benefit either Coen's vampiric or witchcraft side. The affixes are straightforward, offering increased weapon damage, reduced stamina costs for attacks, critical strikes, or exclusive bonuses like increased damage from your vampiric claws.&nbsp;</p><p data-rte-preserve-empty="true" class="">I tried to mix and match gear to see how much of a difference it could make, but most of the time, it was hard to really appreciate the choices. At best, I could notice the reduction in stamina consumed when blocking or performing other actions, but most of the time, I was just making sure I was wearing the gear with the higher stats.&nbsp;</p><p data-rte-preserve-empty="true" class="">Gear and weapon rarity are present. Between white and epic gear, the differences mostly come down to higher stats and more affixes. Legendary gear can inspire a focus in gear loadout, but there isn't enough here to stop the presses and push me to hunt for specific gear and experiment with different setups.</p><h2 data-rte-preserve-empty="true">A Promising First Step for Rebel Wolves&nbsp;</h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">There's a lot to like about this game. The use of time as a resource was executed really well, as player choices can gradually introduce pressure and urgency in places you least expect. It's a great curveball for the open-world genre, and the game doesn't stop there, as the day-and-night cycle also does a commendable job of keeping combat and questing from getting stale.</p><p data-rte-preserve-empty="true" class="">It feels like <em>The Blood of the Dawnwalker</em> is ambitious, while simultaneously holding back. The developers delivered something completely different, but it felt like they were making sure to not overwhelm players coming into their new world, and in that respect, Rebel Wolves nailed it.&nbsp;</p><p data-rte-preserve-empty="true" class="">But I kept thinking about the missed opportunities. Traversal is exclusive to Coen's vampiric side and feels awkward at times during segments that require it. The investigative elements also feel <em>The Witcher 3</em>-esque, but witchcraft could have been explored a bit more beyond communicating with the undead to better match what Coen is capable of during the night.</p><p data-rte-preserve-empty="true" class="">For a game of this scale, the console version was barely problematic from a technical standpoint. I did experience a bug that put Coen in a slow-walking state whenever I started moving the character, which was fixed weeks later. I also experienced slight FPS drops and a few crashes on the PS5 version. But these weren’t consistent in the many weeks spent on the game. With a few more updates, they will likely become nonexistent for new and returning players.</p><p data-rte-preserve-empty="true" class="">Having an open-world game like <em>The Blood of the Dawnwalker</em> work rather well in terms of both gameplay and technical performance at launch is an accomplishment in itself. Once the credits rolled, the game teased the possibilities for the future while wrapping up certain story beats and character arcs, leaving me satisfied with how it ended but still on board for a second game. If Rebel Wolves gets the chance to make another one, it will be a sight to see. I hope the jump from this game to a possible sequel is similar to the jump from the first <em>The Witcher</em> game to <em>The Witcher 2, </em>as the foundation is now well-established, and it can only go up from here.<br></p>


  











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  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 4 / 5 (Fantastic)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">The 30-day deadline and the day and night gameplay differences are executed well enough to make the game stand out</p></li><li><p data-rte-preserve-empty="true" class="">Excellent side stories supported by strong writing and voice acting</p></li><li><p data-rte-preserve-empty="true" class="">A compelling dark fantasy world worth exploring</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Brancis’ group practically disappears, diluting their threat</p></li><li><p data-rte-preserve-empty="true" class="">Omni Combat is great, but only fully shines later in the game</p></li><li><p data-rte-preserve-empty="true" class="">Witchcraft is underwhelming compared to Coen’s vampiric side</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Finish first playthrough in 32 hours</p></li><li><p data-rte-preserve-empty="true" class="">Confronted all of Brancis’ generals before finishing the game</p></li><li><p data-rte-preserve-empty="true" class="">I was ready to end the game with 7 days remaining</p></li><li><p data-rte-preserve-empty="true" class="">Played the game on Hard difficulty</p></li></ul><p data-rte-preserve-empty="true" class=""><em>*This review is based on a PS5 review copy provided to the reviewer.</em></p>


  











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  <h3><span><strong>About the Author - </strong></span><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792654445792-SI63Z919MOBVS1O3GUG9/5_5.png?format=1500w" medium="image" isDefault="true" width="1200" height="675"><media:title type="plain">The Blood of the Dawnwalker Review - A Promising Vampire RPG</media:title></media:content></item><item><title>EA Closes BioWare, Cancels Next Mass Effect Game</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 22 Oct 2026 00:16:06 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ea-closes-bioware-cancels-next-mass-effect</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad94d9bd364fb1a47f86efc</guid><description><![CDATA[EA is shutting down BioWare and cancelling its next Mass Effect game as 
part of a wider restructuring affecting around 400 employees.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Electronic Arts is shutting down BioWare and has officially cancelled the next Mass Effect game. Approximately 50 employees at BioWare will be affected, as part of wider layoffs affecting around 400 EA employees.</p>


  










  
  
    
    
      
        
        
        
        
          <center><blockquote class="twitter-tweet"><p lang="zxx" dir="ltr">https://t.co/TicSujMWps</p>&mdash; BioWare (@bioware) <a href="https://x.com/bioware/status/2112953618093535510?ref_src=twsrc%5Etfw">October 21, 2026</a></blockquote>
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  <p data-rte-preserve-empty="true">The famed studio had been downsizing for years, going from roughly 200 employees in 2023 to fewer than 100 in early 2025. Its last major release, <em>Dragon Age: The Veilguard</em>, launched in 2024 but failed to meet EA’s financial targets. This resulted in a smaller, more focused team working on the next <em>Mass Effect</em> game, which was announced back in 2020 and remained in early development until EA cancelled the project.</p><h2 data-rte-preserve-empty="true">EA Letting Go of 400 Employees Across the Company</h2><p data-rte-preserve-empty="true">BioWare’s closure comes as part of a wider restructuring at EA, which is reportedly laying off around 400 employees across the company. Electronic Arts chief operating officer David Tinson and chief studios officer Cam Weber outlined the company’s priorities <a target="_blank" href="https://www.ea.com/news/building-eas-next-chapter">in a letter to employees</a>, explaining its plans to concentrate resources on its core franchises and fewer large-scale projects.</p>


  










  
  <blockquote><p data-rte-preserve-empty="true"><em>We believe our best creative work happens when we’re clear about what matters most for our players and give our teams the freedom to move quickly. So, we’re concentrating our teams, technology, and investment behind these three strategic priorities.&nbsp;&nbsp;</em></p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong><em>Deepen Our Core:</em></strong><em> Our greatest opportunity starts with our franchises and global communities that have made EA a leader in interactive entertainment. This is where we’ve had to make our hardest choices. Saying no to some things we're passionate about allows us to focus our teams and resources so we give our biggest opportunities everything they need to succeed.</em></p></li><li><p data-rte-preserve-empty="true"><strong><em>Expand Our Reach:</em></strong><em> The strength of our core business creates an enormous opportunity to reach more players across new platforms, markets, and business models.&nbsp; As one example, in regions as dynamic as Asia, success means building experiences that reflect local players, cultures, and expectations.</em></p></li><li><p data-rte-preserve-empty="true"><strong><em>Transform Our Business:</em></strong><em> We believe we can use our experience building interactive entertainment, together with our relationships in sports, to create entirely new ways for fans to engage with the teams, athletes and sports they love. These will be disciplined investments that only scale when they demonstrate real potential.</em></p></li></ul><p data-rte-preserve-empty="true" class="Typography_typography__BbhVA generated_body1__QHoGy BodyComponents_articleTypography__7aGP2 Typography_breakWord__QFU3_ dropMargins_margins__bVaGx"><em>These priorities will bring clarity and focus to your work every day, and so will the way we work. We’ve spent time listening to teams about what’s working, what’s getting in the way, and what you need to do your best work. The feedback was consistent: you want clearer priorities, faster decisions, and teams that work more closely together. We’ve already begun simplifying how we work so we can spend more time creating and innovating for our players.</em></p></blockquote>


  










  
  <p data-rte-preserve-empty="true">The company is said to focus their resources in titles such as Apex Legends, the Star Wars franchise, Battlefield, and other titles. Marvel’s Iron Man is said to have not been affected and is continuing as planned.</p><p data-rte-preserve-empty="true">This restructuring comes less than three months after EA went private following a $55 billion buyout by a consortium comprising Saudi Arabia’s Public Investment Fund (PIF), Silver Lake, and Affinity Partners.</p><p data-rte-preserve-empty="true">BioWare was founded in 1995 and acquired by EA in 2007. The studio enjoyed considerable success with the original <em>Mass Effect</em> trilogy and its first three <em>Dragon Age</em> games. However, it struggled to replicate that success with more recent releases. Its live-service looter shooter <em>Anthem</em> failed to establish a lasting player base, <em>Mass Effect: Andromeda</em> failed to capture the same excitement as the original trilogy, and <em>Dragon Age: The Veilguard</em> fell short of EA’s financial expectations.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792628227664-O54FYE39D2B7BMRWQQXS/r4EjMCMPisT2LQBVByX4p.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">EA Closes BioWare, Cancels Next Mass Effect Game</media:title></media:content></item><item><title>Ghost of Yotei Complete Edition Review - Most Wanted Makes It All Worth It</title><category>News</category><category>Reviews</category><dc:creator>Joseph Choi</dc:creator><pubDate>Tue, 20 Oct 2026 00:26:14 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ghost-of-yotei-complete-edition-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad5c6406ec9816f0ffc03c3</guid><description><![CDATA[Ghost of Yotei: Complete Edition bundles the base game with Echoes of 
Sekigahara, Most Wanted, and Legends co-op. While the main campaign drags, 
Most Wanted delivers an excellent roguelite combat experience, especially 
with Jin Sakai.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true" class="">The universally-loved <em>Ghost of Tsushima </em>delivered on the promise of an epic set in medieval Japan, with its revenge-driven protagonist Jin Sakai swapping between katana stances to quickly adjust to deal with every scenario. The sequel, <em>Ghost of Yotei</em>, set 300 years later in the frosty north region of Ezo (modern-day Hokkaido), starring a female protagonist, and featuring multiple weapons instead of different katana stances, delivered multiple spins on the formula, and our fearless leader Carlos <a href="https://www.toomuchgaming.net/blog-news/ghost-of-yotei-review">really enjoyed the base game</a>. As for myself? It’s complicated.</p><p data-rte-preserve-empty="true" class="">One of the biggest influences developer Sucker Punch claims are the samurai epics of Akira Kurosawa. As a massive fan of that director and his body of work, the prospect of playing a game that was supposedly influenced by Kurosawa’s classic films was definitely intriguing, and the most frustrating thing is that it’s halfway there, but fumbles the execution.&nbsp;</p><h2 data-rte-preserve-empty="true"><strong>Breathtaking graphics and an auditory treat</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The visuals, filled with mountainous vistas and particle effects such as falling leaves and snow, are excellently-realized. The optional “Kurosawa Mode” slaps on a black-and-white filter. It doesn’t look like 35mm film by any stretch, nor does the game attempt to evoke the colors of films like <em>Ran</em>, but it’s a cool addition. I made sure to turn on “Takashi Miike Mode”, which turns up the blood splatters, even if I quickly grew numb to the ultraviolence. Either way, the game runs at a smooth 60fps and delivers fantastic particle effects and draw distance, all the while shining with quick load times. I enjoyed messing around in the Camera Mode a lot, too.</p><p data-rte-preserve-empty="true" class="">What’s more, whether you’re opting for the raw original score, filled with shamisen, flutes, and drums, or, as I did, perpetually leave on the “Shinichiro Watanabe mode” that occasionally plays one of several vaguely <em>Samurai Champloo-</em>esque trip-hop and chill electro-jazz tracks, the music is atmospheric and inviting. Protagonist Atsu occasionally plays the shamisen too, in one of many “immersive” minigames.&nbsp;</p><p data-rte-preserve-empty="true" class="">The English voice acting attempts to go for the old-school campy style of dubbed Asian films, and it really doesn’t work with the stilted animations of characters just standing there jabbering. Erika Ishii’s nasal voice and flat facial performance are a serious mismatch for this character, leading me to immediately switch to the Japanese dub, where she’s portrayed by the very competent seiyuu Fairouz Ai (<em>Jojo’s Bizarre Adventure </em>and<em> Fate: Grand/Order</em>, among nearly 200 credits), who elevates the material as best she can, though it’s perhaps impossible to transcend the utterly pedestrian writing.</p><h2 data-rte-preserve-empty="true"><strong>Soap operas are better written than this</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">But no matter how realistic-looking or inviting a game’s presentation is, one needs to be able to either believe in the world that it presents, or else to care enough about the protagonist and their story to want to soldier on. <em>Ghost of Yotei</em>’s writing may have worked for a lot of people, but it doesn’t work for me at all.</p><p data-rte-preserve-empty="true" class="">Atsu is an impossible badass, which is echoed by literally dozens of character interactions she has with others constantly gassing her up, praising her inhuman ability to take countless lives of men three times her muscle mass, when one would imagine folks would be filled with fear and distrust at encountering a feared outlaw described as a <em>onryo </em>(vengeful spirit/wrathful demon).</p><p data-rte-preserve-empty="true" class="">Moreover, what little moral nuance there is fails to make any impact due to writing that attempts to walk a line between being historically sensitive and modernly clever, but fails at both, straight-up ignoring or waving away the narrative’s many moral qualms and contradictions. <em>Ghost of Yotei’s </em>writers clearly think Atsu is the coolest thing since sliced sushi rolls, but she is selfish, abrasive, and cares for nothing but her revenge quest. Her attempts to talk like a Toshiro Mifune ronin come off as silly and forced.</p><p data-rte-preserve-empty="true" class="">When a major character from Atsu’s past reenters the narrative midway through the campaign, this major moment is given none of the emotional weight that it deserves, and the ensuing arc just sucks. The writers keep this character weak, so he never successfully challenges her. In a moral inversion, Atsu’s closest relationship is with a woman who is revealed to have done some terrible things and now lives incognito, but she never truly pays the price for her murderous past.&nbsp;</p><h2 data-rte-preserve-empty="true"><strong>A bloodthirsty combat gauntlet one minute, a scenic tour of Hokkaido the next</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">That would all be forgivable if the game wasn’t so incredibly drawn-out. Climbing sequences are simple. Wolf den bits are cinematic but empty. Sneaking around caves and camps grows old. Robbing homes for items feels dirty, but the game encourages it. The mini-games are fun the first time or two, but skippable. Encounters with the Ainu folk provided the only truly immersive story beats for me, but they are few and far-between.&nbsp;</p><p data-rte-preserve-empty="true" class="">Only when the game slapped me into grueling combat arenas did I feel truly awake, let alone alive. You’ll swap between a single katana, dual katanas, odachi, yari (spear) and kusarigama (sickle and chain), but as each weapon has limited utility and you’ll also have access to not only a bow, but quickfire weapons such as kunai and firearms, you’ll be constantly switching tactics on the fly if you want to ace enemy encounters.</p><p data-rte-preserve-empty="true" class="">I’m no fan of the scissors-paper-rock forced weapon swaps the game puts you through (ala <em>Doom Eternal</em>), but considering <em>Yotei</em> doesn’t have a lock-on by default, the blocking and parrying system is pretty decent, rewarding perfect parries and featuring a stagger system that lets you wear down foes through sheer force if you’re ever caught at a disadvantage. <em>Ghost of Yotei</em> may fit the definition of “parry-slop”, but aside from the occasional cheap shot from behind, it’s done well. I initially felt sad when combat encounters ended, since they comparatively comprised such a small slice of the actual game. When your bounty reward is raised high enough to make you a constant target, you’ll be ambushed more, but I was strong enough at that time that I had to raise the game’s difficulty to sweat even a little.</p><h2 data-rte-preserve-empty="true"><strong>To-who-gawa Shogunate?</strong></h2>


  



































  
  
    
  

    

    

    
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<p data-rte-preserve-empty="true" class=""><em>Echoes of Sekigahara, </em>which you’ll be able to kick off about ten hours into the main campaign,<em> </em>had the opportunity to improve greatly on the game’s lackluster story. And for some, it might. Atsu’s mood turns when Nagato, an old flame, shows up on wanted posters. The game sprinkles in flashbacks to three years hence, when Atsu and Nagato were a “will-they, won’t they” mercenary couple just before the Battle of Sekigahara. Subverting expectations, the famed battle, arguably the most important in the history of Japan, is maddeningly not the focus of this DLC as I had expected, since it was teased multiple times in the base game.</p><p data-rte-preserve-empty="true" class="">Instead, Atsu will mostly be exploring a new area in the present day, to clear more enemy camps, take down would-be contenders for the power vacuum left by The Snake (the first of the Yotei Six she kills), liberate wolves and bears, and brashly dress down Nagato, whom she now despises. By the time we actually get to the famed Battle of Sekigahara, we’re treated to a series of cinematic corridor battles, but no major gameplay innovations. Some might say that it feels as if you’re taking part in a grand battle. To me, this was a pale imitation of the experience you’d get in a <em>musou </em>game, and the conclusion to the DLC’s story was rather unsatisfying.</p>
<h2 data-rte-preserve-empty="true" id="yui_3_17_2_1_1792456331834_6963"><strong>Most Wanted is the Reason for This Game’s Existence</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">The other major addition to <em>Ghost of Yotei: Complete Edition</em> is <em>Most Wanted</em>, a rogue-lite mode which consists of a series of gauntlets where you will be tasked with taking down each member of the Yotei Six at the end of alternating mob and mini-boss fights. The arenas, vistas, enemies, and mini-bosses differ each time you embark on a run, so the challenges are always fresh. Each of the boss battles is no slouch either, as they’ll summon minions (or, in one case, munitions) to keep you on your toes. This mode not only kept me playing the game long after I felt fed up with the story; to me, it’s almost worth the price of admission alone.</p><p data-rte-preserve-empty="true" class="">You’re not just limited to playing Atsu here, either. You’ll unlock Oyuki, Nagato, and Jin Sakai, in that order. Each character goes into battle with a different arsenal, and can unlock different perks (you typically pick between three to start with after every level-up). Jin gets bonuses relating to his different katana stances, which is a cool addition.</p><p data-rte-preserve-empty="true" class="">All four characters have the same basic katana, but the kits and bonuses offered during gameplay differ wildly. Each character is worthwhile, although I couldn’t find much to enjoy in Nagato’s more keep-away style, as he’s more focused on archery and ranged attacks that don’t seem to jive well with the mode’s lightning-fast pace, unless I’m missing something. Oyuki primarily uses the kusarigama (a sickle attached to a chain), which is a great mid-to-long-ranged weapon. When combined with her musket and quickfire kunai, she can play keep-away at first to thin enemy numbers down, then go in for the kill with her katana. Like in the main game, there are basic stealth options such as assassinations, the implementation of which is map-dependent.</p><h2 data-rte-preserve-empty="true"><strong>Jin Sakai’s Gameplay is Perfectly Suited to <em>Most Wanted</em></strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" class="">But the real MVP of this DLC is Jin Sakai. Even though I’d never played the original <em>Ghost of Tsushima, </em>in my youth I did study Korean <em>kumdo</em>, and took to Jin’s katana stances like a fish to water. Because his katana strikes have similar speed and range, spacing came naturally. His fighting style felt infinitely better to me than switching between weapons mid-combo with Atsu, which is a physical impossibility to begin with considering the game’s speed. I am now tempted to boot up my PS4 copy of <em>Ghost of Tsushima, </em>gifted by a friend many years ago, and play it once and for all.</p><p data-rte-preserve-empty="true" class="">As for the bonuses you gain during gameplay, you can choose between buffs to your main weapon/s, ranged weapons, unique abilities such as standoffs, stagger damage, poison/fire damage, wolf abilities, increased massive weapon or depletable weapon drops, and the like. I sometimes felt like I was lacking in options and would have to re-roll, only to be left with only slightly more desirable options and one less re-roll. But that’s all part of the challenge.&nbsp;</p><p data-rte-preserve-empty="true" class=""><em>Most Wanted </em>is extremely tough, and it becomes even tougher once you’ve beaten it and unlock the Max Threat difficulty, which turns every bounty into a 5-star one with insane amounts of enemies in every wave.</p><p data-rte-preserve-empty="true" class="">If you’re anything like me, you will die many times in <em>Most Wanted</em>, and maybe even lower the difficulty before even getting your first boss kill. But it’s definitely worth sticking with, because while progression may seem slow, the feeling of finally clinching each final bounty is incomparable. You’ll also be granted the satisfaction of leveling up your abilities permanently to give a boost in future runs. I spent well over ten hours in this mode, on multiple difficulties. It’s a thrilling, grueling experience and, in my opinion, shows this game at its very best.</p><p data-rte-preserve-empty="true" class="">Due to issues with my Internet speed, I didn’t try out the Legends Co-Op Mode, but I did watch a few videos. That mode seems fun enough, but for me it’s not really a major selling point.</p><h2 data-rte-preserve-empty="true"><strong>To buy or not to buy? That is the question.</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1792455206759_16635" class="">The way that I feel about <em>Ghost of Yotei: Complete Edition </em>is simple. The <em>Most Wanted</em> mode is an excellent rogue-lite combat experience that stands great on its own, but it’s held back by the drawn-out, joyless slog of a main campaign that drip-feeds mostly excellent gameplay in between a tedious, one-note soapy girlboss simulation that fails to capture the energy of <em>Kill Bill </em>nor the thematic depth of the classic Kurosawa and Miike samurai films it claims inspiration from.&nbsp;</p><p data-rte-preserve-empty="true" class="">On the other hand, if you, like many others, like Sony’s brand of cinematic walk-and-talk simulators with hours of leisurely exploration, horse rides over rivers, tons of dialogue, Ubisoft-like world-building elements that reward seeking out conspicuous points and engaging with seemingly endless filler content, then you’ll probably enjoy this maximalist game. As a father with limited time on my hands, I found myself falling asleep while tackling the campaign, but staying up late and really having a blast playing <em>Most Wanted</em>, which respected not only my time, but my patience. Personally, I would wait for a sale or price drop. And definitely play it with the Japanese audio.</p>


  











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  <p class=""><strong>Verdict: 4 / 5 (Fantastic)</strong></p><h2><strong>PROS</strong></h2><ul data-rte-list="default"><li><p class="">The combat-focused Most Wanted roguelite mode takes this series’ combat to its absolute zenith, especially while playing as Jin Sakai</p></li><li><p class="">Beautiful graphics bolstered by cinematic presentation, vibrant colors, and particle effects</p></li><li><p class="">Excellent performance stays consistent at 60fps with very short load times</p></li><li><p class="">Japanese dub far exceeds the original English dub</p></li></ul><h2><strong>CONS</strong></h2><ul data-rte-list="default"><li><p class="">The story and scenario writing is dull, trope-filled, uninspired, and reeks of western Millennial writing despite evoking traditional Japanese storytelling</p></li><li><p class="">Repetitive, predictable gameplay outside of combat paired with far too much walking and talking</p></li><li><p class="">The English dub is offensive to my ears</p></li></ul><h2><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p class="">Spent 53 hours total on the game, mostly on Medium difficulty for speed’s sake</p></li><li><p class="">Over 10 hours in Most Wanted mode, completed all skill trees</p></li><li><p class="">Completed Echoes of Sekigahara DLC</p></li></ul><p class=""><em>*This review is based on a PS5 review copy provided to the reviewer</em></p>


  











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  <h3><span><strong>About the Author - </strong></span><a href="https://www.toomuchgaming.net/blog-news?author=57f8132df5e231f7e7a44730" target="_blank"><span><strong>Joseph Choi</strong></span></a></h3><p class="">Filipino-American gamer, professional shepherd and farmer, author, and filmmaker/videographer living in Central California. First consoles were the Game Boy and Sega Genesis, and I've been gaming since then, with a focus on Nintendo and Sony consoles. </p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792456000992-U5HQM5RF41I72HBT00FW/5_5+%281%29.png?format=1500w" medium="image" isDefault="true" width="1200" height="675"><media:title type="plain">Ghost of Yotei Complete Edition Review - Most Wanted Makes It All Worth It</media:title></media:content></item><item><title>Respawn Monday #21: Dragon’s Dogma 2 is a Much Better Game Even Without Dark Arisen</title><category>Opinion</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 19 Oct 2026 08:11:40 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/respawn-monday-21-dragons-dogma-2-2026</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad5c9965538fb48d54018bf</guid><description><![CDATA[Returning to Dragon’s Dogma 2 in 2026 has changed my opinion of Capcom’s 
action RPG. Better fast travel and thrilling combat make the base game a 
much better experience, even before diving into Dark Arisen.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true">I was finally able to finish <em>The Blood of the Dawnwalker </em>over the weekend, so a full review of that will be out in a few days (Spoilers: it was fantastic). However, most of my free time went to <em>Dragon’s Dogma 2</em>, as I’m now roughly 25 hours into my second playthrough, already over level 50 and climbing. The crazy part is that I entered the Dark Arisen expansion while having a blast with the base game, as the improvements to the fast travel system and the addition of a solid 60 FPS graphics option make a world of difference. Some thoughts.</p><h2 data-rte-preserve-empty="true">I Might Have Been Too Tough on It</h2><p data-rte-preserve-empty="true">When I played it in 2024, <a target="_blank" href="https://www.toomuchgaming.net/blog-news/dragons-dogma-2-review-meeting-this-epic-adventure-halfway">I gave it a 3.5/5</a>, as there were clear pain points that held back my enjoyment of the game. The fluctuating frame rate, which hovered between 30 and 40 FPS on the PS5, was something that was hard to ignore during busy moments, and the limited fast travel really slowed down the game’s pacing for me.</p><p data-rte-preserve-empty="true">Now, both are no longer issues. <a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-20-dragons-dogma-2-2026">As mentioned last week</a>, new playthroughs are given an unlimited supply of Ferrystones, the items used to fast travel between Portcrystals, which can either be placed by players or found at major locations in the game. I don’t have to ration the use of these rare items, as I can freely teleport back to town, heal and unload items, then port back to what I was doing. The quicker transitions improve the moment-to-moment gameplay of Dragon’s Dogma overall, making it a fantastic action RPG that should have been what it was at launch. Playing it again made me realize how good of a game it actually is now, and I’ve barely touched the content found in Dark Arisen.</p>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">Think of Dark Arisen as the game’s next evolution of endgame content, as you can expect a significant difficulty spike if you’re roughly level 40 to 50 and playing on hard mode. It’s a fun challenge, as the items I picked up in my first few hours in the new region, Norgan, outperform most of the endgame gear you can upgrade and pick up in the base game.<br><br>The jump in power is quickly noticeable, as this gear even features improved versions of class skills. I’m excited to experiment with different builds, as my second playthrough now has multiple Vocations (classes) at max rank.</p><h2 data-rte-preserve-empty="true">Dragon’s Dogma 2 Base Game is Now Fantastic </h2><p data-rte-preserve-empty="true">The overall story of the base game and its quest designs are pretty vague and mostly forgettable, but the combat is really carrying my return to Capcom’s high-fantasy action RPG. For those who aren’t aware, or have just heard of a game called <em>Dragon’s Dogma</em>, it’s not a Soulslike at all.</p><p data-rte-preserve-empty="true">It’s an action RPG that embraces the idea of a group of adventurers banding together to topple massive, fantastic creatures. Whether it’s climbing a Cyclops to gouge out its one eye or holding on to a gryphon’s back to keep it on the ground, the game delivers on that fantasy. Medusa, Ogres, dragons, stone elementals: there are monsters you fight that feel bigger than life itself, and taking them out with competent NPC companions created by other players has been a blast that hours just go by without me knowing. I can see myself spending another 70 hours on this game.</p><p data-rte-preserve-empty="true">I’ll share more about Dark Arisen, but let it be clear: <em>Dragon’s Dogma 2</em> alone is a much better game. If you haven’t played it, get it.</p><p data-rte-preserve-empty="true">More this week as we have a few reviews lined up to be published. Will also be sharing my adventures of Enshrouded’s 1.0, which started just recently.</p><p data-rte-preserve-empty="true">How was your weekend?</p>


  











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  <p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/the-blood-of-dawnwalker-30-day-time-system">Respawn Monday #15: How Time Works in The Blood of Dawnwalker</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-16-wolverine-fart-gas-onimusha-parry">Respawn Monday #16: Jean Fart Gas and Onimusha Goodness</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-17-control-resonant">Respawn Monday #17: Still Processing the Madness that is Control: Resonant</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-18-onimusha-way-of-the-sword-parry">Respawn Monday #18: Onimuasha: Way of the Sword is GOTY Materials</a></p><p data-rte-preserve-empty="true"><a target="_blank" href="https://www.toomuchgaming.net/blog-news/respawn-monday-19-runescape-dragonwilds">Respawn Monday #19: RuneScape Dragonwilds isn’t Blowing Me Away</a></p><p data-rte-preserve-empty="true"><a href="https://www.toomuchgaming.net/blog-news/respawn-monday-20-dragons-dogma-2-2026">Respawn Monday #20: <strong>Dragon’s Dogma 2 is Feeling Good in 2026</strong></a></p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792397935631-ERHPVKG53B99TZ6L9J01/dc6b09f0-a769-4426-829d-25afd0c0f8be.jfif?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Respawn Monday #21: Dragon’s Dogma 2 is a Much Better Game Even Without Dark Arisen</media:title></media:content></item><item><title>The New Street Fighter Movie Did Everything Right</title><category>News</category><category>Opinion</category><dc:creator>Miguel Mendoza</dc:creator><pubDate>Fri, 16 Oct 2026 00:07:36 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/street-fighter-2026-movie-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad168666baa3d7db72a9f44</guid><description><![CDATA[The new live-action Street Fighter movie gets the franchise right with 
incredible fight choreography, 2D animated sequences, and references that 
longtime fans will appreciate.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class="">Video game movies are always an enigma. They can never truly be compared to their source material due to the interactive nature of video games as a form of media. Liberties to the story will always happen, because you can’t fit a game-length’s worth of lore and exposition into two or so hours without losing something along the line. And someone somewhere will always complain that the real life actor does not exactly look like the fictional character made up entirely of pixels. That being said, the new 2026 live action <em>Street Fighter </em>movie is a great adaptation of Capcom’s most influential fighting game franchise, and it’s definitely worth your time.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <h2 data-rte-preserve-empty="true"><strong>Anime in My Live Action Movie</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true">The movie opens with an incredible 2D animated section of Ryu vs Sagat facing off at the finals of the first World Tournament in 1987, setting the backstory for the events that take place in the present year of 1993. The animation quality is so intense that it left me wanting an entire separate movie done in that style… Is what I would say until I was delighted to see more animated segments sprinkled throughout the film. Major character flashbacks were shown using these awesome 2D animated scenes.</p><h2 data-rte-preserve-empty="true"><strong>The Most Important Details</strong></h2>


  



































  
  
    
  

    

    

    
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1792108648122_5861">The quality of the action scenes in previous live action <em>Street Fighter</em> media isn’t a high bar to clear, but the fights in this new movie are some of the best I’ve ever seen. Gorgeous choreography combined with pretty tasteful, and surprisingly, not too campy inclusions of iconic special moves you know and love. And while I would consider this to be a turn-off-your-brain-and-enjoy type of film, the story isn’t something to dismiss either. They cram a lot into the nearly 2-hour runtime, and it’s refreshing to have it not only be about Ryu this round. As far as references go, they pull the best parts from what seems to be every (!)&nbsp; source of <em>Street Fighter </em>media. From the games, the fighting game community, the original live action movie, to even the American animated TV series. If you’re a <em>Street Fighter</em> fan, this film is truly a love letter to you.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=58b676e1a5790aa37a652e27"><strong>Miguel Mendoza</strong></a></h3><p class="">Primarily known for creating and managing video content for TMG, Migoy can also be found writing a review and/or article here and there. Has a great fondness for giant robots and masked superheroes. He is commonly seen yelling at a microphone while playing videogames.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792109277068-GC47WMUNIW548KZL02XL/Street+Fighter+Movie+2026-03+Zangief+vs+Ken.jpg?format=1500w" medium="image" isDefault="true" width="1440" height="963"><media:title type="plain">The New Street Fighter Movie Did Everything Right</media:title></media:content></item><item><title>Gran Turismo Limited Edition DualSense Controller Launches This December</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 15 Oct 2026 05:18:33 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/gran-turismo-limited-edition-dualsense-controller</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6ad0549c70d24374ca51ca0b</guid><description><![CDATA[Sony's limited edition Gran Turismo DualSense controller launches on 
December 10, 2026, for $84.99, with pre-orders opening October 30. The 
announcement coincides with the Gran Turismo 7 Spec IV update.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p data-rte-preserve-empty="true" class=""><a target="_blank" href="https://blog.playstation.com/2026/10/14/20261015-gt7/">Sony Interactive Entertainment has revealed</a> the limited edition <em>Gran Turismo</em> DualSense controller, set to release on December 10, 2026. This is part of the celebration of <em>Gran Turismo’s</em> 30th anniversary.</p>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true">Pre-orders for this limited edition DualSense controller will go live on October 22 at select retail stores.</p><p data-rte-preserve-empty="true">It will cost $84.99 USD, but Sony has yet to announce an actual SRP for Southeast Asian countries like the Philippines. However, expect prices to fall within a similar range to those of recent limited edition controllers.</p><h2 data-rte-preserve-empty="true">Gran Turismo 7 Spec IV Update (Part 1)</h2><p data-rte-preserve-empty="true">The announcement of the limited edition controller comes with the release of <em>Gran Turismo 7’s</em> 1.72 Spec IV free update, which went live today for all owners of the game.</p><p data-rte-preserve-empty="true">The update adds six new vehicles, the Sportsland Sugo circuit, new events, Scapes locations, gameplay features, and more.</p><p data-rte-preserve-empty="true"><strong>New cars</strong></p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><strong>Xiaomi Vision Gran Turismo</strong></p></li><li><p data-rte-preserve-empty="true"><strong>Ferrari F355 Berlinetta ’94</strong> &nbsp;</p></li><li><p data-rte-preserve-empty="true"><strong>Honda Civic Si Group A version ’87</strong> &nbsp;</p></li><li><p data-rte-preserve-empty="true"><strong>Mazda RX-Vision GT3 Evo ’26</strong>&nbsp;</p></li><li><p data-rte-preserve-empty="true"><strong>Honda Step WGN Spada Premium Line ’23</strong></p></li><li><p data-rte-preserve-empty="true"><strong>Citroën 2 CV 6 Charleston ’86</strong> &nbsp;</p></li></ul>


  










  
  
    
    
      
        
        
        
          
          
            
        
        
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  <p data-rte-preserve-empty="true"><em>Gran Turismo</em> first released on the PlayStation on December 23, 1997, delivering what was then one of the most realistic driving simulators ever released on a console platform. To this day, it remains one of the most realistic driving sim franchises, with <em>Gran Turismo 7</em> having launched in 2022 and continuing to receive updates from developer Polyphony Digital.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1792041136072-FIE6N1NMD3MC6LLDE4U9/DUALSENSE_LE_GT_PR_01+%281%29.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="1000"><media:title type="plain">Gran Turismo Limited Edition DualSense Controller Launches This December</media:title></media:content></item><item><title>Rumor: PC Version of Grand Theft Auto VI is Slated for a Q1 2027 Release</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 14 Oct 2026 03:03:52 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/gta-6-pc-release-rumor-q1-2027</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:6aceec7dbaf53626e4354915</guid><description><![CDATA[A new report suggests Grand Theft Auto VI could arrive on PC in Q1 2027, 
though Rockstar Games has yet to confirm its plans.]]></description><content:encoded><![CDATA[<figure class="sqs-block-image-figure intrinsic"
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  <p class=""><a href="https://gamesbeat.com/grand-theft-auto-vis-pc-release-is-slated-for-q1-2027/" target="_blank">According to report from GamesBeat</a>, the PC version of <a href="https://www.toomuchgaming.net/blog-news/gta-6-philippines-release-date-price" target="_blank"><em>Grand Theft Auto VI</em> </a>is slated for a Q1 2027 release.</p>


  










  
  <p data-rte-preserve-empty="true">This report is based on “four industry sources familiar with the studio’s plans.” Rockstar Games has yet to comment on whether they are indeed aiming for a PC release within 2027’s first three months.</p><p data-rte-preserve-empty="true"><em>Grand Theft Auto V</em> released on consoles first, but was eventually released on PC roughly a year and a half later. <em>Red Dead Redemption 2</em>, their last title, got a PC port a year after its initial release.</p><p data-rte-preserve-empty="true">With how big the <em>GTA V</em> community has become on PC to this day, it’s not a big surprise if Rockstar plans to release the PC version sooner rather than later. But consoles still dominate, so priority still goes to PlayStation and Xbox.</p><p data-rte-preserve-empty="true"><em>Grand Theft Auto VI</em> is due out for PlayStation 5 and Xbox Series X|S on November 19, 2026.</p>


  











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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1791946982625-CTIAX3RXMWIETYA54G7M/Grand-Theft-Auto-VI_2026_08-27-26_001.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Rumor: PC Version of Grand Theft Auto VI is Slated for a Q1 2027 Release</media:title></media:content></item></channel></rss>