We analyze the high-definition version of a cult game that comes to PS4 and Nintendo Switch.
Despite being a great unknown for a long time, Atlus has already engraved her name in gold letters in the history of video games. Their biggest barrier was leaving Japan, due to the Japanese spirit of their games and how difficult it is to transmit certain themes to Western markets. In fact, one of the main milestones was the original launch of the game at hand, Shin Megami Tensei III: Nocturne, which was presented as a contact with the western market to see how it could respond to the great role-playing works. that were being developed on the Japanese island. Although without much fanfare, the reception was good enough that the company was encouraged to continue launching its works.
Since then, the company has not stopped growing thanks to the great successes it has accumulated, especially thanks to the fact that the developer herself matured enough to offer better and better works, which was fed back with the increasing depth of her titles in the market, starting with the entire Persona franchise and its ramifications and continuing with titles such as 13 Sentinels, Catherine, Dragon’s Crown, Odin Sphere, the Etrian Odyssey franchise, Tokyo Mirage Sessions, the Devil Survivor… It is within this more promising panorama that Atlus has taken the opportunity to recover some of his previous works, as happened with some revisions for 3DS, but the strongest bet is, without a doubt, to recover Shin Megami Tensei: Nocturne.
On its original 2005 release, the game concealed the numerical delivery in question as it was the first game in the franchise to reach the West, so an attempt was made to avoid confusion for the user; however, after the launch of the fourth installment and with the fifth chapter about to hit the market, the full title of Shin Megami Tensei III: Nocturne has been chosen. In fact, it was already at the time an improved version of the original Japanese game, which in the Japanese market would be launched with the title of Shin Megami Tensei III: Nocturne Maniax. Therefore, this remastered version uses the best possible version of the original game as a base and, incidentally, becomes an excellent opportunity for as many people as possible to enjoy it, since, although it was originally released only for PlayStation 2, this remastering will come to PlayStation 4, Nintendo Switch and PC.
A bespoke apocalypse
The entire Shin Megami Tensei franchise (and many of its ramifications) revolves around a basic concept that is repeated from one installment to another: the devastation of Tokyo due to an eternal conflict between good and evil, with the main protagonist of each chapter as a link that should help tip the balance to one side or the other. Such is the argument also of Nocturne, where we are caught in the middle of the said apocalypse with the extra of having become a half-demon. The story is set today (albeit on an undefined date) and revolves around the idea that the world must be destroyed before it can be reborn.
Our objective will be to understand why we have undergone this transformation and to understand the role we play in all this, since the end of the game that we will obtain (out of the 6 possible) will depend on our actions, in such a way that this rebirth or, In other words, the life or death of the city of Tokyo itself will be in our hands. It is a fairly deep trap that, within its somewhat psychotropic future setting, presents us with countless theological and moral debates within the tone of darkness and the general gravity of the production (although that does not mean that there are not certain touches of humor black).
The most interesting thing about the game’s plot is, precisely, the ability that we will have to influence the events of the game through a much more complex moral system than the traditional one, in such a way that not everything is black or white. That is to say, when we choose an answer when talking with the other characters (friends or enemies), this answer will not inexorably mark the relationship we will have with them, but rather that will be defined by the vital philosophy that we transmitted throughout of the whole game. This means that not everything depends on an answer (although some may weigh more than others), but we will have to create a defined character throughout the entire story to shape our personality through the millions of shades of gray that exist. (same as in the real world). In this way, our interaction with the world and the end of the story that we will see will be determined.
The game system
Nocturne is divided between two very basic plans: the city map (which is very basic and not very detailed) and the dungeons that we will go through. Although the general map is a little exploited and gives the feeling that it could give more of itself, it is in the dungeons where the game shines. It was the first time that Atlus abandoned the first-person view in his role-playing games and the truth is that the change was great for his works. Despite being linear (with a labyrinthine shape to complicate things a bit), all of them will have their own spirit beyond the visual, with elements such as investments of the environment, areas in which to memorize patterns to move forward, and so on.
As for the fighting, it is fair to recognize that this game system was groundbreaking at the time for the franchise, although today there are already more refined formulas. In fact, outside of the franchise itself, already at the time, you could see how some role-playing games from other companies were betting on such fun dynamics as Shadow Hearts, whose combat system, despite being in turns, forced us to be aware at all times. At Nocture we have a fairly basic system with a series of basic options to choose from; however, beyond the initial simplicity, the truth is that it has a lot of depth in things like trying to take advantage of the weaknesses of the enemies to obtain additional actions and have an advantage in combat, something that will be essential in the higher difficulty modes.
This system would be refined in later Atlus games and would reach its zenith in Tokyo Mirage Sessions and Persona 5, so this version seems, of course, a bit more dated. But the fighting is not limited only to this. Another peculiarity is that our team is made up of demons that we are recruiting throughout our adventure. But, unlike games like PokémonIt is not about capturing them, but about negotiating with them. It is a whole negotiation minigame in which there will be someone who asks for a couple of objects, who does not ask for anything, and who wants to see what members we have in the team, the morality that we show in our decisions, or other factors of the most diverse. Therefore, sometimes it will be impossible for us to get the creature we want if our path is far from what is expected.
The creatures evolve by reaching different levels, although there will also be a fairly elaborate fusion system, which is another hallmark of the Atlus games. Another particular element of Nocturne is the magatamas, some special orbs with the essence of elements, demons, or various entities that are consumed to give the character certain bonuses and weaknesses, depending on the magatama used. These orbs can be obtained in shops, by defeating enemies or being hidden in certain locations. The type of magatama used will also determine the skills when leveling up and, therefore, you can play with them to define the evolution of your character, as well as alternate between them to take advantage of the advantages they provide us when facing certain enemies.
The interesting thing about the magatama system is, above all, that it constantly forces us to choose what we want to prioritize, since you cannot equip everything and, therefore, you cannot have a super-powerful character that can handle everything, so So we will have to sacrifice things. In general, it is a varied game system but that becomes repetitive over the hours, since its tactical depth shines the first time we face each type of enemy, but in successive combats, it is limited to repetition. of strategies that work.
Technical section and news
Beyond the fact that on an artistic level the game is a delight, it is undeniable that the graphics are still very close to what is the level of PlayStation 2. This does not mean that they have not done real virguerías at a technical level, from the visual cleaning so that everything looks sharper and more defined to the improvement of the camera, going through more fluid animations for the characters. However, it is not possible to completely hide the passage of the years, especially in the polygons of characters and settings, in the lighting, or in the design of some environments (large and with few details). The soundtrack, yes, is spectacular and sounds better than ever. The work of Shoji Meguro, Kenichi Tsuchiya, and Toshiko TaakiIt is very varied, managing to be epic in certain moments, terrifying in others, and even with songs more typical of j-pop or waiting room melodies.
As we mentioned before, it is the Nocture Maniax version, the most complete of the game that includes new scenes, additional dungeons, new power-ups, and ending not present in the basic game and the presence of Dante, which he repeats in this remastering. Further to that, this remastered version includes easier Godly gameplay; the game is quite complex, so having a wide range of difficulties for all types of players is very satisfying. Also included is the option to change Dante to Raidou (something typical of the Maniax Chronicle Edition version and which will be available here in the Maniax downloadable content), voices in Japanese or English, and subtitles in several languages.
Shin Megami Tensei III: Nocturne continues to be a great game thanks to its great dark and deep history and its elaborate decision-making system that keeps an eye on our actions at all times. It is true that it is still a game with more than 15 years behind it and that many of its mechanics and approaches seem outdated, but it continues to work quite well and continues to be a satisfactory experience. Perhaps a remake would have suited him better than a simple remastering, but that does not mean that we are facing the best possible version to enjoy a classic of the role that at the time went more unnoticed than it deserved, except among the most enthusiastic of the genre. . Definitely a great aperitif before the arrival of the highly anticipated Shin Megami Tensei V.
- Its argument and its various endings
- The artistic style
- The spectacular soundtrack
- Strategic combat
- Have various difficulty options
- The years weigh on him
- The fighting is very abundant and becomes repetitive over time.
- The overview map could be used more
Very good 8.9/10
A game with a remarkable finish that we will enjoy and remember. A good buy, highly recommended for lovers of the genre. It is well cared for at all levels.
Returnal, tips for getting started
Returnal is the latest roguelike shooter made exclusively on PS5 and made by Housemarque, available starting April 30th.
As this is a new next-gen title , we are sure that many of you will want to try to start the adventure in the best way, especially considering the procedural nature of the title.
For this reason we have thought of several useful tips to start your adventure, suitable for all those who are about to venture into biomes for the first time.
These tips are part of our Returnal guide , which we suggest you consult to find out all the details about the game.
Take your time
As we have already highlighted several times, Returnal is a procedural title: consequently, every time you regenerate the world will be different from how you remembered it.
Therefore, it is extremely important to calmly traverse the game’s different biomes, even if you have already faced certain areas in the past.
In this regard, it is very important not to take shortcuts and slowly explore the whole biome: this will allow you not only to easily level up, but also to earn a lot of money.
Discovering all areas of the biome will therefore provide you with a greater chance of survival within this difficult world.
Collect the oboliths
As in any self-respecting video game, special currencies are also available on Returnal that will perform the function of money .
These are the obolites , which it is absolutely essential to look for and collect whenever you have the opportunity.
You can get them by killing enemies and inside sarcophagi , which we remember are also procedurally generated ones.
The obolites are essential because we will be able to spend them in the Constructors, which are locations where it is possible to create consumables: at the beginning, we will have only one slot available but, as we advance in the game, we will be able to have 3 different spaces.
Accumulate as much Aether as possible
Don’t forget to explore the optional rooms as well – sometimes, if you’re lucky, you may find rare small spheres called aether.
There are no checkpoints available in this game, but having Aether at your disposal will allow you to use one anyway, but only once: by spending 6 units of Aether, you can start from a certain point only once, after being dead.
Keep an eye on your health
Our health bar will have available, in addition to the classic green bar that indicates how much life we have, additional bars that indicate our level of resin, which occupies an additional slot compared to our health.
If the silphium is therefore able to regenerate our health, the resin will take care of putting these cleats back in order, which can help us or give us malus.
In fact, the resin could be malignant and cause failures , like almost all the elements of the game, so taking it always represents a risk.
Increase weapon proficiency
Focus on increasing the skill level of equipped weapons as much as possible – this will allow you to inflict much more damage.
Each weapon of Returnal will have a level cap of competence available , so the important thing is to try to get as close as possible to that number, taking into account that there are also parasites able to give us a hand.
Don’t get hit
It may seem like a foregone tip in a game where never dying is paramount, but really try not to get hit by your enemies.
As soon as you have inflicted a certain number of hits, you will in fact accumulate adrenaline , which will allow you to get random buffs that will only decay when you are injured.
Keep in mind that there are also consumables that can make you start from the maximum level of adrenaline and give you a consistent advantage in battle.
Fight as much as possible
In order to always have the best materials available and level up, there is only one particularly useful solution: keep fighting as much as possible.
Facing strong enemies in particular will give you access to the best drops in the game, so try never to skip any firefights and in a few minutes you will become strong and fearsome.
Try not to focus on a simple objective, but keep moving even during the fights.
If possible, try not to waste time aiming at your target, but shoot blindly so that you can always keep an eye on everything around you with the camera.
This reasoning also applies to enemy drops: don’t stop to inspect them if the play area is still dangerous, but wait until you’ve cleared the area well.
Finally, try to immediately identify possible escape routes , should the action become more dangerous than you may have anticipated.
Returnal Review: Resogun in Dark Souls
Finnish studio Housemarque has been going for too long to their big project, for years dealing with simple arcades and top-down action games. The long-awaited Returnal for PlayStation 5 , sponsored by Sony Interactive Entertainment , not only plays on the fashionable roguelite field, but also swings into a large sci-fi canvas with intricate plot and action-packed.
In the center of the story is a member of the “ASTRA” unit, the cosmonaut Selena, in distress on the unfamiliar planet Atropos. Here, in the depths of the constantly changing configuration of the labyrinth, there is a mysterious source of the signal, better known as the “White Shadow”. But besides the wrecked ship and the inability to send a request for help, Selena is faced with another oddity – in the vastness of a hostile world, dead copies of herself are lying everywhere. It turns out that she can not only leave Atropos but also die. Following the mechanics of death and rebirth familiar to fans of the genre, the developers propose to find out the fate of a lost civilization, go through five biomes and finally get out of this endless cycle. The plot is served through cutscenes and audio diaries – it is very interesting to follow the story,
On the one hand, Returnal follows the beaten path of the Dark Souls series , while on the other, it offers its own findings and solutions. Similar to games from FromSoftwareyou collect valuable resources from killed enemies, in this case, they are duped, which can be exchanged for important items in the fabricators scattered around the map. Also, at the levels in special places or after the death of strong opponents, you will find improvements and new weapons. True, the game immediately limits the looting excitement, offering in the first hours for use only one active type of weapon, one special single-action item and a laser sword. Moreover, things available for use can range from a first aid kit to quick teleportation and a protective barrier. At locations, you come across special rooms where you need to pick up a healing sylph or other valuable elements, dodging traps and lasers. Weapons in the game range from pistols to melee shotguns and are classified according to your skill level. If your skill level has become one, then the next chest will have a +1 weapon. If you used an artifact and reached the 5th skill class, then all new weapons will already be of the 5th class, although this effect does not apply to the already collected one.
As the story progresses and the exploration of new areas, you will unlock additional improvements and abilities, but if the heroine dies and a new cycle begins, they, along with all the collected fools, will disappear – with the exception of plot items such as a sword or house key, as well as ether units. In Returnal, Housemarque uses mechanics and ideas from its arcade projects. Of course, the found sword, teleportation tool, or pistol does not need to be collected after each new revival, but all amplifiers and bonus effects, such as damage multipliers, parasites that strengthen armor, or a weapon class, are reset to zero. In this case, the game can be saved only after resetting the cycle, and if you just pause it and a power surge occurs, then all your progress will be lost. Moreover,
Since the configuration of the map changes when you start the cycle again, you will have to start over each next exploration. Of course, you can use the teleporters open along the way and return to the recovery chamber if you are lucky enough to get it in this level configuration, but in most cases, you can only restore health with rare first aid kits with sylph, a randomly found regeneration parasite, or by buying a large first aid kit in the fabricator. Returning to the ship and sleeping in bed will change nothing but the passage of time.
Although the levels in Returnal are randomly formed from pre-rendered rooms along with random items and artifacts, some of the rooms do not change. This is an archive with alien information, a zone of transfer to another part of the map, some locations-bridges, as well as numerous rooms with fabricators and caches. While researching, you can open bonus doors with secrets and powerful weapons by collecting the required keys. But not all of the things you find are useful. For example, an alien regenerator, instead of restoring health, can eat half a strip of life, and an alien parasite will not only strengthen the spacesuit, but also make it more fragile. And this is not to mention the cursed objects that need to be cleaned – otherwise they are capable of imposing restrictions on you with varying probability.
Notable disadvantages include the fact that all this knowledge and understanding of the world around you comes during the game only thanks to personal experience and tests. Also, a model of random generation of levels should be written down as disadvantages, in which in one case you can get a lot of bonuses, and on another call – first-aid kits crowded in one room or sometimes teleporters located a couple of meters from each other, while the next one can be found only after a dozen rooms. The same applies to enemies – in the early stages and in narrow spaces, there are sometimes too many of them.
A lot in the world of Returnal depends on the most ordinary luck. If you managed to meet a parasite that partially regenerates health, strengthens your spacesuit, gets various bonuses and get hold of a spare first-aid kit, bonus life, and at the same time greatly improves your skills and weapon power, then you can easily overcome even several strong bosses in a row. But the game is also capable of throwing strong opponents at you and leaving them with a starting pistol or imposing negative effects on Selena, and then you will die for many hours in the first locations – simply because this is how the random die fell.
And yet, Returnal is a highly addictive game. More precisely, as such, it may seem to hardcore players. Even after a few losses, you want to quickly return to the atmospheric alien fields of Atropos and try to break through to the desired point again and again – this is a huge plus. However, it should be understood that not everyone will experience such feelings since the brainchild of Housemarque also deserves the title of a very difficult and exhausting adventure. We would not be surprised if it turns out that more than 2/3 of buyers will not be able to complete even the first biome. Each is distinguished by enemies, architecture, surroundings, bosses, and difficulty levels. The developers have rolled out a kind of Resogun in the Dark Souls format.
The combat system involves the use of the main fire mode and a special one, which requires reloading. When using the main weapon, it can overheat, and the adrenaline level increases damage. But once you take damage, the adrenaline will drop to zero. You can also jump, and a few hours after the start of the game, you can melee with a sword.
Opponents attack with bunches of energy, from which you can often dodge or hide behind cover. But with each new biome, the level of their aggression and sophistication of attacks grows. Mini-bosses know how to teleport and do serious melee damage. All this again reminds of the arcade action games Housemarque and the first NieR.
Naturally, the path to victory involves the active use of dodges and side artifacts, such as shields and armor. Almost all levels have cliffs and bottomless chasms, but, fortunately, in the event of a fall, you are revived on a solid surface with a slight loss of health. Full-fledged bosses have three health bars, and fights with them resemble bullet-hell-shooters. A hurricane flies to Selena from spheres and laser beams, from which you need to dodge in time and successfully or just run away.
Bright and rich graphics have always been one of the main features of Housemarque products. And Returnal is no exception here. Flashes of teleporters, explosions from falling grenades, and neon rays of alien attacks, together with the effects of DualSense, create an indescribable atmosphere. Part of the environment, like statues and pillars, collapses, disintegrating into small grains of fragments. The controller uniquely reacts to drops of falling rain, the roar of monsters, and even the usual fall of Selena from a great height. Returnal is also one of the few games that are best played with the Pulse 3D headphones. In any case, the difference in sound quality from the soundbar, ordinary headphones, and Sony’s solution is more than noticeable here.
Returnal is a daring sci-fi adventure where the plot and the dynamically created world complement each other well, and the dangerous alien universe is perfectly recreated using Sony technologies, including the DualSense controller and Pulse 3D headphones. Of course, the inability to restore your health at safe points, which are not there as such, numerous crashes on the menu, missing experience and equipment after death and sometimes dishonest situations can make you mad, but the plot is about an ancient civilization and an atmosphere filled with adrenaline and unusual opponents the alien environment is clearly worth it.
The Switch Pro Will Force Nintendo To Make Tough Decisions About The Future Of Gaming
Much of the speculation regarding the Nintendo “Switch Pro” rumors takes care of the console’s graphical functions.
The switch that can produce 4K graphics when docked, even with Nvidia DLSS, is sure to appeal to fans waiting for the next Zelda Game or whatever Metroid Prime 4 will be. A stable frame rate of 60 fps for that New Pokémon game would be very grateful too, to be honest. This is an important question to ask if you’re someone considering spending at least another $ 300 on another console – but there’s an even bigger question that fans haven’t asked.
A small but significant factor in the Switch’s success story is not only the amazing games Nintendo put out on the system, but also how Nintendo’s relationships with third-party developers are re-established. Eternal Fate , Mortal Kombat , The Outside , and The Witcher 3 are just a few of the great third-party AAA games that have been given a Nintendo Switch port that runs natively on consoles. Visual results vary widely in most cases, but the fact that publishers are willing to make the investment necessary to port games from x86 to much weaker ARM-based systems shows the strength of the platform Nintendo Has built on.
There’s also a plus for gamers who always want to play these great games on the go without the need for a permanent internet connection, or for whom the Switch is their only gaming system, portable or otherwise.
However, the introduction of the PS5 and the new Xbox console changed Nintendo’s dynamics significantly. This system not only provides a significant performance increase but also represents a fundamental change in the way future games are made. The Switch platform is currently at a crossroads, and Pro is the perfect console to show Nintendo where it is headed if the company is to continue with relatively impressive third-party gaming support.
The problem is the switch memory. Specifically, the 32GB eMMC storage the console has shipped from day one (which can be expanded up to 2TB with a MicroSD card if that’s your bottleneck). Under optimal conditions, the fastest eMMC drives can reach speeds of approx. 400 MB / s. However, the Eurogamer Load timing check shows that the toggle drive is only slightly faster than the microSD card needed to expand the memory (approx. 100 MB / s). All of this means there’s no universe where Nintendo can natively support games based on the current Switch with a minimum SSD speed of at least 2 GB / s (SSD speed on the new Xbox console).
Some Sony titles, such as Ratchet and clink: Rift Apart, have left the hard drive speed limits behind. Its medium, currently time-controlled exclusivity on Xbox, forms the middle ground in today’s game development. Games can be run from a hard drive on a PC because, as Destructoid speculates, the game can count on the 8GB DRAM and 6GB VRAM listed in the minimum requirements if it turns out to be running from the hard drive – a luxury that the old console or the Switch can’t offer.
Nintendo has the option to fix its memory deficiency. The first is the most obvious: increase the speed of the Switch’s internal drives for the Switch Pro. UFS 3.1 is the best choice because it is very fast and works well with ARM processors. It offers read and write speeds similar to an Xbox drive to make it easier for developers to port next-generation games to the system to run natively. UFS 3.1 storage is more expensive than eMMC, however, which means Nintendo will have to charge a lot more for the Pro to make up for the hits on the edges. Another disadvantage of this option is its expandability. Just like the PS5 and Xbox series consoles, the UFS 3.1 switch can only play next-generation games outside of the internal storage. Nintendo had to find a new way to add storage space to the console because a microSD card wasn’t fast enough. This will likely come in the form of a proprietary memory card similar to the Xbox.
The problem with this solution is that the Switch is still a very high-income console without a refresher. Tens of millions of customers are still buying consoles and are showing no signs of slowing down. Running only next-generation games on the Switch Pro, which isn’t technically a new generation of consoles, will soon cut off most systems from next-generation gaming… amidst a huge sales boom.
With this, cloud gaming remains Nintendo’s only option for bringing next-generation games to the Switch without having to cut back on an older system. Nintendo is currently working with Ubitus, a Taiwanese company that operates servers that other companies can use as white-label cloud machines. Ubitus is already running Hitman 3 and controls for Nintendo and More games are being processed according to the company. Ubitus did not respond to a request for comment on this article.
Mike Fischer, CEO of Shadow, a remote PC gaming provider is optimistic about the use of a white label cloud gaming platform in direct-to-consumer offerings. Fisher told Entry, “The best thing about cloud gaming is that it breaks the hardware generation ‘upgrade cycle’.” As the burden of upgrading is shifted to the cloud and not to the end-user, a superior experience can always be provided. Even something as old as the Nintendo Switch.
According to Fischer and Shadow, the challenge of scaling cloud games to compete with native hardware is not capability, but capital. “This is a capital-intensive business. The challenge is that large tech companies with the capital to compete don’t have to have a distracting, agile mindset to win. However, nimble and annoying startups are required to raise the capital needed to finance scaling. “He is also optimistic about Ubitus’ future partnership with Nintendo, and the money available to Nintendo is certainly a big reason to be optimistic that cloud gaming on the Switch will actually improve over time – regardless of what promises are made.
reviews for now Available cloud editions are mixed. While the login delay should be good on both Hitman and control, there’s an issue with this compression artifact that can make more intense scenes look ugly. The biggest disadvantage, of course, is that for cloud gaming, the console should always have an internet connection (and a fast one). The speed at which developers move to the next generation of games means the number of third-party games they can buy without having to have WiFi will continue to decline over time when the gamer’s only console is a switch. This will make the switch an inherently less portable system.
It is possible that Nintendo uses both tools. Force older console owners to play cloud-based games and upgrade Switch Pro storage to UFS 3.1 so upgrading buyers can take advantage of native playback on the go.
If Nintendo just made cloud gaming the standard for AAA titles, the Switch Pro is just the system people buy to play the very best Nintendo games. It doesn’t always mean bad; t Game Your original sold better than ever and many people will buy Pro just to get Tom Nook 4K charming on their TV. But it will mark the end of a golden era for the Switch as an “all-around” machine.
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