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Demonschool Review

Demonschool

Developer: Necrosoft Games
Publisher: Ysbryd Games
Platforms: PlayStation 5, PlayStation 4, Xbox One, Xbox Series X/S (Reviewed), PC
Release Date: Available Now
Price: $24.99 USD – Available Here

Overview

When it comes to fighting demons in a school setting there are a few certain franchises that come to mind. Developer Necrosoft Games hasn’t been shy about making nods to these games when it came to advertising Demonschool over the course of its time in development and for good reason, it takes plenty of inspiration from many parts of these familiar games but goes its own route in terms of combat, exploration, and even time management in what makes for an interesting indie RPG, albeit one that tries a bit too hard to be unique and falters a bit as a result.

Story

Set in the year 1999 the demon-obsessed Faye is on a mission, a mission to go to college. And stop the apocalypse. Conveniently timed right with when Y2K would have happened, Faye, a descendant of a long line of demon hunters has been trained by her now deceased grandfather in the ways of demonic exorcisms and combat. It is from her same grandfather that she received a prophecy signaling that the demonic invasion would begin in the year 2000 on Hemsk Island, the same island university (of the same name) that she is traveling to. After managing to worm her way into being pseudo friends with the only other person on the boat willing to talk with her, a girl named Namako, the pair find themselves battling possessed students on the ship before arriving on the island where things only grow stranger.

Not only is the island seemingly being controlled by a gang of local mobsters that can dictate who even gets to attend the school, but nearly everyone on the island itself seems to have barely any idea what is happening around them, having only vague memories of the past days as they go by. To make things even stranger, the teacher for Faye and Namako’s homeroom singles them out from the rest of the students and assigns them a special mission, to hunt down a haunted video tape by the end of the week or risk being thrown in prison forever. As things begin to spiral out-of-control between strange events being forgotten by the townsfolk, odd threats and even odder situations, it is up to Faye and her misfit group of ever-growing friends and allies to avoid falling prey to the demonic invasion and put a stop to the apocalypse all while still trying to stick to a school schedule and take weekly tests on things that happened that past week.

The general plot of Demonschool isn’t too groundbreaking, but it is filled with tons of colorful and unique references to horror and demonic elements and the quirky type of writing that keeps players guessing whether the next moment will involve some Scooby-Doo level antics or a dire threat as well as an absolutely wonderful cast of characters that end up becoming the best part of the game by far. This combination of referential horror, goofiness, and the eclectic cast of characters and the way they interact with one another not only through the storyline but even during “bond” scenes, do wonders to help carry the day-by-day storytelling of Demonschool’s weekly school set-up. Since, without it, the set-up is used a bit too often to drag things out longer than they should be, often tossing in random obstacles that make no sense to draw out the plot a bit before players can take on the next “big bad” properly since, unlike other games with a school calendar system, players cannot simply beat the story at any pace and take time as they go, it is kept to a fairly rigid structure.

As mentioned before, the characters are what make Demonschool‘s story worthwhile and considering there are fifteen different party members to eventually join the player’s group, it is quite the unique blend of personalities that range from eccentric to a bit more down-to-earth to so quirky that Faye seems normal by comparison. Each of these characters has their own little side-stories that take place in the form of affinity events that not only build up through minigames, more on those later, but through dialogue choices in the game as well. These reveal a character’s backstory a bit more and expose a bit more of their personality. It is also interesting to note that the game does not care if players push their relationships to the max with every character, meaning players are free to go wild should they wish. 

It also must be said that the island setting is a bit of a unique being in and of itself when it comes to worldbuilding and background developments. Players can travel to nearly any location they wish to during free-roam and interact with random NPCs in locations or take part in little activities or pop-up quests. These quests can range from simply talking to an NPC and “cleaning” a grave or literally just petting a dog as often as possible to quests that must be resolved by fighting against demons. Ironically, some of these side-quest demon battles can pit players against higher tier demons before the story even does, spoiling the surprise a bit. 

Most NPCs get new dialogue every week, with the dialogue shifting to reflect the events happening over the prior one and they tend to be just as eerie as ever, especially seeing a man with a happy family of seven children one week to have a happy family of four children a couple of weeks later, none the wiser to what has happened since those without some form of demonic fighting capability are susceptible to memory loss, building a strange world that only grows stranger as players progress.

Gameplay

Demonschool is something of a tactical RPG but with a twist as it also tends to play a bit more like a puzzle game at times than an actual RPG, especially since the RPG mechanics are extremely bare-bones. Whenever players enter a battle they will be able to bring four party members with them (with Faye always required) and given a set number of demons that must be slain before they can clear a battle by reaching the end of the battlefield with at least one character. Doing so within a certain turn limit and without losing any party members will reward a higher grade ranking from A, to B, to C depending on performance, but generally the only actual punishment appears to be fewer opals (the game’s currency) which players will end up drowning in eventually regardless of performance.

At the start of each turn players will begin their “planning phase” where they will have eight action points (AP) to utilize per turn. The unique element here is the fact that the more a specific character moves and attacks, the more AP it takes. For example, using Faye to move and attack an enemy uses 1 AP her first move, sliding to the side and moving to attack a second enemy costs 2 AP, and running back to avoid counterattacks would cost 3 AP, burning 6 AP in total just for moving Faye around instead of having Namako use 1 AP to shift through an enemy and move them while stunning them or having Knute move to heal or buff a character with only 1 AP. 

This makes battles something like puzzles as mentioned earlier since there are clearly optimal ways to go about fighting foes, especially since every character has unique attack options and special abilities of their own that can be unleashed when their “special” meter fills up to max. When finished setting up their planning, the player can let the action flow in an impressive showing of combat as all the characters will move at once along their planned attack, healing, and buffing routes. If a player has a character die in combat, which is a real possibility since characters start with only 3 health and there is an elemental strength and weakness factor involved as well, making some enemies deal either no damage or two damage per hit, there is no real punishment besides a lower grade but it is worth noting that having all offensive capable characters die does mean players are stuck, having to redo the battle entirely and this is something of an issue in the early hours of Demonschool as players are limited to only a small cast of characters for a fairly long period of time, limiting what eventually opens up to being a far more customizable experience for far too long.

It is also worth noting that unlike most RPGs, players do not obtain any experience or level ups from winning battles, only Opals. These opals can be used to purchase skills that can then be researched by the characters and equipped to them to provide additional buffs and stats like increasing their special ability’s damage, making them immune to status effects, etc. or even add bonuses to their class-specific attack, but that is unfortunately it. There are some more fun and unique abilities that come into play, but they generally only show up late in the game, far past the point of feeling relevant and when nearly every side-quest and every story scene involves one or two of these battles, things start to grow repetitive due to near non-existant RPG mechanics. There is no equipment to unlock, no items to purchase and use in combat, nothing to grow a character beyond abilities and even then these can only be equipped to one character at a time.

Encountering random enemies players can beat down easily in a standard RPG can be tedious, but feeling boredom in a tactical RPG is a real bad sign and unfortunately that happened to become the case with many standard battles in Demonschool. Thankfully boss battles, while we won’t divulge their exact details here, really change things up. Most bosses introduce new mechanics into a battle that players will need to contend with, be it extra hazards in the field, unique ways they can only be damaged, and more. Combine this with their prominent visual flair and these boss fights are truly spectacles that serve to cap off every week with a memorable encounter, it is just the journey getting there that is filled with tedious generic foes that is the problem.

Outside of fighting players will be doing various bonding activities with their party members and taking on side-quests. These little side-activities, as mentioned earlier, tend to either result in text or more fights against monsters and give players an extra look at the island’s history with opals or a skill being the reward. Bonding activities with party members often involve taking part in mini-games such as rock-paper-scissors, fishing up demonic fish in a fun little mini-game, or even singing on a cursed karaoke machine where every proper lyric must contain the chosen theme. These little moments are fun and make us wish there were more to them mixed in throughout the city’s many other activities such as wishing at the well, dropping coins in a prayer box, or reading up on the weekly newspaper to see what the gang’s been up to the past week, including a review of a niche movie should players let one of their party members rent one, once again showing how fun the world of Demonschool can be when the demons themselves aren’t on the battlefield.

Audio & Visuals

Demonschool features some excellent pixel work when it comes to creating its world and character sprites. The sprites in motion look absolutely wonderful with the team’s own style coming through perfectly, especially involving the designs of the demons and creepy battlefields players will fight in. The designs of the demons are decent enough and the bosses are extremely memorable, even if a few feel like references as well. It is nice to note that the character portraits feature the same type of aesthetic feeling of the sprites, a retro styling but more detailed, and these portraits feature a wide range of expressions and even cut-in slices when players chain together a combo attack in combat.

Unfortunately, there’s no voice work throughout Demonschool so this leaves the game’s background music to do the heavy lifting and for the most part it is successful as the soundtrack is filled with creepy tracks that can flip as easily as the mood does in the plot. One minute Faye might be making some dumb remark with a light-hearted track or a party member can be talking about snakes only for the next to involve demons swarming through a portal trying to open it wider with the music growing dark and sinister to match.

Overall

There is a certain level of love that can be felt when playing Demonschool. One that rarely gets touched on especially in a genre filled with trying to take itself too seriously at times and that is humor. There’s always a risk of inserting quirky goofy characters when the world is on the line but Demonschool manages to pull it off thanks to a strongly written cast of characters that makes the whole thing worthwhile, even if the combat grows tedious as time goes on and starts to drag down the whole thing. It feels like somewhere along the line parts of what made this tactical RPG more of an RPG were cut in favor of creating a more puzzle-focused combat system, but that may not have been for the best in the long run as it holds players back from the best parts of what makes this indie RPG enjoyable, the cast of characters and seeing what ridiculous thing might happen next as the plot unfolds day by day.

Capsule Computers review guidelines can be found here.

Explosive Cyberpunk Run-and-Gun Neon Inferno Now Available

Contra meets Wild Guns in the latest offering from Retroware and Zenovia Interactive, now available digitally on all platforms

Philadelphia, PA — Nov. 20, 2025 — Sharpen your sword and stock up on ammo, because Indie publisher Retroware and Zenovia Interactive’s scorching-hot cyberpunk run-and-gun, Neon Inferno, is now available to download on all major platforms.

“Time is never so slow as the hours and the days before a launch. For almost four years we’ve been building a beautiful ship by hand, piece after piece. Now the ship finally leaves its harbor, and we see how far she can sail,” said Zenovia Interactive co-founder Sri Kankanahalli. 

To celebrate Neon Inferno’s release, Retroware has turned up the heat with an explosive launch trailer. Watch as the game’s dual protagonists Angelo and Mariana blast their way through the bullet-riddled streets of NYC, slash enemy gunfire back at their attackers, and race along the neon-saturated streets as they take on corrupt cops and rival crime syndicates in the trailer below:

“I’m incredibly proud of what our team accomplished with Neon Inferno, and I’m excited to see all of you discover it for yourselves,” Kankanahalli continued. “I hope you enjoy playing this game as much as we enjoyed creating it.”

Neon Inferno is a stylish cyberpunk run-and-gun shooter from the creator of 2021’s Steel Assault. Going lone wolf or guns blazing with a partner in the game’s co-op mode, players assume the role of either Angelo or Mariana as they fight for a fledgling crime family striving for power against a corrupt NYPD and other crime syndicates in the war-torn city.

The deadly pair of syndicate assassins will need to fight their way through an army of heavily-armed cops, trained killers, and mechanized monstrosities. Thankfully, they have a few tricks up their sleeves, including bullet time, which allows them to deflect certain projectiles back at enemies they choose—regardless of whether they’re in the foreground or background! 

With multiple upgrades available to unlock and equip between missions, various difficulties to master, an Arcade Mode, and two-player co-op, Neon Inferno offers a full clip of content to blast their way through.

Key Features:

  • Shoot close, aim far: a dynamic blend of side-scroller and gallery-shooter, where the action takes place in both foreground and background (like playing Contra and Wild Guns at the same time).
  • Glorious 32-bit Style: A sci-fi cityscape rendered in beautiful pixel art and backed by an evocative soundtrack
  • Two-Player Co-op: With danger lurking around every street corner, wouldn’t you be better off with a friend?
  • Satisfying Arcade Challenge: Enjoy a playthrough on an easier mode…or put your skills and resilience to the test with 1-credit-clear arcade mode.

Neon Inferno is now available digitally for the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Steam. Pre-orders for the physical edition will open on Tuesday, November 25 at Limited Run Games and run through Sunday, December 28.

About Zenovia Interactive:
Neon Inferno is the second title from Zenovia Interactive, a fully remote and international game studio based in New York City and founded by Sri Kankanahalli in 2019. The company’s previous title was Steel Assault, released in late 2021.

About Retroware:
We’re all about modern retro

WARHAMMER VERMINTIDE 2 – RETURN TO THE REIK OUT NOW FOR ALL PLAYERS

Fatshark celebrates ‘10 Years of Tide’ by bringing back a fan-favourite location from Vermintide 1, expanded and re-imagined for Vermintide 2.

STOCKHOLM, SWEDEN, November 20, 2025. Celebrate 10 Years of Tide as you take the chase to the river with Return to the Reik. 

Board the Dawnrunner yet again
Celebrate 10 Years of Tide as you take the chase to the river: River Reik returns with expanded, boat‑focused gameplay that puts deck skirmishes front and center. Fight across swaying platforms, and use the environment of the barge and riverbanks to turn every encounter into a cinematic, co‑op set piece.

A beloved mission with a new identity
This mission is a retake of the Warhammer: End Times – Vermintide fan‑favorite level, blending nostalgia with deliberate changes and new encounters. We’ve added routes, set piece moments and boat props to give the River Reik mission a distinct Vermintide 2 flavour while keeping the core story beats intact. The result is a familiar yet surprising experience that rewards Ubersreik Five veterans and invites newcomers to discover a classic in a new light.

Players will be able to enjoy yet another double XP period!

Get Warhammer: Vermintide 2 – Return to the Reik for FREE now 

About Fatshark
Fatshark is headquartered in Stockholm, Sweden, and was established in 2007. More than 100 experienced game developers are part of the independent developer, and we strive to create compelling interactive experiences. Apart from Warhammer 40,000: Darktide, the team has previously developed titles including Warhammer: Vermintide 2, Warhammer: End Times – Vermintide, Lead and Gold, Krater, and War of the Roses. For more information, visit www.fatsharkgames.com

About Games Workshop
Games Workshop® Group PLC (LSE:GAW.L), based in Nottingham, UK, produces the best fantasy miniatures in the world. Games Workshop designs, manufactures, retails, and distributes its range of Warhammer®: Age of Sigmar® and Warhammer® 40,000® games, miniatures, novels, and model kits through more than 573 of its own stores (branded Games Workshop® or Warhammer®), the www.games-workshop.com web store and independent retail channels in more than 50 countries worldwide. More information about Games Workshop and its other, related, brands and product ranges (including our publishing division ‘Black Library’ and our special resin miniatures studio ‘Forge World’) can be found at www.games-workshop.com.

Warhammer 40,000: Darktide © Copyright Games Workshop Limited 2025. Darktide, the Darktide logo, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. © Fatshark AB 2025. All rights reserved to their respective owners.

Conquer the Chaos as 4X RPG and RTS Hybrid ‘Atre: Dominance Wars’ Achieves Kickstarter Crowdfunding Goal

More than 250 backers raise $30,000 to support new game from The Red Solstice developer 

Samobor, Croatia (November 20, 2025) – Independent developer Ironward (The Red Solstice) is proud to announce that its Kickstarter crowdfunding campaign for upcoming 4X RPG and RTS hybrid Atre: Dominance Wars has been successful. 

More than 250 backers have raised $30,000 USD so far to support development of the main story campaign, set to release in 2026 on Windows PC via Steam. Ironward is now aiming for a $60,000 stretch goal in order to add more detailed combat.

Watch the Atre: Dominance Wars trailer:

Uncover the truth in a world being torn asunder by dark magic as you choose unique magical attributes and become an Elder aiming to ascend to Godhood. Build a vast army of acolytes and develop thriving fantasy cities, exploring, expanding and conquering other cities across the map, amassing power and resources across four different worlds. 

Grow your powerful dominion by producing armies led by immortal Avatars and made up of army units which can be transformed, mutated and improved according to the research path you follow and the artifacts you forge. You can also add to your army’s spellpower by using your own magic, obliterating enemies at the risk of being vulnerable to figures stronger than yourself. 

Atre: Dominance Wars’ dynamic strategy gameplay will be playable across a main story which features constantly changing fantasy worlds. The Merge is a great cataclysm that tears these worlds apart and crashes them together, forcing players to escape it by finding Thrones and anchor their land, or put an end to it by investigating the reason behind it.

In addition to the successfully funded story campaign, Ironward has set a $60,000 USD “Improved Combat” stretch goal. The team would like to add more depth and definition to battles, including a new battlefield overview and UI overhaul, as well as targeted spell-casting and more combat decisions. 

Key Features of Atre: Dominance Wars

  • Forge Artifacts: Create powerful artifacts by combining various gems. Name these artifacts using the ancient Glagolitic script, granting them unique and personalized power. 
  • Powerful Spellcasting: Dedicate yourself to one of the High Lords and unleash devastating spells that can reshape the land, alter structures, or even destroy entire regions. However, absolute power risks paying a high price, as entities from the other side can enter your domain when you become the most powerful Elder. 
  • Betray the Elders: Go beyond traditional means of victory as defeat is not the end and there is a comeback mechanic. That includes the possibility of befriending and betraying another Elder in order to win. 

Atre: Dominance Wars will be released on Windows PC via Steam in 2026. A playable version is now available by requesting access to the playtest on Steam. 

About Ironward 

Established in 2013, Ironward proudly stands as a participant in the gaming industry, specializing in the creation of innovative real-time strategy (RTS) games. Headquartered in Croatia, Ironward’s influence extends globally as we continuously explore new possibilities and contribute fresh ideas to the gaming community. Actively collaborating with their players, the studio deeply values their input and transforms their feedback into reality.

Resident Evil Survival Unit Surpasses 1 Million Downloads

Global Strategy Game Gains Momentum Across 151 Countries and Regions

Tokyo, Japan – November 20, 2025 – Aniplex Inc. (President: Atsuhiro Iwakami) today announced the global release of Resident Evil Survival Unit, a new mobile strategy game co-developed with JOYCITY Corporation (CEO: Seong Won Cho), has surpassed 1 million cumulative downloads worldwide following its official launch on November 18, 2025.

At launch, Resident Evil Survival Unit reached the top of the App Store’s Top Free Charts in more than 15 countries and regions — including Japan, the United Kingdom, France, and Germany — and secured the No. 2 position among all free apps in the United States. Since its release, the title has continued to build strong global momentum across multiple markets.

Based on Capcom’s iconic Resident Evil series, Resident Evil Survival Unit offers a fresh strategic experience tailored for mobile devices. The game blends the accessibility of mobile gaming with the depth of real-time strategy, allowing players worldwide to connect and compete in a new survival-themed adventure set in the Resident Evil universe.

To celebrate this milestone, all players will receive a special in-game reward. By entering the promo code “1M SURVIVORS”  via the official Promo Code Redemption Site, players can redeem their reward. Please refer to the official website for detailed information on the reward items.

About Aniplex Inc.

Aniplex Inc. is a diversified entertainment company headquartered in Tokyo, Japan. Known for its leadership in anime production and distribution, Aniplex also develops and publishes games, films, stage productions, and live events for audiences worldwide. Aniplex is a subsidiary of Sony Music Entertainment (Japan) Inc.

About JOYCITY Corporation

JOYCITY Corporation is a leading game developer and publisher based in South Korea, specializing in online and mobile games. The company is known for global hits such as Gunship Battle: Total Warfare, Pirates of the Caribbean: Tides of War and 3on3 Freestyle.

Resident Evil is a registered trademarks of Capcom Co., Ltd.

All other trademarks are the property of their respective owners. Game content and release details are subject to change.

Meridiem Confirms 24 November Steam Release for Dinopunk: The Cacops Adventure

Get ready for a 2D platforming tribute to the 80s and 90s packed with personality, pixel action, and amphibian attitude

Madrid, Spain – 20th November 2025. Get ready for a roar-some time as Dinopunk: The Cacops Adventure brings modern players a refreshing take on classic 2D platforming when it launches on 24 November on Steam. Developed by The Dude Games and digitally published by Meridem, this vibrant, retro-styled platformer puts players in the scaly shoes of Cacops, a lovable amphibian dino on a quest to reclaim his stolen egg. Along the way, he’ll blast through wave after wave of ninjas, bizarre enemies, and towering screen-filling bosses. 

Fans can wishlist Dinopunk: The Cacops Adventure on Steam now and dive into the demo to get a taste of the 2D platforming fun ahead of the 24 November launch.

Watch the announcement trailer below

Dinopunk: The Cacops Adventure is a love letter to the golden age of 2D platformers, channelling the pixel charisma and arcade spirit of 80s and 90s classics like Wonder Boy, Alex Kidd, and Contra. Its vibrant world blends nostalgic pixel art and authentic retro flair with modern touches and gameplay refinements designed for today’s players.

From bright, personality-filled levels to characters shaped by pop culture references of the era, Dinopunk delivers an experience that aims to hit the sweet spot between homage and innovation, capturing the magic of the past without feeling stuck in it.

Features: 

  • Strategic shooting and reloading gameplay – Enhance your abilities with special items and make tactical use of Cacops’ unique water projectile system, adding modern depth to a classic platforming foundation.
  • Retro visuals with a modern punch – Enjoy a colourful pixel aesthetic brimming with nods to iconic 80s and 90s game legends.
  • Memorable enemies and huge bosses – Fight across diverse stages filled with creative creatures and epic climactic encounters.
  • Arcade-style minigames – Surf waves like it’s California Games all over again and uncover hidden challenges inspired by classic cabinet gaming, boosting the game’s variety and replay value.

Dinopunk: The Cacops Adventure lands on Steam 24 November 2025. Wishlist now and get ready to bring old-school fun roaring back to the modern era.

About Meridiem

We are Meridiem, a video game publisher and distributor in love with its culture, which we protect and pass on in order to preserve it. We do this by fostering talent through investment in independent projects with potential, bringing back classic titles, promising indies and AAA games while continuing to support the physical format.

When we stop working on video games, we celebrate by playing video games. https://meridiem-games.com/  #PLAYTOREMEMBER.

About The Dude Games /

The Dude Games, founded in 2019, is a one-man retro-style video game development studio based in El Vendrell, Tarragona. Javier Vázquez is a self-taught developer with a passion for video games who aims to create games with a retro feel that are adapted to modern gameplay while retaining a challenging level of difficulty. The studio’s previous game is Zeus Begins, a classic and simple beat ’em up that pays homage to Golden Axe and Double Dragon.

Anno 117: Pax Romana Review

Anno 117: Pax Romana

Developer: Ubisoft Mainz
Publisher: Ubisoft
Platforms: PC, Playstation 5 (Reviewed), Xbox Series X|S
Release Date: Available Now
Price: $49.99 – Available Here

Overview

Anno has been kind of a back-burner franchise for Ubisoft, delivering a solid take on a city builder for those who get their kicks out of building a strong economy. The next installment has finally arrived and takes on Ancient Rome with Anno 117: Pax Romana. With a story mode campaign, co-op, and more polished features, does this release do enough to keep this franchise building upward, or is it one RTS to pass on as the market starts to pick up on consoles? Let’s find out.

Story

Players start Anno 117: Pax Romana in a time of peace, where the player takes the role as a new governor for a fresh civilization. There is actually a lot to this story. While most city-building titles thrive on general “war and politics” type stories, Pax Romana thrives in its campaign mode due to the decent narrative that layers over the basic “tutorial” styled gameplay. Players pick between a male and female character that have variations over the same plot, and must build up while making decisions to keep peace and fight off political drama as they progress.

While a lot of the decision making doesn’t effect the way the story plays out, it does contribute to how your game plays. Basically, there are two different provinces the player has the option to grow, Latium and Albion. Those who are working through Latium will mostly deal with economic challenges in a straight-forward growth sim. Albion is more of a challenge, dealing more with war on top of the standard experience. Add in the morale-heavy decision making of implementing Roman culture into semi-established provinces, and you have a surprisingly meaningful journey here that really does a lot to make the deep mechanics feel meaningful and interesting.

Gameplay

This is where the meat is, and a lot of players will probably want to hop into the standard sandbox, rather than play through the campaign, but despite either decision, there is a ton of depth and interesting mechanics to learn if you are new to this franchise. Players start with a ship, and must settle and begin building residences in a fresh province. As they build more, population grows, and that population has to be managed. Inhabitants automatically become workers, farmers, and so on, bringing about more upgrades as you build. Each new tech brings new perks that allow for further growth, and it really  comes down to proper management after that.

Do you need to spend resources and space to add in techs that supply the land with fashion? Do you want to build a military early to conquer more, but also lose out on economic advancement early on? It is these kind of decisions that make Anno tick here, and the Roman flavor simply gives it a unique style of its own. I spent countless hours on one island building, only to discover more land and basically start over as my strategies were required to change. There are a lot of those little “ah-ha” moments here where your thought process isn’t quite ready for the depth of the game, and then you must re-center your own personal desires of what your building to direct this world to a focus of your choosing. I could spend hours now just speaking of the massive amount of lore and strategies that open up in this title, but that will really come down to how the player handles their own experience.

I played the Playstation 5 version for this review, and my biggest concern was optimization. I love Age of Empires, and even though the console versions are highly playable and continue to be optimized to this day, they still do not hold a candle to the PC versions in terms of actual meta. I don’t think Anno is like that. This version is well optimized, and even though mouse and keyboard is very ideal (and has been added as support for console ports), I felt like I got just as much as playing with a controller as everything was well mapped and easy to understand rather quickly.

Don’t get me wrong, the depth of the menus can get confusing and I had to take a lot of time simply trying to understand it all. That said, the campaign really does a good job of pacing out the mechanics where learning feels easy and satisfying, without feeling restrictive in any sort of manner. I do think solving random problems becomes overwhelming with just a controller. One task? Sure, not a problem. As you inhabit multiple islands however and start putting multitasking to work however – you might find it a bit tedious to juggle menu options quickly with the layout here. Luckily, the replay value with co-op and never-ending sandbox modes keep things constant, making it easy to lose hundreds of hours as you build the empire of your dreams.

Audio

I really liked the music here. I think with any city-builder, a solid, non-annoying soundtrack is important, and everything sounds pleasant and warm, allowing the player to feel cathartic as they drift on for hours during each session. The voice acting is also fine for campaign and beyond. Sure, some of it is a little cheesey in terms of delivery, but it does its job well enough to create some characters for the plot within.

Visuals

Probably the finest aspect of Anno is the beauty of everything and how it comes together. These worlds look fantastic, featuring weather effects, stunning rivers and oceans, and detail from top to bottom. Add in the heavy amount of animation and things never really have a lot of slowdown or become a problem. I did see a few minor visual bugs later on, but they were not really intrusive and mainly had to do with icons over buildings not disappearing and so on, but even those issues were very far and few between. If I have to be critical of anything here, it would be the animations over voice acting. They don’t match. Maybe they did for another language, but it kind of caught me off-guard early on to see such a strong desync of animation to voices, so I think using still images would have been the way to go for those moments. 

Overall

City building games on consoles are such a mixed bag, and I think Anno as a franchise has found a way to really optimize that experience to a more accessible degree compared to the other mainstays in the genre. Anno 117: Pax Romana isn’t perfect, but it is a solid entry in this franchise that has a lot of promise when it comes to adding this in-depth experiences to consoles. The gameplay is deep and addictive, and the presentation and performance is equally as pleasing. If you are looking for the most accessible way to hold Rome in the palms of your hands, this is a fantastic place to start.

Kingston Leads Channel SSD Shipments in 2024

Australia – November 20, 2025 – Kingston Technology, a world leader in memory and technology solutions, today announced TrendForce has named it the number one third-party supplier of SSDs in the channel for all of 2024. Based on the numbers provided by TrendForce, Kingston accounted for a massive 36 percent of the units shipped globally in 2024.

Kingston remained the top SSD shipment leader in 2024, maintaining a solid advantage and saw growth in market share over 2023. The results reinforced Kingston as the clear leader in SSD production, as the second-place supplier accounted for only 13 percent of the total channel market. This is widely due to Kingston’s vast channel presence worldwide, a top-tier SSD portfolio, and exceptional customer support.

According to the latest findings, retail SSD sales faced challenges due to ongoing weak consumer demand and notebook SSD attach rates reaching 100%. These factors contributed to a 14% YoY decline in channel SSD shipments. However, the growing integration of AI in PCs and edge devices is expected to drive demand for high-capacity and high-performance SSDs. Manufacturers that prioritize advanced technical integration, strategic channel development, and strong brand positioning will be better equipped to capitalize on the next wave of growth in the SSD market.

In 2024, Kingston significantly expanded its SSD portfolio with new offerings across client, data center, industrial, and external segments. The launch of the NV3 PCIe 4.0 NVMe SSD introduced high capacity 4×4 NVMe PCIe performance in a compact form factor, enhancing Kingston’s client SSD lineup. For data center applications, Kingston released the DC2000B, a high-performance PCIe 4.0 NVMe M.2 SSD designed as an internal boot drive for high-volume rack-mount servers.

Additionally, Kingston unveiled a red colored XS1000 External SSD, which earned the 2024 Red Dot Award for Product Design. To further round out its portfolio, Kingston refreshed its line of Industrial solid-state drives tailored for system builders and design engineers. These next-generation locked-BOM SSDs provide robust storage capabilities ideal for demanding environments such as self-service kiosks, digital signage, robotics, point-of-sale systems, and video surveillance.

“We are proud to be recognized as the top SSD supplier once again,” said Kingston. “Our commitment to customers and channel partners has fueled the growth of our SSD business. This achievement reflects the dedication of our team, and we are grateful to celebrate this success together.”.

For more information visit kingston.com.

About Kingston Technology

From big data to IoT devices, including laptops, PCs, and wearable technology, Kingston Technology is dedicated to delivering top-tier product solutions, service, and support. Trusted by leading PC manufacturers and global cloud providers, we value our long-term partnerships that help us evolve and innovate. We ensure every solution meets the highest standards by prioritizing quality and customer care. At every step, we listen, learn, and engage with our customers and partners to deliver solutions that make a lasting impact. To learn more about Kingston Technology and our “Built on Commitment” vision, visit Kingston.com.

“Made in Turkiye 2025” Festival Launches: Discover Over 500 Turkish Games on Steam

The “Made in Türkiye 2025” festival has launched on Steam as a special event to celebrate and promote Turkish-made games. More than 500 titles are featured, with discounts, new demos, and live streams from selected developers. The event runs from November 17 to December 1 and includes participation from over 150 Turkish game studios.

The festival is organized by Ultimate Games S.A., a Poland-based PC and console game developer and publisher, in collaboration with many creators from Türkiye.

Celebrating Turkish Game Development

The “Made in Türkiye 2025” festival is dedicated to showcasing games developed by Turkish creators. This year features a record lineup of over 500 titles from more than 150 studios.

The selection includes both major and independent productions across a wide range of genres, including action, strategy, building, platformers, survival, horror, puzzle, adventure, and story-driven games.

As part of the celebration of Turkish game development, many developers have also prepared new playable demos and exclusive materials for the event.

The “Made in Türkiye 2025” festival page on Steam: https://store.steampowered.com/developer/ultimategames/sale/MadeinTurkiye

Gaming on the Bosphorus Is Stronger Than Ever

According to the “Türkiye Game Market Report 2024,” published by the marketing agency Gaming in Turkey | MENA | EU, the number of players in Türkiye has surpassed 48 million. While mobile gaming remains the largest segment, 21 million players play on PC and another 11 million on consoles. The number of gamers in Türkiye is expected to continue rising in the coming years, with the PC and console markets predicted to gain even more importance.

The Turkish gaming market is among the fastest-growing globally. In 2024, its value reached approximately $810 million, reflecting year-over-year growth of more than 30%. Forecasts suggest continued expansion in the sector.

PGA TOUR 2K25 Coming to Nintendo Switch 2

Full suite of game modes, courses, and customisation set to deliver the ultimate handheld golf experience

Today, 2K announced PGA TOUR® 2K25 is being developed in partnership with Unity for the Nintendo Switch™ 2. Players can look forward to the Nintendo Switch 2 version supporting the full set of PGA TOUR® 2K25 game modes and features, including the deep MyCAREER mode, cross-platform online Societies, Course Designer, and more, while also offering the ability to play offline modes on-the-go, and online modes with internet connection.*

PGA TOUR 2K25 for Nintendo Switch 2 features the full array of features available on other platforms, including:

  • EvoSwing: Realism is dialled up with the all-new EvoSwing mechanic for both Swing Stick and 3-Click Swing. Whether a player is new to the franchise or a seasoned veteran, EvoSwing complements the player’s own rhythm and dexterity to better simulate the feeling of swinging a golf club when using Swing Stick. While with 3-Click Swing, players can enjoy the enhanced simulation while using visual cues to hit their shot;
  • Perfect Swing: Delivering the most accessible and intuitive golf experience, players can try out the all-new Perfect Swing experience, which ensures perfect contact with every swing. New players can get their bearings with club choice, shot types, lie, wind and various other inputs without worrying about immediately finding their “perfect swing.” Perfect Swing is also great for veteran players who simply wish to enjoy a relaxing experience before jumping back into more competitive modes;
  • Make History in Major Championships: For the first time in franchise history, PGA TOUR 2K25 players can prove themselves on some of golf’s grandest stages and become a legend of the game by conquering three Majors – the 2025 PGA Championship at Quail Hollow Club, the 125th U.S. Open at Oakmont Country Club, and The 153rd Open at Royal Portrush Golf Club – marking the franchise debut for all three iconic venues.
  • Licensed Courses and Topgolf: 28 licensed courses and events will be available at launch, including PGA TOUR tournaments such as the WM Phoenix Open at TPC Scottsdale, the AT&T Pebble Beach Pro-Am at Pebble Beach, and THE PLAYERS Championship at TPC Sawgrass. The familiar Topgolf experience returns while also adding a range of quests for players to complete. For the first time ever, The Home of Golf comes to PGA TOUR 2K25 with The Old Course at St Andrews Links, alongside Fields Ranch East at PGA Frisco, making its franchise debut;
  • Play as the Pros: In addition to leaderboards stacked with 200+ big names across the PGA TOUR landscape, PGA TOUR 2K25 players can take control of a roster of 11 featured male and female pros at launch, including Tiger Woods, Max Homa, Matt Fitzpatrick, Justin Thomas, Tony Finau, Lydia Ko, Tom Kim, Brooke Henderson, and more. Also, “The World’s Greatest Golfer” Chris McDonald** joins the field to teach the pros a thing or two about the sport;
  • MyPLAYER, Your Way: The most diverse suite of MyPLAYER creation tools yet allows players to represent themselves in the most authentic way on the course. MyPLAYER progression also comes with an updated Attributes Points system, new Skill Trees per on-course discipline, and an all-new Equipment Progression system. Players can still choose from five archetypes: Powerhouse, Technician, Magician, Greenskeeper, and Sculptor, to match their preferred play style. Apparel options are available from licensed brands, including adidas, FootJoy, Malbon Golf, and more***. Clubs and balls from brands including Callaway, COBRA, Mizuno, and Titleist can deck out players’ golf bags and keep them swinging in style;
  • A More Dialled-In MyCAREER Mode: PGA TOUR 2K25 offers the franchise’s most immersive and customizable MyCAREER experience yet. Players can show off their personality and resilience with more choices to make and challenges to take on than ever before. The option to dynamically simulate MyCAREER rounds or play through extra gameplay moments has been added with all-new training and pre-tournament events, making the MyCAREER journey one every player can take at their own pace;
  • Seasons & Clubhouse Pass: Seasons are back in PGA TOUR 2K25 with more to offer than ever before. Each Season includes an all-new Clubhouse Pass**** that remains available to purchase and progress through even when a new one is released, plus seasonal power increases for equipment progression, ranked leaderboard resets, and more. Fresh content will also be coming daily, weekly, and monthly. Regular PGA TOUR Superstore drops, as well as updates to events, challenges, and Quests will keep the game fresh and exciting for new and existing players alike.

    Clubhouse Passes 1-4 are available now for all platforms and will be available at launch for Nintendo Switch 2. Each Clubhouse Pass includes 100 tiers of new rewards with 34 tiers containing free rewards available for all PGA TOUR 2K25 players to earn, including club fittings, Evo Tools, Level-Up tokens, equipment, apparel and more. Players have the opportunity to earn rewards at every tier by purchasing the Clubhouse Pass Premium for each season or by purchasing the Member’s Pass, included in the PGA TOUR 2K25 Legend Edition, which unlocks Clubhouse Pass Premium for Seasons 1-5 and also includes the Clubhouse Gear Pack, which contains 1 outfit per body type, per Season, delivered at the start of each Season;
  • Tee It Up with or Against Friends: Players can fire up the friendly competition with a robust variety of multiplayer offerings with different match formats, including Stroke Play, Match Play, or Scramble, with or against each other, online or locally. New Ranked Tours offer daily and weekly tournaments for players to earn rewards each season and climb the rankings ladder. New cross-platform Societies encourage players to challenge friends no matter which platform they prefer;
  • Unleash Your Inner Course Architect: The PGA TOUR 2K signature Course Designer offers new tools, surfaces, and items to create even more intricate courses, faster than ever before. Plus, new camera systems let designers show off their custom courses in all their beauty. Designers can publish, share, and play created courses, making them available for the entire community to experience.

For more information on PGA TOUR 2K25, the highest-rated golf simulation video game of the last decade on PlayStation, Xbox and PC*****, visit the game’s official website, become a fan on Facebook, subscribe on YouTube, follow the game on X, Instagram, and TikTok, and use the hashtag #PGATOUR2K25.

*PGA TOUR 2K25, Internet connection and 2K Account (minimum age varies) required to access online features, including MyCAREER. See www.take2games.com/legal and www.take2games.com/privacy for additional details. 2K Accounts are free.

**Playable character Chris McDonald requires Extra Butter x adidas Pack. Extra Butter x adidas Pack included within PGA TOUR 2K25 Deluxe and Legend Editions. Terms apply.

***Some cosmetic items and consumables may require unlocking with virtual currency (earned or paid) or via gameplay.

****Clubhouse Pass rewards require unlocking with gameplay. Clubhouse Pass Premium is available for separate purchase. Paid Premium Passes unlock additional rewards for the Season through gameplay. For more information on Clubhouse Pass, and Premium Pass offerings, go to pgatour.2k.com/2k25/clubhouse/

*****Based on Metacritic scores on PlayStation 5, Xbox Series X and PC as of November 18, 2025.

 HB Studios is a 2K studio. 2K is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).