Tag: Mobile RPG

  • Kaiju No. 8 Mobile Review

    Kaiju No. 8 Mobile Review

    After Black Beacon announced that it would end service on global servers, I honestly thought it was time for me to take a break from mobile gaming and just go back to retro titles. Funny, but that’s how it felt.

    I was genuinely excited for the world Black Beacon promised to build, only for the game to fizzle out before anything meaningful even happened. I had already uninstalled it before the November 4 announcement because something told me it wasn’t going to last.

    So I shifted gears, binge-watched anime for a while, and decided that for my next mobile review, I’d explore anime-licensed games instead.

    I downloaded several of them—from Tokyo Ghoul to One Punch Man: World to Lord of Nazarick. But out of everything I tried, Kaiju No. 8 stood out immediately.

    Kaiju no. 8 anime cover art

    Co-produced by Akatsuki Games, TOHO, and Production I.G, the game’s visual identity screams anime from the first loading screen.

    What surprised me most was how much I enjoyed it—even if it’s a turn-based gacha. I’ve played my share of gachas, but enjoying a turn-based one this much? Definitely unexpected. Looking back, I kind of wish I had played this in September instead of putting my hopes on Black Beacon.

    Kaiju no. 8 the game loading logo

    A big part of why Kaiju No. 8 hits differently is because each studio contributes something meaningful. Production I.G injects the anime DNA—the sharp expressions, the cinematic cut-ins, the pacing.

    Godzilla

    TOHO, being the veteran behind Godzilla and practically every iconic kaiju, gives the monsters and world that familiar, polished feel you don’t see in most mobile games.

    Akatsuki games co-produced a number of character driven games like Romancing Saga Re Universe

    Meanwhile, Akatsuki Games, known for character-focused mobile titles, brings progression systems that make each character feel more than just a unit to level up. Combined with the turn-based format, the whole thing ends up feeling less like a cash grab and more like a continuation of the anime and manga.

    Everything, from the lore to the presentation is steeped in Kaiju No. 8’s world, and it will hook fans of the series as well as anyone who loves the military-vs-monster genre.


    Visuals and Presentation

    Visually, Kaiju No. 8 captures the anime look effortlessly. The character models are crisp, the animations have personality, and the overall art direction sticks close to the vibe of the show.

    The only small nitpick is that character lips don’t move during dialogue, but with how good the voice delivery is, you stop noticing almost instantly. The style and presentation are strong enough to carry the immersion without any problem.


    Gacha and Progression

    Gacha tab in kaiju no. 8

    Kaiju No. 8 is still a gacha game, and yes, pulls can feel unfair. With only a limited number of characters and SSR weapons available at a time, it really can feel like the game throws more junk at you than anything actually useful.

    But the story and content pull their own weight, so even when the gacha frustrates you, there’s always something to go back to.

    Sometimes it even feels like you’re pulling just to complete achievements instead of genuinely wanting the units, because once you’re done rolling, you’ll probably jump straight back into the content anyway.

    The turn-based combat can get repetitive if you blast through it nonstop, but at a steady pace, it stays enjoyable and the grind becomes rewarding rather than tiring.


    Gameplay and Content

    Kaiju No. 8’s structure is built around multiple modes, each focusing on different aspects of the story and characters.

    Main Story

    The main story is pretty substantial. It features six episodes, each divided into stages from Episode 0 to Episode 5. As far as I can tell, this storyline is original and made specifically for the game.

    What’s impressive is how committed the developers are to giving fans something worth reading. With the anime having just ended Season 2, fans are craving more material while waiting for Season 3, and this game fills that gap nicely.

    I haven’t read the manga, so I can’t tell which parts are adapted from it, but the writing fits the Kaiju No. 8 universe well.

    Memory Stages

    Memory Stages tackle key moments from the anime. These aren’t direct retellings of Season 1 or 2, but condensed highlight episodes that cover Kafka gaining his kaiju abilities all the way to the Season 1 finale where he gets captured. No spoilers, but these scenes are faithful enough that anime fans will recognize everything instantly. It’s a great way to relive the show inside the game.

    Character Stories

    Every time you get a new character through the gacha, the game unlocks their set of character stories. These are short, text-based segments that explore their personalities more. Each character has three episodes, and reading through them gives small rewards and sometimes wallpapers you can use on your home screen. They don’t affect gameplay, but they add charm and deepen the world-building, which I really enjoyed.

    JAKDF Messages and Special Requests

    JAKDF Messages act like a group chat where the characters interact with Kafka (you). The responses are linear, but the writing is entertaining and helps flesh out character dynamics.

    This mode is also tied to Special Requests, which give you extra battles to raise your team rank and player rank.

    As a free-to-play player, my only difficulty spike happened around level 40. I had to grind materials for about two days to push my team up to level 90 and break through the wall. I was tempted to spend money, but the game is generous enough with farming that you can progress without paying.

    One thing I forgot to mention is expedition mode. It’s like a idle game where you clear out endless waves that can earn you supplies and energy for when you log out.

    Right now, I’ve cleared the main story and memory content and am waiting for the next version update, which should drop soon. If the developers keep this pace, I’ll be playing this game for quite a while.

    My only concern is whether future characters will be locked behind season passes or paid-only packs, but that’s something I’ll revisit when more content arrives.


    Performance and Sound

    With three studios backing this project, the sound design is exactly what you’d expect: sharp, clean, and fitting. The voice lines are delivered with emotion and energy, and one detail I appreciated is how each character says a line when switching in for a follow-up attack.

    Sometimes the line changes too, which keeps it from sounding repetitive. It’s a small touch, but a really smart one.

    Performance-wise, some mid-range phones reportedly experience overheating during long sessions. I didn’t encounter this personally because I usually stick to low graphic settings.

    Even on low, the game looks good and runs smoothly for me. So depending on your device, tweaking the settings a bit might be all you need for a stable experience.


    Final Verdict

    Should you play Kaiju No. 8 on mobile?

    If you’re a fan of Kaiju No. 8 or just looking for a polished anime-based game that doesn’t feel like a lazy tie-in, then yes—absolutely play it. This is one of the few anime mobile games that actually tries. TOHO brings the kaiju legacy, Production I.G brings the anime DNA, and Akatsuki brings the character-driven systems that make the whole thing feel alive. It’s a strong combination that pays off.

    The content is substantial, the story is engaging, and even when the gacha pulls annoy you, there’s always something interesting to dive back into. The turn-based gameplay can get dull when rushed, but at a steady pace, it becomes a satisfying grind.

    With more updates on the horizon and the next version coming soon, Kaiju No. 8 is shaping up to be one of the better anime mobile games out there. I’ll definitely be sticking with it.

  • Black Beacon Version 1.3 Officially Delayed Again — Developers Confirm Postponement on Release Day

    Black Beacon Version 1.3 Officially Delayed Again — Developers Confirm Postponement on Release Day

    EZRetro News | October 14, 2025

    The developers of Black Beacon have officially confirmed that Version 1.3 will not release as planned, despite earlier announcements setting its launch for October 14, 2025.

    The news came directly from the game’s official X (Twitter) account, @BB_BlackBeacon, where the team cited ongoing technical difficulties and a need for further optimization before proceeding with the update.

    “Due to persistent technical difficulties and a range of other complex issues, we are currently unable to confirm a definite schedule for the v1.3 update,” the statement read.
    “We deeply apologize for this indefinite postponement and for our inability to deliver the new content as originally planned.”

    The announcement confirmed that Version 1.2 will remain active longer than expected, with rerun banners and events serving as a placeholder until 1.3’s release.

    With Version 1.3 postponed, Black Beacon’s current cycle will focus entirely on rerun content instead of new story chapters or features.

    Character: Yuli (Limited-Time Retrieval Pool)
    Weapon: Graceful Cloudplay (Limited-Time Retrieval Pool)
    Duration: October 14 – November 4, 2025 (UTC + 0)

    Pure Energy Bonus – New Season
    Duration: October 14 – November 27, 2025 (UTC + 0)

    No new gameplay or story content was introduced alongside these reruns.

    As an apology for the indefinite delay, the development team announced a small compensation package for all players who log in during the rerun period:
    Time-Seeking Key × 10
    Large Spherical Fruit × 3
    Claim Period: October 14 – November 5, 2025 (UTC + 0)

    Compensation will be delivered automatically via in-game mail.

    Players will also receive additional login rewards through a limited event running from October 23 to October 29, 2025 (UTC + 0).
    Each reward will be sent via in-game mail and must be claimed within 48 hours after delivery.

    DateRewards
    October 23Rune Shard × 60, Small Spherical Fruit × 3, Orelium × 50,000
    October 24Rune Shard × 60, Small Spherical Fruit × 3, Breakthrough – Carnelian Marrow × 10
    October 25Rune Shard × 80, Medium Spherical Fruit × 2, Origin Exploration Supplies – Intermediate × 20
    October 26Rune Shard × 80, Medium Spherical Fruit × 2, Orelium × 100,000
    October 27Rune Shard × 100, Medium Spherical Fruit × 3, Seal of Fate × 1,200
    October 28Rune Shard × 100, Medium Spherical Fruit × 3, Secret Alliance’s Elemental Supply – Medium × 10
    October 29Rune Shard × 200, Large Spherical Fruit × 3, Proof of Search for Knowledge – Classic × 30

    The “Touring Gift” event remains active until October 31, 2025 (UTC + 0) for players still progressing through its objectives.

    Player reaction to the announcement was mixed. Many fans expressed disappointment, as the developers had reaffirmed the October 14 release in earlier communications. Others, however, supported the decision, citing the importance of stability and polish over rushing an unfinished build.

    The Black Beacon team has not shared a new release window for Version 1.3 but confirmed that all future updates will be posted through their official X account (@BB_BlackBeacon) and community channels.

    CategoryDetails
    Original Release DateOctober 14, 2025
    Current StatusIndefinitely Delayed
    Available ContentRerun Banners and Login Events
    CompensationTime-Seeking Key × 10, Large Spherical Fruit × 3
    Reward EventOctober 23–29, 2025 (UTC + 0)
    Next UpdateTo Be Announced

    Personally, this is a huge disappointment. I really had high hopes for Black Beacon, especially after seeing its early promise. It’s becoming an even harder pill to swallow since a lot of games that held so much promise also had similar patterns before shutting down.

    Now, with yet another delay and no clear release window, Black Beacon feels stuck in limbo. Each announcement without new content just chips away at the excitement that once surrounded it.

    That said, I’m still hopeful that the developers can push through and deliver something worthy of the wait. But to be honest, things aren’t looking good for this game’s long-term survivability. That’s just my opinion.

  • First Impressions: Fire Emblem Shadows

    First Impressions: Fire Emblem Shadows

    If you guys follow my blogs, you’ll know that Fire Emblem is one franchise I’m absolutely crazy about. And today, out of nowhere, Nintendo just dropped another entry on mobile called Fire Emblem Shadows.

    I’ve got to be honest—when I first saw the news, I was surprised there wasn’t any build-up or hype leading to this release, nothing like the huge campaign that came with Fire Emblem Heroes a few years back. But now that I’ve actually played it, I get it. This wasn’t just a launch—it was a shadow drop in every sense of the word.

    Nintendo unveiled Fire Emblem Shadows with a short trailer that went live right alongside the game’s release. The presentation leaned heavily into the idea of secrecy and betrayal, teasing its unique hook: real-time tactical battles where one of your supposed allies might secretly be working against you. The press release itself echoed the same theme—“real-time tactics and treachery”—and it fits the vibe perfectly.

    Idle Gameplay Meets Social Deduction

    So essentially, at least from my first few hours, Shadows plays out more like an idle game than a traditional strategy RPG. The combat mostly runs on autopilot, with the only real interaction being when you tap to trigger skills as their cooldowns reset. Then, starting from the second battle, the game flips into an Among Us-style twist—you and your group actually get to vote on who the disciple of shadow is. That vote affects how the next battle unfolds, which is a pretty wild departure from the Fire Emblem formula we’re used to.

    My Honest Take

    And like I said, I’ve got to be honest here—I’m not loving this game, although I’m trying hard to give it a chance. It honestly feels like the devs suddenly got someone on the creative team who said:

    “Hey, you know what would make Fire Emblem on mobile more epic? Take all the things that make a mobile game work—idle gameplay, cutesy characters, microtransactions for gacha pulls on skins, costumes, and playable units—then mash it together with Among Us mechanics so we can justify it being multiplayer.”

    And boom—Fire Emblem Shadows happened.

    Multiplayer Fun… But a Bit Shallow

    It is fun in a way, because now Fire Emblem is a multiplayer game. Although, to be honest, I actually enjoyed Fire Emblem Heroes more because it was a single-player experience where I could play at my own pace. With Shadows, everything seems to revolve around the online battles. You and two other players team up to fight monsters—but here’s the twist: one of you is secretly trying to be sneaky and backstab the rest without being too obvious.

    Then comes the second battle phase, where you and your team vote on who you think the disciple of shadow is. If your guess is right, your team gets a big advantage, like being able to revive twice instead of just once.

    Now, I’ve only been playing for about an hour to get a feel for it, but for some reason I keep getting accused of being the disciple—even when I’m not! Maybe it’s my handle, or maybe it’s because I’m always using the main protagonist in battle? Either way, it’s a weirdly frustrating but kind of funny part of the experience.

    Game Mechanics & Depth

    As far as game mechanics go, I don’t see a ton of depth here. Each game only has three players, so there’s a 50% chance you’ll guess the disciple correctly. That makes the social-deduction element pretty shallow right now, but this is just the early stage, so maybe the devs will refine it over time.

    And that, my friends, is why mobile games become hits—through beta testing and tweaking before going live. Honestly, I don’t know who beta-tested this game or why they thought it was a great launch, but the game is out now and you can try it for yourself on the Play Store and App Store.

    For me, though? I’m putting this one down for now. I’ll wait a few months until the game figures out what it wants to become. Playing it now and griping over it could probably sour my mood for the Fire Emblem franchise on mobile, and I don’t want that.

    Good thing Fire Emblem Heroes is still there to pick up the ball—it’s honestly the best mobile game Nintendo has made so far, and that includes Mario Kart Mobile as well.

  • A Beginner’s Guide to The Last Remnant’s Union System – Explained the Way I Understand It

    A Beginner’s Guide to The Last Remnant’s Union System – Explained the Way I Understand It

    Through the years, whenever my buddies ask me what game I’m grinding on my phone that feels long and epic, one of my top answers has been The Last Remnant Remastered on mobile.

    Now, don’t get it twisted—I’m no pro at this game. In fact, I’d still call myself a beginner even after all the hours I’ve sunk into it. But maybe that’s exactly why I want to talk about it. Because when I first picked it up, I was just as lost as anyone else, especially with the game’s biggest curveball: the Union System.

    This is my take on it—not as an expert, but as someone who slowly figured things out and wants to make it a little less confusing for the next beginner diving in.

    So What’s the Deal With the Union System?

    Before The Last Remnant, JRPGs mostly stuck to familiar formulas:

    • Classic Turn-Based (like Dragon Quest or Final Fantasy I–X) → You control each character one by one, pick from “attack, magic, item, defend,” and watch the turns play out. Simple and reliable.
    • ATB – Active Time Battle (popularized by Final Fantasy IV–IX) → Each character has a gauge that fills in real time. When it’s full, you act. It added pressure and speed to the turn-based formula.
    • FFXII’s Gambit System (2006) → This one let you pre-program AI behavior, like “if ally HP < 50%, then cast Cure.” It was revolutionary for letting battles play out more automatically but still under your rules.

    And then along comes The Last Remnant. It said: “Forget controlling individuals—what if you controlled squads instead?”

    That’s the Union System. Instead of giving commands to each party member, you organize them into unions (basically mini-teams). You don’t pick every spell or attack. You issue orders to the entire squad, and they act as one.

    This flipped combat into something totally different. Suddenly, you’re less like a hero leading a party and more like a commander directing armies. Positioning, morale, and squad synergy mattered just as much as raw stats.

    For some players, that shift felt groundbreaking. For others—me included when I first tried it—it felt confusing as hell.

    The Flow of Battle – What You Do Before You Even Swing

    The real fight doesn’t start when you press “attack”—it starts in how you set up your unions. As a beginner, this part felt overwhelming to me because you have to think about:

    • Who leads each union (leaders bring skills and arts)
    • Who fills the squad (soldiers add stats and stability)
    • What formation you’re using (offensive, defensive, or balanced setups)

    And then, once you’re in a dungeon or field, you also have to pay attention to enemy groups. Do you charge them head-on? Try to flank? Or split your unions to keep them from surrounding you?

    This whole “prep before action” makes fights feel more like mini war puzzles. If you mess up the setup, the battle feels 10x harder no matter how strong your characters are.

    Commands – The Clear and the Confusing Ones

    Once the fighting actually starts, the game gives you commands for your unions. Some are straightforward and easy to understand:

    • Attack with combat arts! → your melee moves
    • Attack with mystic arts! → your spells
    • Heal with remedies! → your items and recovery

    But then you get the vague stuff like:

    • Play it by ear
    • Go all out!
    • Wait and see

    And here’s where the frustration kicks in. As a beginner, I remember just staring at those and going, “What am I actually telling my squad to do?”

    How I Learned to Read the Vague Commands

    After a lot of trial and error (and a few rage quits), here’s how I’ve come to understand those vague orders:

    • Play it by ear → Think of it as “do what makes sense.” The union might attack, heal, or buff depending on the situation. Good for balanced teams.
    • Go all out! → Pure offense. They’ll blow AP, use their strongest moves, and ignore healing. Best for when the enemy’s on the ropes.
    • Wait and see → Defensive or conserving mode. They’ll defend, poke with weak moves, or just save AP. Use it when you’re setting up or trying to survive.
    • Save them no matter what! → Your emergency revive/heal button. Everyone drops offense to bring allies back.
    • Keep your HP up! → Focuses on healing and survival above all else.

    Once I started thinking of them like battle moods instead of strict commands, they made a lot more sense.

    Strategy – When to Use What

    Here’s my beginner advice on using these commands without losing your mind:

    • Use “Play it by ear” for balanced unions that can attack and heal. It gives the AI room to adapt.
    • Use “Go all out” when you know you’re safe or you just need raw damage to push through.
    • Use “Wait and see” to stall or when you’re trying to build AP for big moves later.
    • Use “Save them no matter what” sparingly, because sometimes it wastes turns if no one is actually down.
    • Use “Keep your HP up” when facing tough bosses or multiple enemy unions that can shred you in a turn.

    It’s not perfect—you’ll still sometimes scream at your squad for making dumb choices—but it’s part of the chaos that makes this system fun.

    Wrapping It Up – Why I Still Recommend This Game

    Here’s the truth: The Last Remnant is still hard to understand, even today. If you’re new, the Union System will feel overwhelming and the vague commands will confuse you. But once you get past that hump? The game transforms. Battles feel bigger, strategies feel deeper, and experimenting with different unions actually becomes addictive.

    That’s why I keep it on my phone. I’ve spent hours tweaking squads, retrying fights, and just enjoying the controlled chaos of this system. And yeah, the mobile remaster costs around $19.99, which isn’t exactly cheap. But for me? If I dropped twenty bucks and didn’t play it, that would be the real waste.

    So I keep coming back. And maybe that’s the magic of The Last Remnant: it doesn’t hold your hand, but once you start to get it, you’ll want to stick around and keep learning.

  • Wizardry Variants Daphne: A Dungeon Crawler Worth Getting Lost In

    Wizardry Variants Daphne: A Dungeon Crawler Worth Getting Lost In

    Look, I know I said I was going to do daily blogs on different games, but sometimes you stumble onto one title that grabs you so hard you can’t let go. That’s exactly what happened with Wizardry Variants Daphne.

    A little Wizardry history

    Wizardry: proving Grounds of the mad overlord NES box art

    The Wizardry series goes way back, starting in 1981 with Proving Grounds of the Mad Overlord, created by Andrew C. Greenberg and Robert Woodhead for the Apple II. It’s considered one of the godfathers of the dungeon crawler genre, and over the years it spawned a full line of mainline entries all the way up to Wizardry 8 in 2001.

    Wizardry: Tale of the forsaken land running on nethersx2 on mobile

    For me, though, my Wizardry era really came alive on the PS2 with Wizardry: Tale of the Forsaken Land (2001). I played that game heavily, sinking countless hours into its cold, oppressive world and brutal dungeon systems. It had everything I loved about classic Wizardry but with the kind of atmosphere only a console RPG could deliver back then. That game kept me hooked for years, and honestly, I still think it’s one of the best dungeon crawlers on the PS2.

    So when Wizardry Variants Daphne showed up on mobile, it wasn’t just nostalgia kicking in—it felt like a natural continuation of what hooked me back in the PS2 days, but adapted into a modern format that works perfectly on mobile.

    And honestly, I was surprised this game even existed. Since the marketing for it was so low, it barely shows up in the Play Store as a recommendation. I had to manually type Wizardry for it to pop up, and what I found was way better than I expected.

    Story and Atmosphere

    Wizardry variants title screen

    The game opens with you in the middle of a dungeon. As you move through the maze, you start to sense an ominous presence following you. “Following” might be the wrong word—it feels more like stalking. Eventually, you get cornered and are forced into your first monster battle against two imps.

    Fight with the greater demon, the monster stalking you in the abyss

    Here, the game introduces the battle system, and what really clicked for me is how everything is shown from your personal point of view. Every sword swing, every spell, every strike your party members make—it’s all presented as if you’re right there on the battle line. Simple idea, but it works beautifully in portrait mode for a mobile dungeon crawler.

    Eventually, you manage to finish off the imps, but you’re left with nowhere to run. A locked door blocks your path, and behind you, that flying monster stalks closer. With no other choice, you fight back.

    Fighting one of the imps blocking your path to escape

    Of course, the battle doesn’t go in your favor. You fall, and what follows is one of the coldest, most memorable opening sequences I’ve seen in a mobile RPG. Time speeds up, your body rots away, monsters strip your gear, and all that’s left behind are your skeletal remains.

    Then, a hooded figure appears. I won’t spoil the dialogue here—it’s something you should really experience firsthand—but he begins asking you questions. Based on your answers, he recommends stats and an alignment, essentially setting the foundation for your character build. The whole sequence is immersive, eerie, and backed by chilling music that nails the mood perfectly.

    Character Creation and Progression

    Character creation gives you a set of questions to answer from 3 choices.

    When you wake again, you find that you’ve taken the form of a ghul—an undead, zombified humanoid monster. Not long after, you meet an apparition who seems surprised to see a ghul that can still speak. Eventually, she asks if you’re human, and introduces herself as Lulunarde, a legendary adventurer who perished in the abyss and now roams as a spirit.

    Introducing the right hand of insight. A player skill that restores save point statues inside the maze

    She guides you to a broken teleport statue and teaches you about your main ability: the Right Hand of Insight. This lets you restore these statues, opening blocked paths and giving you a way to navigate further into the abyss.

    Your first companion Lulunarde.

    Before leaving, she asks your name. If you choose not to name yourself, she even suggests a few quirky options of her own. Afterward, she reveals her name and hints at a deeper backstory—one I’m sure will unfold more as you progress.

    From there, you push deeper, clearing monsters, looting broken weapons and armor, and collecting bones from fallen adventurers. These bones (and junk loot) are more important than they first appear—they tie directly into the game’s gacha system.

    Finally, you find the exit and step outside into the world.

    The Town Hub

    The home screen is where you can access different locations on the world

    Once outside, you get a short exposition cutscene explaining the origins of the abyss. From there, you’re brought to the home menu, which serves as the central hub where you prepare between dungeon runs.

    Here’s a quick breakdown of each location:

    The Inn

    The inn is where you rest after a dungeon run. This is also where you level up your characters’ skills and prepare your party for the next dive.

    Adventurers Guild

    The guild is where you accept quests, recruit new members, and form or train your party. It’s the beating heart of your adventuring team.

    The Blacksmith

    The blacksmith is where you refine and upgrade your weapons and armor. You don’t buy gear here—everything you use comes from dungeon drops or through the gacha system that transforms broken equipment into usable pieces. The blacksmith’s role is to take what you’ve earned and make it stronger.

    The Item Shop

    The item shop is where you handle your consumables and extra gear. You can buy potions and support items for dungeon runs, but it’s also the place where you sell off weapons and armor you don’t need.

    The Ruins

    This is where Wizardry Variants Daphne puts its unique spin on the gacha system. Instead of pulling with tickets or premium currency, you use your Right Hand of Resurrection to raise adventurers from the bones you’ve gathered. Bones are tiered—legendary bones can resurrect legendary adventurers.

    The same goes for weapons and armor. All that junk loot you grab? It gets transmuted here into usable equipment. It’s a clever mechanic that makes the gacha feel like part of the game’s world, rather than something bolted on.

    The Edge of Town

    Finally, the edge of town is your gateway back to the abyss. Once your party is set, your gear prepared, and your quests accepted, this is where you head out for another run.

    Final Thoughts

    I’d love to dive deeper into how the abyss itself plays out, but honestly, my time with it so far has been hampered by some nasty connection issues. The game would run fine for a few minutes, then suddenly freeze. At first, I thought it was my phone, so I tried restarting and logging back in, but the problem kept coming back. Eventually, it reached the point where it would freeze just seconds after I got back in, which was maddening.

    I already sent feedback to the devs through the Play Store, and I really hope they address it soon—because this game deserves to run smoothly.

    That said, connection hiccups aside, Wizardry Variants Daphne has everything I want in a modern dungeon crawler. The grim atmosphere, the clever twist on gacha, the haunting story setup—it’s all there. For me, it’s an easy 10/10 and a must-play for anyone who’s into dungeon crawlers or wants something darker and more immersive on mobile.

  • Mecharashi Review: The Best Front Mission Mobile Game Alternative in 2025

    Looking for Front Mission mobile games that deliver tactical mech combat? Mecharashi (Metal Storm) stands as your only option for authentic Front Mission-style gameplay on mobile devices today. This tactical RPG mobile game brings the legendary part destruction system to your phone.

    Why Square Enix Cancelled Front Mission 2089: Borderscape Mobile Game

    Square Enix announced Front Mission 2089: Borderscape in 2022, partnering with BlackJack Studio to bring the beloved mech strategy game franchise to mobile platforms. Front Mission fans celebrated worldwide. Finally, we’d get tactical mech combat with the series’ signature part destruction system on our phones.

    Then Square Enix pulled the plug in October 2022. The company terminated the deal without providing detailed public explanations, leaving Front Mission mobile game fans empty-handed once again.

    From Cancelled Front Mission to Mecharashi: BlackJack Studio’s Mobile Mech Game

    BlackJack Studio didn’t waste their work. The developer transformed their Front Mission mobile project into Mecharashi, launching it in Japan in October 2024 through HK TenTree Games. Square Enix fought back with a copyright lawsuit in March 2025, claiming BlackJack illegally used Front Mission assets in their new mobile strategy game.



    The legal drama settled by May 2025, and Mecharashi launched globally on July 31, 2025, after hitting 1 million pre-registrations.

    Mecharashi Gameplay: Part Destruction System Like Front Mission Mobile

    Mecharashi delivers what mobile strategy games typically ignore: genuine tactical depth. The mobile mech game builds around a part destruction system that made Front Mission legendary – each mech component has separate hit points, and targeting specific parts becomes your key to victory.

    This tactical combat system defines the entire experience. Need to stop an enemy’s movement? Target the legs. Want to reduce their firepower? Destroy their weapon arms. Going for a quick kill? Focus fire on the torso for an instant takedown. This isn’t just damage dealing – it’s surgical warfare that rewards smart targeting over brute force.


    The mech customization runs deep too. You can build mecha from different body parts, craft backstories for pilots, and paint schemes with over 120 colors. It captures that Front Mission feel of personalizing your war machines.

    But here’s where things get complicated. While the gameplay screams Front Mission, the story doesn’t. You’re not fighting in the political wars and corporate conspiracies that defined the series’ narrative identity. Instead, Mecharashi creates its own universe that feels more generic.



    However, the mobile game nails the gacha integration better than most mobile adaptations. The concept of supply drops makes perfect sense for acquiring new mech parts and pilots – it feels like military logistics rather than a casino. Characters get proper backstories that explain their roles, and the mech acquisition system fits naturally into the war setting.

    Best Mobile Mech Games 2025: Why Most Tactical RPGs Fail

    Search for Front Mission-like mobile games, and you’ll find disappointment. Most mobile mech games 2025 fall into these categories:

    – Action mobile games that abandon turn-based strategy entirely
    – Gacha collection games with simplified combat systems
    – Casual strategy games that strip away tactical complexity

    Into the Breach offers tactical mech combat, but plays more like a puzzle game than an RPG. BattleTech mobile exists on mobile platforms, but in limited, simplified forms that don’t capture the full mech strategy game experience.

    BlackJack Studio: The Developer Behind Mecharashi Mobile Game


    BlackJack Studio proved their capability with Langrisser Mobile, which earned $130 million in China alone on iOS over ten months. They understand how to adapt complex strategy games for mobile audiences without destroying their core appeal.

    The studio’s termination from the Front Mission project likely stemmed from creative control conflicts rather than technical limitations. BlackJack Studio stated the termination happened “in order to have more continuity and control in content creation” – suggesting Square Enix wanted more oversight than the developer’s structure could accommodate.

    Front Mission Mobile Games: Your Only Two Options in 2025

    Want Front Mission gameplay on mobile? You have exactly two paths:

    Option 1: Play Mecharashi
    Get the closest thing to a modern Front Mission mobile experience, built by developers who understand tactical mech combat and mobile platforms.

    Option 2: Emulate Classic Front Mission Games
    Run original Front Mission games through SNES, PlayStation, or PS2 emulators on mobile. You’ll get authentic experiences without mobile adaptations, though touch controls can feel clunky for menu-heavy tactical games.

    Mecharashi Gacha System: Free to Play or Pay to Win?

    Look, we’re not drowning in options here. Square Enix had the chance to give us the Front Mission mobile game we’ve been begging for, and they blew it. BlackJack Studio picked up the pieces and built something that actually respects your intelligence as a strategy gamer.



    But let’s be real – Mecharashi isn’t perfect. Every new weapon, mech part, or pilot comes down to chance pulls from gacha banners. Even throwing real money at the game won’t guarantee you’ll get that specific mech set or ace pilot you’re eyeing. Everything’s a gamble, which stings when you just want to build your dream squad.



    Here’s the thing though – if you’re mainly here for the story mode and tactical combat, you probably won’t need to spend a cent. The game throws plenty of free currency and parts at you through regular play. Learn which banners give you the best odds for what you need, time your pulls right, and optimize your resources. Suddenly that gacha system becomes way more manageable.

    Still, it’s what we’ve got. You can either jump in and enjoy some actual tactical depth on your phone, or keep hoping someone else will magically appear with a better Front Mission clone.

    Front Mission 4 played via NetherSx2 emulator on mobile


    Me? I’m tired of waiting for Square Enix to remember they own one of the best mech franchises ever made. Sometimes you’ve got to take what you can get, and right now, Mecharashi beats scrolling through another page of match-three games pretending to be strategy titles.

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