Berserk On Blu-Ray Is Back In Stock – Snag A Copy Of The Popular Anime Before It’s Gone

The Blu-ray release of the original Berserk anime sold out immediately at Amazon when it launched last month. If you weren’t able to secure a copy, you have another chance to do so now. A fresh printing of Berserk is available to preorder on the Crunchyroll Store. Like Amazon, the anime juggernaut sold out of its initial batch of Berserk Blu-rays, so we wouldn’t be surprised to see it sell out again. Crunchyroll lists May 10 as the release date for the upcoming printing, so you won’t have to wait too long to start watching the anime that was adapted from Kentaro Miura’s legendary manga of the same name in 1997. Preorders are discounted by 20%, dropping the price from $60 to $45.

Set in a world of swords, sorcery, and gruesome monsters, Berserk is a captivating tale of fate and destiny, heartbreak and betrayal. Created by the late Kentaro Miura and spanning decades of chapters, Berserk is often hailed as one of the anime series of all time thanks to its dark story and stunning animation. It’s a show that you definitely don’t want your kids to see, and while it does make some changes to the saga, it’s still a faithful adaptation.

If you’re looking for even more Berserk, check out the excellent deluxe editions of the original manga, which are beautifully oversized hardcover volumes that give this wonderful manga the premium treatment it deserves.

Berserk Manga Deluxe Editions

Save On Video Games, Consoles, PC Hardware, And More At Best Buy This Weekend

Best Buy is running a three-day sale this weekend, offering big discounts on video games, laptops, PC hardware, audio equipment, and more. There are hundreds of deals available, but they’re only sticking around through Sunday, April 28. To help navigate the listings, we’ve put together a quick roundup of some of the noteworthy deals available in Best Buy’s three-day sale.

While all the deals we’ve picked out are available to everyone, it’s worth noting that My Best Buy Plus members get access to additional savings on select items included in the sale.


Video games

Elden Ring

Best Buy is cutting prices on select PlayStation, Xbox, and Nintendo Switch physical games. This includes big releases from last year, like Star Wars Jedi: Survivor and Dead Space for $30 each, which is a big drop from their normal $70 price tags. Fighting game fans can grab the recent Tekken 8 for just $50 and Mortal Kombat 1 for $$40, while souls-likers can snag Elden Ring for $40 and Lies of P for $45. And while there aren’t many Switch games in the sale, there are a few gems like Mario + Rabbids Sparks of Hope, which is on sale for $20 (was $40).


Gaming consoles and hardware

PS5 Slim + Marvel’s Spider-Man 2 bundle, Asus ROG Ally, Lenovo Legion Go

Best Buy’s gaming software deals are great, but the retailer is also discounting a selection of new gaming hardware, including a PS5 Slim console bundle that comes with a digital copy of Marvel’s Spider-Man 2 for just $450, which equates to a retail value of $570. PC gamers looking for a new way to play their Steam library on the go can also grab PC gaming handhelds like the Lenovo Legion Go for $700 (was $750) or the Asus ROG Ally for $400 (was $500)


Laptops and computers

iBUYPOWER Y60 Black gaming desktop, Acer Nitro V gaming laptop

For a more standard PC gaming experience, there are also numerous laptops and pre-made gaming PCs on sale from brands like Asus, Razer, Corsair, and more. For example, you can snag the Asus ROG Zephyrus G16 gaming laptop with an Intel 13th gen Core i7 CPU, GeForce RTX 4060, and 16GB of RAM for just $1,050 (normally $1,450).

As for desktops, the iBUYPOWER Y60 Black with an AMD Ryzen 9 7900X CPU, GeForce RTX 4070Ti Super, 32GB RAM, and 2TB NVMe SSD is down to $1,950 (normally $2,100) and includes a free month of Xbox Game Pass Ultimate

Along with the gaming rigs, select Apple Macbooks are on sale. While the savings aren’t as big as some of the other laptop deals, you can still save $150 on new MacBook Air and Pro models, such as the 14-inch MacBook Pro with Apple M3 Chip, 16GB RAM, and 1TB SSD for $1,850 (was $2,000).


Gaming accessories (PC and console)

Best Buy’s three-day weekend sale is also great for anyone looking to upgrade their gaming setup with new accessories. A bunch of SteelSeries accessories are on sale, including the Apex Pro TKL keyboard and the Arctis Nova 7 headset, both of which occupy spots on our best gaming keyboards and headsets lists, respectively. Similarly, one of our favorite gaming mice, the Logitech Pro X Superlight, is on sale for just $115 (was $160). PS5 players can upgrade their console’s storage space with the WD-Black SN850P 4TB NVMe SSD with a pre-attached heatsink, which is available for $350 (was $500).


TVs and monitors

Samsung QN800C Neo QLED 8K TV

Need a new display for your home theater or office? Well, this weekend is probably a good time to grab one since a bunch of TVs and PC monitors are on sale. The TV deals include 4K models like the Insignia F30 75-inch LED 4K and the high-end 75-inch Samsung QN800C Neo QLED 8K.

As for PC monitors, several great Samsung models are discounted, including the massive Odyssey G9 curved OLED monitor, and the smaller (and much more affordable) Odyssey G51C.


Audio

Bose QuietComfort Earbuds II, Sony WH1000XM4

Select speakers, soundbars, and headphones are also part of Best Buy’s sale this weekend. You can snag over-ear headphone models like the Apple AirPods Max or Sony WH1000XM4, and in-ear true wireless models like the Bose QuietComfort Earbuds II. If you’re looking for home theater audio deals, there are a bunch of soundbars and speakers on sale as well, a few of which on included in the list below.


More Best Buy deals

Those lists just scratch the surface of what’s available in Best Buy’s Three-Day Sale. There are tons of other discounts in other categories like home appliances, smartphones, and more–including a few collectibles like the massive Titan Cybertron Universe Metroplex Transformers toy. There are also clearance deals on Super Mario Lego sets and Pokemon Mega Construx kits. Oh, and you can snag discounted Disney Lorcana decks and booster pack boxes while supplies last.

Final Fantasy 16: The Rising Tide Review – Riding The Wave

It’s always a bit weird to go back to a game you finished for story-centric DLC, especially when the base game had a pretty definitive ending. However, those that have just a little bit more left in the tank can take the opportunity to give a game you really loved one more high note to end on. I often think of the Mass Effect 3 Citadel DLC as the best example–an oddly placed, yet near-perfect send-off. Final Fantasy XVI: The Rising Tide evokes similar feelings in that I was just happy to have an excuse to revisit that world and spend a bit more time with characters I cherished. While it does largely play out like more Final Fantasy XVI content, The Rising Tide fills in a few blanks left behind and lets you wield two new Eikons in a questline that reaches similar heights of the original game.

The Rising Tide questline is slotted into FFXVI right before the main game’s point of no return, making it feel like an impromptu diversion at a critical point in the story. That said, it is necessary, as many of the events leading up to the DLC provide the context around its story. As Clive, you and the crew are invited to visit a region called Mysidia–a quiet area tucked away in the north and cloaked under the veil of powerful magic to both conceal itself from the rest of the world and maintain a facade of bright blue skies. It’s a new area for the game that has its own interesting, isolated society and lets you explore a relatively small but vibrant region, and its stunning views remind you of how FFXVI uses its technical strengths to paint a vibrant and enticing world.

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Now Playing: FINAL FANTASY XVI – The Rising Tide DLC Release Date Trailer

Much of FFXVI was visually dour given its grim nature, so Mysidia’s tropical tinge is a refreshing contrast. But this isn’t a vacation for Clive–The Rising Tide revolves around the history of Leviathan as an Eikon that, like every other Eikon, was wielded in bad faith. Through the main scenario quests and sidequests, you learn about the people of Mysidia, their way of life, and their particular relationship with Leviathan. The people are self-sustaining and treat magic quite differently from the rest of Valisthea, and their leader, Shula, embodies their ethos as she accompanies you throughout the DLC. She’s not exactly a standout character in the grand scheme of things, but she is a solid anchor for The Rising Tide and provides a good enough excuse for dragging Clive off the beaten path. It’s a twist to the typical FFXVI plot beat and comes around to be a rather sweet story about breaking generational curses in a way that lends itself more to FFXVI’s softer side.

That’s not to say The Rising Tide doesn’t go hard, because like the base game, its blend of intense boss fights woven into impressive cinematic cuts remains the foundation here. Along with the new region are an additional dungeon and another larger-than-life Eikon battles. While the dungeon itself is quite short, the boss fight that awaits at the end of it features some clever and inventive mechanics that even impressed the Final Fantasy XIV Savage raider in me. FFXVI’s base game shares a lot of similarities with the MMORPG in terms of battle mechanics, and this remains true here, but a few twists caught me off guard and left me grinning when I was able to overcome them. And even if I could see it coming from a mile away, the build-up to another climactic Eikon battle and the arduous fight itself brought back that specific feeling of hype FFXVI was so damn good at evoking. The telegraphing of certain mechanics in the EIkon battle aren’t always great, so there is some trial-and-error as you bang your head against the wall to get through it. Still, figuring out how to resolve the mechanics along with pulling off nasty, weighty attacks as Ifrit was as gratifying as ever, matching the best of what the original game had to offer.

As a chapter all about Leviathan, being able to use the power of the iconic serpent is a definite highlight. Creative Business Unit III really said, “What if we gave Clive a gun?” and that’s essentially what they did. Leviathan is a projectile-focused Eikon power that has its own unique mode that turns Clive’s arm into a shotgun capable of blasting lethal chunks of water, and boy, does it melt away enemies’ stagger meter. For cooldowns, you also get a rapid-fire bubble blast and wave-like ability that starts from the sides and crunches small enemies together, making them easy targets for shotgun blasts or any other AoE spell you have lined up. There’s a satisfying feedback to landing shots and weaving between Leviathan’s moveset, and it’s great to see that FFXVI brand of action combat still had room for creative ideas.

On top of that, you also get to wield Ultima as an Eikon power, which allows Clive to hover with wings that can also violently swipe at mobs of enemies. Many of the cooldown abilities with Ultima are heavy and dramatic displays of power that aren’t exactly conducive to swiftly weaving into an attack rotation–if you just want to disrespectfully pummel enemies, Ultima is the Eikon for you. Ultima is unlocked by starting up the new content called Kairos Gates, which is part of the DLC’s package. It’s a run-based combat challenge where you gradually build Clive with boons and enhancements to help make it through a genuinely tough gauntlet of enemy hordes and remixed bosses. The menus and sound effects between rounds are encased in an old-school Final Fantasy presentation which is a cute touch, but these fights are anything but cute. If you’ve been wanting FFXVI to up the difficulty, it’s a decent, albeit straightforward, way to get more out of its combat.

The Rising Tide contains a handful of sidequests to fill out Mysidia, which offer rewards or unlock features for the region. These range from talking to NPCs, fetching items in the world, taking out certain targets, or some combination of those things–mostly continuing the typical FFXVI quest design, which wasn’t exactly its strong suit. Not that it’s surprising, but many of the conversations in the DLC still have that odd, stiff style of conversation via a cutscene that stood out like sore thumbs in the original game. It’s another one of those FFXIV-isms that don’t quite hold up when used in a highly produced, prestige-style game.

However, the DLC does use sidequests effectively in a few key ways. For one, they tend to be more combat-focused so they’re opportunities to sharpen those new Eikon-wielding skills. But after the DLC’s main scenario is done, a new batch of sidequests pop up to let the overall story breathe, and they’re vital for giving Shula and the people of Mysidia closure. I’m a bit shocked these are marked as sidequests considering how impactful they are in contextualizing The Rising Tide. And while the reward for completing all of it isn’t necessarily a tangible one, it’s an emotional payoff that provides instead brings some much needed warmth to FFXVI’s dark world.

The wonders of Mysidia are also represented in the new music for The Rising Tide. To the surprise of absolutely no one, composer Masayoshi Soken and his team were cooking once again. The main village of Haven has a catchy yet sorrowful acoustic tune that wonderfully captures the setting, and the beautiful overworld theme struck me as an extension of the bittersweet feelings I had playing through parts of FFXIV: Endwalker. The dungeon theme incorporates light electronic elements to communicate something inexplicably magical about the environment while also calling back to the main leitmotif used throughout FFXVI, as if to wrap the whole journey together through sound. While the Eikon boss battle theme is among the explosive and impressive tracks to hype you up in the moment, it’s the more calming music, where the emotional nuances of the adventure are delivered through the notes that make up the songs.

Playing through The Rising Tide was bittersweet. For all its flaws, I have a deep fondness for Final Fantasy XVI, so I was happy to have a strong hook to bring me back to Valisthea, even if it was a rather short-lived journey that wrapped up just as I was starting to vibe with the new setting, abilities, and characters. In several ways, The Rising Tide offers something I wish the original game had a bit more of in its story: vibrance and warmth. FFXVI was outwardly grim and dark–fitting what it was going for. But having this contrast that complements the core themes of the original game was a real treat, especially with some great gameplay twists along the way. The Rising Tide is an easy recommendation for those who enjoyed the base game, and a damn fine way to send off FFXVI.

These Adorable Final Fantasy Totes and Pouches Are Up For Preorder

It makes sense that a long-running franchise like Final Fantasy would have plenty of merch for fans to buy. But while a lot of it is just for show, there’s plenty of more practical stuff available as well, like these cute tote bags, small pouches and a shoulder strap for your phone that are now available to preorder. All of these items are adorned with iconic Final Fantasy critters like cactuars, tonberries and moogles. The designs are understated and charming, without any particular frills, making them perfect for a variety of uses.

Preorder Final Fantasy tote bags, pouches and smartphone straps

Gallery

While all of these bags are available for preorder, none have from release dates yet. Amazon says they’ll ship in January 2025, but the Square Enix store says October. In any case, all of the items are cheaper on Amazon. Fortunately for us, these items don’t seem priced to break your piggy bank.

In the meantime, if you’re looking for more Final Fantasy-themed merch, be sure to check out these collectible Final Fantasy VII figures that are also available for preorder. If you’re looking to check out the latest games in the series, you can grab Final Fantasy XVI for $45 at Amazon right now (down from $50), which just saw the new The Rising Tide expansion DLC drop on April 18 that adds a whole new gameplay chapter and a new Eikon power for players to master. There’s also the second part of the Final Fantasy VII remake trilogy, Final Fantasy VII Rebirth, that launched on PS5 earlier this year, and the upcoming Dawntrail expansion for Final Fantasy XIV online that drops June 28.

Music Legend K.K. Slider Announces Lego Animal Crossing Tour

Lego has revealed the latest character to join the Animal Crossing collaboration. Starting on August 1, people will be able to collect the legendary artist known as K.K. Slider.

The news comes the official Lego X/Twitter account where it posted a video of Slider jamming out, and it reads:

“K.K. is bringing some extra groove to the LEGO Animal Crossing range from August 1!”

Based on the video it appears that Slider will be a part of a set that includes the town hall from the game. There’ll also be another set inspired by Dodo Airlines.

It is worth mentioning that even though Slider is known for his voice and guitar-playing skills, he won’t be able to move or sing. In the video, LEGO made it a point to have the words ” K.K. minifigure doesn’t actually sing or move” at the bottom, meaning that the company has stripped him–and all earthkind–of his greatest gift. Even though Slider will be without a voice, he’ll still look great in any Animal Crossing set.

LEGO originally announced the Animal Crossing crossover late last year, but people weren’t able to buy any sets until a few weeks ago in March. There are various sets people can purchase, some of which include Isabelle’s House Visit, Kapp’n’s Island Boat Tour, Crossing Bunnie’s Outdoor Activities, and many more.

It’s also worth noting that Animal Crossing isn’t the only collaboration LEGO has had this year. Early this month, LEGO teamed up with Wizards of the Coast to create a massive Dungeons & Dragons set. The set includes iconic D&D monsters such as The Beholder, Gelatinous Cube, and the Owlbear.

High On Life Physical Edition And Official Graphic Novel Preorders Are Live At Amazon

One of the strangest games of 2022, High on Life, will receive a physical release for the first time on September 19. This physical edition of a shooter starring obnoxious talking guns extends its humorous creative liberties to its cover art. Along with a half-peeled alien “sticker,” the phrase “Game of the Year” is hastily scrawled on a faux duct-taped label. From a player interest perspective, High on Life essentially was the GOTY on Xbox Game Pass. At the end of 2022, Microsoft confirmed High on Life was the biggest launch of the year on the subscription service. It also held the title as the biggest third-party release on the service until Palworld stole the crown earlier this year.

Published by Limited Run Games, the physical edition of High on Life comes with the base game and the High on Knife expansion. This edition was initially revealed back in February as a Limited Run Games’ store exclusive, but it sold out pretty fast. If you didn’t snag a copy then, preorders are now live at Amazon. Presently, only the PS5 version is available to preorder. Fans of High on Life can also preorder the official graphic novel follow-up ahead of its publication later this year.

High on Life: Game of the Year Edition

Limited Run was also taking preorders on a cool collector’s edition earlier this year, but it too wasn’t available for long before all copies were snapped up. In case you missed it when it first came out, High on Life was a pretty colorful action game and a solid debut from Squanch Games, which was co-founded by Rick and Morty co-creator Justin Roiland. It’s worth noting that Roiland resigned from the studio after domestic violence allegations against him were revealed shortly after the game’s release, but the studio continues to operate without him.

As you’d expect, the game features a really weird plot about an alien cartel using humans as drugs–or basically, it riffs on that one season of Torchwood. As a bounty hunter tasked with taking down the menace, you’ll wield various talking guns with colorful personalities. Also, some of your firearms deliver so much foul language that they’d make a sailor blush. The High on Knife expansion is set a few years after the events of the main game, and kindly asks you to help the homicidal Knifey track down a mysterious package from his homeworld.

“Ultimately, High On Life is, in its own weird way, a take on what a modern Metroid Prime game could be, through the lens of Justin Roiland’s comedy antics,” Jason Fanelli wrote in GameSpot’s High on Life review. “There’s a similar sense of exploration mixed with fast-paced moments of combat, only here it’s also swelling with expletive-laden jokes and sometimes incoherent rambling.”

High on Life: The Graphic Novel

If you’d like to explore the universe of the game even further, the official graphic novel collects all four issues of the comic book series and is also set after the game, as humanity finds itself being hunted by a mysterious being. It’s up to the Bounty Hunter to once again bring justice to the stars. The four-issue arc mixes in a tale of redemption and zany cosmic violence for good measure.

The Art of High on Life

Lastly, you can check how the game came to be with The Art of High on Life, an official hardcover art book that released in March. It features nearly 200 pages of full-color illustrations of the game’s strange creatures, weird worlds, and grotesque gunplay, as well as expert commentary from Squanch Games.

Minecraft 1.21 Update Officially Named Tricky Trials, Adds A New Weapon

Mojang has revealed the name of its much-anticipated 1.21 update. Tricky Trials, as it’s named, will come with a host of new content, some of which the studio has shared alongside the name reveal.

But players don’t have to wait until Tricky Trails to see some new content in the game. As explained in a Minecraft Monthly video, players are now able to give their wolves armor, which can be crafted by Scutes dropped by armadillos as a part of the Armored Paws update. On top of that, players will also have the option to dye the armor to personalize it more.

Mojang has also announced that Realms Plus is now available. The difference between this and the normal Minecraft Realms is that Realms Plus features an in-game social feed called Realm Stories, monthly character creator items, improved render distance, and more.

Those looking forward to playing the Ominous Trails can do so, as long as they’re playing in Java Snapshot, Bedrock beta, or Minecraft preview. In the Ominous Trails, players drink from a bottle and enter a chamber where they’ll be forced to fight mobs. Those who survive will be rewarded with the Ominous Trail Key, which will reward players with various items via a Vault.

In addition to the Ominous Trail Key, a new melee weapon is being introduced. Players will now be able to use a Mace. What makes this weapon different from the others is that it encourages you to drop from high places. If players land the attack, they’ll be safe from fall damage, but if they miss, they’ll receive all the damage. Players can test out the Mace now by playing Java Snapshot, Bedrock beta, or Minecraft preview.

Five new paintings will be coming to the game. In Minecraft tradition, the new paintings are inspired by real-world art. Console players can finally play Hardcore mode in Bedrock beta or Minecraft preview. In this mode, once players die, they can’t respawn, unlike in the normal mode.

As the video continues, they name various features that’ll be introduced in the 1.21 update, which include:

  • Decorative Copper
  • Tuff blocks
  • The Crafter
  • Copper Bulbs
  • The Breeze
  • Trail Chambers
  • Trial Spawners
  • Vaults
  • The Wind Charge
  • The Bogged
  • Armor Trims
  • Banner Patterns
  • Pottery Sherds
  • Music Disc

Further in the video, Agnes Larsson, the Minecraft vanilla game director, explained the reasoning behind calling the 1.21 update Tricky Trials. Larsson explains that it felt like a given to add trails because of the Ominous Trail. The tricky aspect came from the challenges players will face, and tricky feels like “this quirky Minecraft personality.”

The Tricky Trials update doesn’t have a release date yet, but it’s expected to be available later this year.

Why Are Video Game Adaptations Good Now? | Spot On

From the moment Bob Hoskins and John Leguizamo slid into their matching overalls and unleashed Super Mario Bros. on to the world back in 1993, video game fans have wondered: can video game adaptations ever be… good? For years, it seemed as if the answer was a resounding no. While some films were decent, the vast majority left a lot to be desired–such as good dialogue and storylines that, you know, made sense. Recently, however, everything has changed.

In the past few years, Netflix has earned not only financial success but critical-acclaim with its television adaptations of Castlevania, Arkane, Cyberpunk: Edgerunners, and The Witcher. Just last year, HBO delivered a The Last of Us adaptation worthy of the coveted “prestige tv” status, while Amazon Prime’s Fallout series has already left fans eager for its next season. And it’s not just video game-related television shows that are finding success. The Super Mario Bros. Movie was the second-highest grossing film of 2023, surpassing Oppenheimer and every super hero movie released that year.

So, what happened that made video game movies, well, good? And more importantly, what does all this mean going forward? Tam and Lucy discuss the game-to-film pipeline, what’s changed, and how this movement is fantastic for indie games with interesting narratives–such as El Paso, Elsewhere and Dredge–which now have movie deals of their own.

Spot On is a weekly news show airing Fridays in which GameSpot’s managing editor Tamoor Hussain and senior producer Lucy James talk about the latest news in games. Given the highly dynamic and never-ending news cycle of the massive video game industry, there’s always something to talk about but, unlike most other news shows, Spot On will dive deep into a single topic as opposed to recapping all the news. Spot On airs each Friday.

Manor Lords – Best Game Settings And Difficulty Options

So, you’ve decided to play Manor Lords. This strategy game from Slavic Magic sees your character grow a village from humble beginnings to economic and military powerhouse. Still, you might be wondering about the ideal options when starting your playthrough. Here’s our guide on the best difficulty options and game setup for Manor Lords.

Table of Contents [hide]

What are the difficulty options and best game setup in Manor Lords

After you’ve spent some time designing your ruler’s coat of arms, you’ll see the Game Setup screen. This presents you with several scenario templates and options related to AI behavior, supplies, and events.

Game setup options

Here are the most notable options from the Manor Lords game setup screen:

  • End goal – This determines how you’ll win the campaign:
    • Growth – Reach “Large Town” settlement level.
    • Conquest – Claim all regions.
    • Domination – Defeat other lords by claiming their territories; can only be selected if there’s an off-map adversary.
    • None – Endless play with no completion goal.
  • Off-map adversary and AI aggressiveness – There’s an AI lord located off-map, but they control a couple of regions at the start. AI aggressiveness determines whether this lord will not press claims on your lands or will press claims at will.
  • Raiders and bandits – Think of these hostiles as regular mobs you need to handle occasionally. You can set the frequency of raids, the years when there would be no raids, and the number of bandit camps that spawn on the map.
  • Residential requirements and approval – Your villagers have needs that should be met. Failure to do so impacts the growth of your town.
  • Starting season – Starting during spring means you can farm early, whereas a winter start date is just asking for trouble due to a lack of supplies and unpreparedness.
Tweak the settings as you see fit, including the frequency of raids, the presence of a rival lord, and the starting season.

Starting out: Rise to Prosperity scenario

Manor Lords offers three scenario templates, each with predetermined settings. However, you can still tweak each setting manually. Template difficulties–Relaxing, Default, and Challenging–change all the settings.

The first scenario template is Rise to Prosperity, and we think it’s the best game setup in Manor Lords. The primary goal is to grow your town. There’s no off-map adversary, and there are no bandits/raiders either. For the most part, you can think of this as a way to learn the basics of the game, with a game flow more similar to a town management sim.

Rise to Prosperity is a good pick for your first playthrough, since it focuses solely on economics and town-building.

On the Edge, meanwhile, is for those who want a bit of a challenge. The key difference here compared to Rise to Prosperity is the presence of bandit camps, as well as frequent raids. This time, you have to grow and defend your town from encroaching enemies.

Facing a rival lord: Restoring the Peace scenario

Finally, there’s Restoring the Peace, which now includes an off-map adversary. Your initial concerns are the bandits and raiders near your lands. Once you’ve fended them off and feel ready, you can challenge the baron to capture the remaining territories. Domination is the end goal here, which means you have to ensure that the baron no longer holds any region on the map.


This is everything you need to know about the difficulty options and game setup in Manor Lords. How you approach the sandbox campaign is entirely up to you. We recommend starting slow so you can learn how to manage your town and residents first. Still, if a peaceful and relaxing time isn’t your jam, then a bit of medieval warfare might suffice.

Eiyuden Chronicle Devs Open Up About Murayama’s Passing And Going Beyond A Suikoden Successor

As the number of video game remakes, remasters, and spiritual successors grows, so does the hesitation surrounding these projects. Though some might see these games as loving homages to the art and stories that made us who we are, it’s just as easy to see them as attempts to bottle lightning–or perhaps, more accurately, nostalgia. So, how do these games set themselves apart? Well, as Rabbit and Bear Studios’ debut title Eiyuden Chronicle: Hundred Heroes–a spiritual successor to legendary RPG Suikoden–proves, having a team of veteran developers united under a beloved series’ creator is a great place to begin.

Rabbit and Bear Studios launched back in 2020, with four ex-Konami developers at its helm: character designer Junko Kawano of Suikoden fame, Castlevania: Aria of Sorrow director Junichi Murakami, Suikoden and Silent Hill’s Osamu Komuta, and Suikoden’s creator, the late Yoshitaka Murayama. The team came together with a very clear purpose: to create the game the four of them had always dreamed of making, Eiyuden Chronicle: Hundred Heroes.

Nowa and Lian address their comrades.

“All of us are ex-Konami, so we’d meet up and drink together sometimes,” Junko Kawano told GameSpot. “One time when we were drinking and talking to each other, we sort of realized that we’ve reached a good age, and that we really wanted to develop a game that we were deeply interested in together. So we decided to form the studio.”

After the studio had been formed and the team cemented their vision for the title, they decided to launch a Kickstarter to help fund the project. Though the studio opted to not explicitly refer to it as a spiritual successor to Murayama’s Suikoden series in the description, fans quickly made a connection between the team’s vision and the critically acclaimed series. Within three hours, Rabbit and Bear raised over $500,000, exceeding the initial goal they had set for themselves.

In the days that followed, stretch goals were added, with the promise of a companion game being released if the studio hit its astronomical end goal of $4.5 million–it did, and Eiyuden Chronicle: Rising was released on May 10, 2022. However, massive crowdfunding success–and the weight of being an assumed spiritual successor–comes with a lot of pressure.

“Since I am the person least involved with Suikoden, I think I’m also the one most outside of all the pressure. It [was] probably the easiest for me,” art director Junichi Murakami said. “However, I know a lot of the people at Konami. I understand the feeling and the weight of that title. Even if I am not directly related to that title, I know I am making a game with those members. I feel that pressure.

“The target for us was really how much we could realize the thing that Murayama-san wanted to achieve. In that sense, I believe Murayama-san was actually under the greatest pressure,” Kawano added.

Yet for as much pressure as Murayama had placed upon him, Kawano, Murakami, and Komuta made it clear he was driven by a very specific vision for his next–and regrettably final–project. From the very beginning of Eiyuden Chronicle’s development, Murayami knew who the game’s protagonists would be. He had a clear idea of what they would look like, how they would fit into the world, and how their stories would collide and conclude. He conveyed this all to his team, who then set out to bring his visions to life while also showcasing the experience and artistry they had acquired over decades of working in game development.

“I started by learning about the setting made by Murayama-san. For the main characters, he gave me the information first. So I knew this would be their age, this was the kind of weapon they would carry …Even some of the hair colors were predetermined,” Kawano said. “I took all the information I received from Murayama-san and came up with different versions of these characters. And then he said, ‘Yes. Now keep going.'”

Nowa and party members stand by a fountain.

As the latter half of Eiyuden Chronicle: Hundred Heroes name implies, the team–and particularly Kawano–then created over a hundred recruitable characters for the game. Throughout development, it became a group effort to balance these characters–ensuring each one had an interesting design and role in Eiyuden Chronicle, while also making sure the game’s core thread and main cast weren’t buried underneath it all. It’s a delicate balancing act that, Komuta says, can be “difficult to strike.”

“As for the characters related to the main story, Murayama-san had determined their stories so the backbone was already established,” Komuta told me. “However, for the characters other than the main characters, the timing in which they join, their background, and how that person develops, was more open. There was a setting, but we had to actually deepen the story and the design.”

Thanks to Murayama’s fantastical setting, the sheer amount of characters that needed to be designed, and Rabbit and Bear Studios’ own creativity, the team was able to dream big while filling out Eiyuden Chronicle’s roster. From Mellore, a self-proclaimed magical girl adorned in a Sailor Moon-esque uniform, to Kawano’s favorite character, a luchador named El Alicante, Eiyuden Chronicle has quite the colorful cast–and I’ve yet to even mention the giant, sword-wielding kangaroo.

That’s not to say, however, that there aren’t plenty of realistic or edgy characters in Eiyuden Chronicle as well. It might come as little surprise given Murakami’s history with the Castlevania series, but his favorite characters were a pair of “cool-type” women he created.

“Mio and Hildi are my favorites. Mio is a woman samurai warrior and then Hildi is the assistant commander to Seign, and I actually created both of them by myself. Both of them are women with a “cool-type” personality because…” Murakami gave a coy smile, and I watched as both Kawano and Komuta began to laugh. “I like cool women.”

Similarly, Komuta shared that his favorite character was also a strong woman: General Elektra.

“Originally, Elektra was not supposed to participate in battle, but because I liked her so much, I asked Murayama-san and Murakami-san if we could increase the number of characters so we could add her,” Komuta said.

General Elektra.

Though Murakami might not have been in charge of designing all Eiyuden Chronicle’s characters, implementing them into the game’s hybrid art style fell upon his shoulders–and, according to Murakami, this process was difficult and time-consuming. Similarly to Octopath Traveler, Eiyuden Chronicle places expressive, 2D character sprites atop 3D environments to create an experience that feels lush and modern, as well as in line with its ’90s-RPG roots. Though I found the end result beautiful and extremely natural-looking, Murakami said ensuring that was the case took the team about two years.

“Merging those art styles is actually very, very, very hard,” Murakami said. “It took us more than two years because you have to make sure all your 3D angles and camera work do not disrupt the 2D expressions, or make them look placed unnaturally, or clip anything… It actually took a lot of time to make it seem perfectly natural.”

Merging the old with the new was a recurring theme in Eiyuden Chronicle’s development. Komuta, for example, recalled the team having a conversation around a classic, ’90s-RPG feature that some were worried might be a little outdated: the save point.

“We did have a discussion,” Komuta said. “The save point was actually very important to Murayama-san’s concept, as it gives you an indication of how the scenario is progressing. He had a strong focus on conveying when the game could naturally be suspended by using a save point. But on the other hand, in order to strike a balance between this classic feature and something modern, we incorporated some auto-save functions. We want to have a good balance between the modern and the classic.”

Some things, however, were set in stone from the beginning–including the game’s music. When it comes to which musicians would create Eiyuden Chronicle’s score, Murakami said that even before launching their Kickstarter, the team was set on two artists in particular: Michiko Naruke and Motoi Sakuraba.

“We knew that, alongside the four of us, they would really be the core and one of the strongest appeals of this project,” Murakami said. “In that sense, we knew we wanted Michiko Naruke and Motoi Sakuraba to join us. We felt they were artists that really represented Japan while also being well-known overseas.”

Both Naruke and Sakuraba have an impressive number of well-received games under their belt, with Naruke’s most notable work being her arrangements for the Wild Arms and Super Smash Bros. series. Meanwhile, Sakuraba’s portfolio includes a number of titles from the Tales, Star Ocean, Golden Sun, Dark Souls, and Mario sports series. Together, the pair created a soundtrack both I and GameSpot’s reviewer found “superb,” and truly proves Murakami correct: These artists did contribute significantly to Eiyuden Chronicle’s core appeal.

Nowa approaches a character waiting on the docks.

Other factors that add to Eiyuden Chronicle’s appeal are simply how much fun it lets you have and its sheer replayability. According to Komuta, the timing in which you add a character to your party can change the script and how the character speaks, enticing players to replay and attempt to grab characters at different points throughout the game.

“There are certain scripts you cannot hear in the early scenario because they are tied to a character becoming a member in the latter part of the game. So in that sense, if you are replaying the game, you can maybe find these characters in their first place and hear a different script if you previously picked them up in the second place. For all of those characters, we have prepared those scripts,” Komuta said.

Additionally, some of the game’s recruitable characters are optional, meaning it’s very easy to miss them your first time playing. And yet, this is a very intentional part of Eiyuden Chronicle’s design, Komuta said. According to Komuta, “How you find heroes and members of your party is a fun and important part of the game.” He then added there is one character in particular, hidden within a hidden dungeon, that he recommends players try to find. “It’s fun,” he said with a laugh.

Kawano and Murakami also pointed out that some of the game’s funnier moments–such as the theater and the hot springs–play out differently depending upon your current team composition.

“The theater, I think, is interesting. In both the Japanese and English versions, the voice cast acts according to the ongoing story. You can actually have different [character] combinations and different things will happen according to these combinations,” Kawano said.

Keeping in line with his more mischievous statement earlier, Murakami said the onsen–or hot springs–was one of his favorite parts. Naturally, all three of the founders began to laugh.

“I think fans will have fun with the hot spring scene. I want you to actually find and watch all of the hot springs scenes with all of the characters. Particularly when they enter the bath.”

Nowa and his party members relax in the hot springs.

In the few hours I spent with Kawano, Murakami, and Komuta, I can’t count the number of times their laughter filled the room. From the team chuckling while sharing stories about the game’s development, to a near teary-eyed Komuta giggling as I explained that, in English, we call cats kneading “making biscuits,” there was this sense that this team exuded levity and joy. The founders stated that Murayama was perhaps the most joyous of all of them, constantly dreaming, laughing, and inspiring their work. When I shared my condolences and asked how things have been at the studio since his passing earlier this year, I could feel the weight of his loss begin to fill the room.

“It was a big shock to us,” Kawano said. “We were already in the process of producing the title and the release date had already been determined, so we were in this final stage and not really able to halt production.”

“In that sense,” Murakami added. “It was almost a relief. We had to apply and concentrate ourselves–we haven’t had time to lament his death. We have to keep going.”

Komuta nodded in agreement with Murakami, before adding in something that warmed my heart.

“Fortunately, Murayama-san was involved in the final adjustments, so we were able to really complete this title.”

Before our time was up, I asked the team what they thought really distinguished Eiyuden Chronicle: Hundred Heroes from being a Suikoden successor. Ultimately, Komuta said that the team’s experience, desires, and approach to creation are what elevates it.

“There is no member of staff involved in development who thought we were just making a sequel to Suikoden,” Komuta said. “No one was thinking like that, or came at it from that place. It ultimately is a totally different game.”

And yet, I don’t think it’s inaccurate or wrong to say that, in many ways, Eiyuden Chronicle: Hundred Heroes is a spiritual successor to Suikoden–and a worthy one, at that. To be one of the handful of studios that can bottle lightning–that can create an experience that makes players fondly recall playing one of their favorite games–is an incredible feat. Yet at the same time, it’s much more than that.

Eiyuden Chronicle is a game four friends decided to make over drinks and jokes about needing to get started before they got any older. It’s a game that seeks to grant nearly three decades of wishes made by both Suikoden fans and the series’ creators. And most importantly, it’s a shining example of an artist’s final work fully realized. It is wondrously cathartic to know Murayama was there to deliver the last rounds of edits and adjustments–to know that he was there to witness his vision brought to life. And yet, it is perhaps just as beautiful to see how deeply his dreams inspired his three dear friends, each of whom have spent the last few months ensuring the rest of us could see them, too.