Tag: video-games

  • Raven 2 First Impressions – A Beautiful Game That Plays Itself

    Raven 2 First Impressions – A Beautiful Game That Plays Itself

    Global Launch: October 22, 2025

    When I first heard about Raven 2, I was hyped. Netmarble has always been one of those studios that knows how to make games look incredible. I still revisit Marvel Future Fight from time to time because it remains one of the best-looking mobile titles ever made. Even Marvel Future Revolution, despite being shut down, was a visual masterpiece — and honestly, it still stings that they closed its servers for good.

    But enough nostalgia — let’s talk about Raven 2, which officially launched globally today, October 22, 2025. After spending a few hours with it, here are my first impressions — the good, the bad, and everything in between.


    First Impressions – Dark, Cinematic, and Distinctly Atmospheric

    From the opening cinematic alone, Raven 2 makes a strong first impression. The visuals are gorgeous — dark, moody, and atmospheric, with that unmistakable Diablo-style tone that pulls you right in. It’s cinematic, dramatic, and absolutely dripping with polish, which is very much in line with Netmarble’s DNA.

    Then came my first surprise: the voiceovers are entirely in Korean.
    Now, I don’t mind games using their native languages — in fact, it often makes them feel more authentic. But for a global launch, I did expect an English voice option, similar to what Wuthering Waves or Black Beacon offered.

    Being an anime fan, I’d even settle for Japanese voiceovers — they’re familiar and easier for global audiences to connect with. Korean, on the other hand, is something I mostly hear in K-dramas like Goblin or My Sassy Girl. Still, once I got used to it, I have to admit: the voice acting, music, and sound design blend beautifully. It feels like watching a high-budget fantasy drama — only you’re part of the story this time.


    Character Creation – Stylish and Customizable

    The character creation screen instantly impressed me. Raven 2 offers several classes: Assassin, Berserker, Elementalist, Vanguard, and others — each with unique aesthetics and playstyles.

    Since I usually play tank roles, I went with the Vanguard class, creating a female character for my first run. I’ll be honest, I was tempted to pick one of the female-exclusive class looks — because wow, the designs here are stunning. Thankfully, every class allows both male and female options, so you can customize however you want without losing visual appeal.


    Gameplay – When “Auto” Takes Control

    Here’s where things got interesting.
    I went into Raven 2 expecting something closer to Darkness Rises — a high-action, combo-driven hack-and-slash RPG with manual controls and dynamic combat. Instead, what I found was an idle MMORPG dressed in premium visuals.

    The game lets you switch between three camera perspectives — top-down, isometric, and over-the-shoulder — and the moment I saw the horizontal skill bar beneath the attack button, I knew what kind of experience this would be.

    Combat can be manual, sure, but the auto-battle and auto-cast features quickly take over. You can literally sit back while your character chains skills, fights enemies, and completes quests on their own.

    The quest tracker, found on the top-right corner, handles most navigation for you. Tap a quest, and your character automatically walks to the right NPC, triggers dialogue, hunts enemies, and even turns in objectives. A single tap afterward claims your rewards and pushes you straight to the next task.

    For some, that’s a dream setup. It’s convenient, smooth, and perfect for mobile gaming — especially if you’re multitasking or just want to progress casually. But for players like me who crave hands-on action, it can feel like the game’s doing all the heavy lifting.

    Raven 2 executes its systems well, but it often feels like watching a really good-looking game play itself.


    Global Launch Rewards – Netmarble’s Welcome Package

    To celebrate the global launch, Netmarble rolled out some enticing bonuses and pre-registration rewards to kickstart your journey.

    Official Pre-Registration Rewards

    • Heroic-grade Holy Garment – basically a character skin given automatically to all pre-registered players at launch. I tried it out for a bit, but honestly, I ditched it quickly. Everyone I ran into was wearing the same outfit, and it completely killed the sense of individuality for me. I actually prefer my default look — I intentionally made my character resemble Clare from the anime and manga Claymore, because… well, I’m a huge fan.
    • Special Pre-Registration Package – a bonus bundle sent through in-game mail (contents not officially detailed and may vary by region).

    Global Launch Events

    In addition to the pre-reg rewards, several time-limited events are live now:

    • Daily Login Rewards – includes gold, enhancement materials, and consumables.
    • Level Milestone Rewards – designed to help new players gear up faster.
    • Global Celebration Bonuses – mount tickets, costumes, and premium currency for early progression.

    These incentives definitely make the early game smoother and give players plenty of reasons to log in daily.


    Verdict – An Eastern Take on a Western Celtic-Inspired World

    At the end of the day, Raven 2 is a visual powerhouse — and if you doubt that, just notice your phone overheating while it’s running. It’s that demanding. The game drains battery fast, and even on lower visual settings, it still looks absolutely stunning.

    If you love graphically impressive games with a dark, bloody fantasy atmosphere, this one’s a dream come true. It’s a perfect blend — an Eastern developer’s take on a Western, Celtic-inspired world. The tone is grim and mystical, the armor and landscapes evoke pagan energy, and the soundtrack feels like it was pulled straight from a medieval battlefield. It’s that unique fusion of styles that gives Raven 2 its distinct identity.

    That said, all that style comes with a trade-off. The auto-play heavy design still holds it back from being truly engaging. I’ve never been a fan of games that rely on an “Auto” button to do most of the work. It’s convenient and great for grinding, but it takes away the thrill of mastering combat and controlling every move yourself.

    If Netmarble had followed the Dragon Nest approach — tight, skill-based combat with real control — Raven 2 could’ve easily outshined most mobile titles this year.

    For now, I’m setting it aside. Not because it’s bad — far from it — but because it’s built for a different audience. It’s made for players who love beautiful, cinematic MMOs and don’t mind trading depth for spectacle.

    If that sounds like you, Raven 2 will absolutely deliver.
    But if you’re the kind of gamer who values interaction over automation, you might find it all flash and little substance.

  • Sony PSP: Lightning in a Bottle, Lost to Time

    Sony PSP: Lightning in a Bottle, Lost to Time

    A Pocket Full of Memories

    I was scrolling through my phone the other night, hopping between retro handheld pages and game lists trying to find something new to play.
    But as I kept going, I noticed something. Most of the games that caught my attention, the ones that made me stop and think, all pointed to one thing: the Sony PSP.

    Released in Japan on December 12, 2004, North America on March 24, 2005, and Europe on September 1, 2005, the PSP stayed around until 2014, a solid 10-year run.
    In that time, it built up over 1,300 game titles, which is insane when you think about it.
    You could play something new every week and still not run out for years.


    A Console in Your Pocket

    SONY PSP 1000 model

    The PSP came out during the PS2’s prime years and somehow it kept pace.
    While the PS2 was out there delivering hits every month, the PSP was taking some of those worlds and putting them in your hands.

    You had games like Def Jam: Fight for New York, Fight Night Round 3, and even Tekken 6 running smooth on a handheld.
    And the exclusives? That’s where the PSP really showed off with Crisis Core: Final Fantasy VII, Final Fantasy Type-0, Dissidia 012 Duodecim, Patapon, and Half-Minute Hero.
    These weren’t watered-down versions, they were full experiences made for the PSP.

    Then there’s Monster Hunter, and honestly, that game changed everything.
    When Monster Hunter Freedom and Freedom Unite came out, the PSP turned into a real-life multiplayer hub.
    You’d see people hanging out in malls or cafés, PSPs in hand, connecting through ad-hoc to hunt rare monsters together.
    It wasn’t just about grinding or loot drops, it was community.
    That era was pure vibes, no Wi-Fi, no mic chat, just real people meeting up to play.

    monster hunter freedom unite guild hall

    “Everyone had a PSP in their bag.
    You’d walk by a table, hear the sound of a Great Sword swing, and know exactly what was going down.”


    Why I Still Love the PSP Today

    One of the coolest things about the PSP is how easy it is to play now.
    You don’t even need a fancy handheld or gaming phone because emulation runs smooth on almost anything.

    I still play Tekken 6 on my phone, and honestly, I like it better that way.
    Sliding my combos on the touchscreen just feels smoother than mashing buttons on the real PSP or a controller.
    Might sound weird, but it just works for me.

    That’s the charm of the PSP. It still fits in today’s world.
    It’s not too old for new players, but it still hits that retro nostalgia we all chase.


    The Hype That Fell Flat

    When Sony announced the PlayStation Portal, I got hyped.
    I really thought, “This might be it. The PSP comeback. Maybe even a Switch killer.”

    But when it finally came out on November 15, 2023, the excitement turned into disappointment.
    It wasn’t a new handheld. It was basically a remote screen for the PS5.
    You can’t even use it without owning one.

    And man, that hurt.
    The PSP stood on its own. You didn’t need anything else, just the console, a UMD, and maybe a memory stick if you were lucky.
    The Portal, on the other hand, felt like half a step forward.

    “The PSP gave you freedom.
    The Portal gave you a reminder that you still need your PS5.”


    Why That Magic’s Hard to Find Now

    The PSP hit different because developers back then were still experimenting.
    They were testing ideas, taking risks, and seeing how far they could push a handheld.
    Games felt like passion projects, not business plans.

    Now it’s mostly about monetization, DLCs, and keeping players spending.
    And that shift killed a lot of that creative fire.

    Even Sony’s follow-up, the PS Vita, proves that.
    On paper, it was the PSP’s smarter, faster sibling with dual analog sticks, touchscreen features, and those back-touch controls.
    And the games looked great, like they were really made for the Vita.
    Titles like Killzone Mercenary, Gravity Rush, and Soul Sacrifice were stunning for their time.

    But here’s where it dropped the ball, the price.
    Everything about the Vita was expensive.
    The handheld itself, the games, and especially that Sony-exclusive memory card you had to buy separately just to save anything.
    So imagine this: you buy the console, then you find out you need an overpriced memory card, then you realize there’s no free game included.
    That’s another trip to the store and another dent in your wallet.

    Sony PS Vita

    To be fair, the PSP wasn’t cheap either, but the difference is, the PSP got hacked early on.
    Once custom firmware came in, people turned it into a do-everything handheld.
    You could emulate older consoles, load your own games, and basically carry your entire library on a single memory stick.
    It became the retro handheld before retro handhelds were even a thing.

    And honestly, that spirit, the whole “make it your own” vibe, carried over to the Vita too.
    Once that system got cracked, it came alive again.
    People used it to play PSP and PS1 titles, homebrew, emulators, everything.

    In a way, that just proves the point.
    The handhelds that lived on weren’t the ones with the best specs, they were the ones people could make personal.
    That’s what the PSP had.
    Freedom. Flexibility. A sense of ownership.
    Something modern handhelds just don’t give anymore.


    Looking Back, Still Ahead of Its Time

    The PSP wasn’t just another console, it was a moment.
    It gave us console-level games in our hands, real-world multiplayer before online took over, and a library that still holds up today.

    It wasn’t perfect, but it felt real.
    You could tell it was built by people who wanted to push gaming forward, not just chase trends.

    The PSP will always have the top spot on my retro list.
    Not because it’s perfect, but because it reminded us what gaming felt like when everything was new and exciting.
    It was lightning in a bottle, and no one’s managed to catch it again.

  • The Comfort of Pixels: Finding Calm in Retro Games

    The Comfort of Pixels: Finding Calm in Retro Games

    There’s something about old games that never fades. Maybe it’s the simple stories, the pixel art, or that familiar chiptune sound that instantly brings you back. No fancy graphics, no big explosions, just pure fun.

    We live in a time where everything moves too fast. Work, messages, deadlines, everything is always buzzing for your attention. So when I play something old and simple, it slows the world down a bit. It reminds me of when gaming was just about enjoying the moment.

    Comfort Mode On

    When I play on a tiny handheld like the Miyoo Mini, I’m not looking for flashy visuals or new features, I’m just looking for comfort. There’s something deeply satisfying about that small screen lighting up with Castlevania or Final Fantasy IV. No loading, no updates, no nonsense. Just the game.

    The Miyoo Mini isn’t just a gadget; it’s a pocket-sized time machine. It fits in your hand, but somehow holds years of memories inside. Every D-pad click feels like turning the pages of my childhood, one stage, one level, one victory at a time.

    Its form factor is one of the best things about it. I can tuck it inside my shirt pocket or jeans, and most of the time, I don’t even notice it’s there. But the comfort it gives when I get a few minutes to play, whether I’m waiting for coffee or on a break, is unbeatable. It’s even more convenient than my phone or my Anbernic devices. The Miyoo Mini doesn’t demand attention. It quietly waits for the right moment, and that’s what makes it special.

    Life gets heavy sometimes, work, family, love, all of it. But spending even a couple of hours doing something that once made you happy as a kid, that’s peace right there.

    Sometimes, after a long day, I don’t want to think too much. I just want something familiar. That’s when I grab the Miyoo, dim the lights, and let that little screen take me somewhere calm.

    Memory and Meaning

    Retro games hit differently because they remind us of who we were. They’re not just games; they’re pieces of time. The startup sound of the PS1. The bloop when Mario jumps. The high score jingle from Space Impact.

    In a world that’s stressful, whether it’s work, relationships, or family, finding a few quiet hours to do something you loved as a kid feels almost therapeutic. It’s a small reminder that joy doesn’t always have to be complicated.

    Each sound, each pixel, is like opening a window to an easier time, when the only thing that mattered was getting past that one hard level.

    And now that devices like the Miyoo Mini make these games portable again, it’s like carrying a piece of your past with you wherever you go. You can pause modern life for a bit and just play, no guilt, no rush.

    Simple by Design

    Maybe it’s not really about nostalgia. Maybe it’s about balance. Retro games remind us that not everything has to be about achievements, unlocks, or endless updates.

    You don’t “finish” Tetris. You don’t “beat” Pac-Man. You just keep going. And somehow, that’s enough.

    When life feels noisy and crowded, a few minutes with something you loved as a child can feel like breathing again. It’s not running away, it’s returning to a part of yourself that’s been quiet for too long.

    And in a world that always wants more from you, that kind of simplicity is priceless.

    Press Start to Feel Again

    Retro gaming is still alive because we need it. We need that small reminder of when things were simple, fun, and full of wonder.

    Whether you’re playing on an old console, a modern port, or a Miyoo Mini loaded with classics, what matters is how it makes you feel.

    Maybe we don’t play retro games because they’re old.
    Maybe we play them because they remind us who we used to be, and who we still are.

    So go ahead. Charge that Miyoo, load up your favorite ROM, and give yourself a little escape tonight. Not to go back in time, but to remember how good it feels to just play.

  • Top 10 Horror-Themed Games to Play on the Sega Genesis

    Top 10 Horror-Themed Games to Play on the Sega Genesis

    The Miyoo Mini might have a small 2.9-inch screen, but that’s exactly what makes it perfect. It’s a portal back to those quiet nights hiding under a blanket, playing in secret long after bedtime. You can almost feel that moment again, the dim light of the screen, the hum of the fan, the fear of hearing footsteps outside your door.

    And with Halloween coming, there’s no better way to relive that feeling than through the dark side of the Sega Genesis. The console may not have had realistic horror, but it mastered atmosphere and dread. These games didn’t rely on gore alone. They worked through tone, tension, and gameplay design that still holds up today.

    So get comfortable, dim the lights, and step into the shadows of 16-bit horror.


    10. Ghouls ’n Ghosts (1989)

    Capcom’s Ghouls ’n Ghosts is a brutal test of skill set in a world crawling with undead knights, demons, and grotesque monsters. As Arthur, you battle through crypts and cursed landscapes to rescue souls and reclaim your armor piece by piece.

    What stood out: It demanded precision and pattern recognition. Every enemy’s timing mattered, every jump had consequences, and the punishment for mistakes made victory feel monumental. It was horror through tension and vulnerability.

    Fun Fact: The Genesis version was one of the console’s first faithful arcade ports, helping cement Sega’s reputation for serious, challenging games.


    9. The Immortal (1990)

    An isometric dungeon crawler drenched in darkness, The Immortal forces players to survive traps, monsters, and cruel puzzles in an underground labyrinth.

    What stood out: The focus on environmental hazards created genuine dread. Rooms weren’t just obstacles; they were death traps waiting for you to make a single wrong move. The sense of caution it inspired turned every step into a risk.

    Fun Fact: The game’s fight scenes used zoom-ins and blood animations rarely seen on the Genesis, adding an early cinematic feel to combat.


    8. Gargoyles (1995)

    Based on the darker Disney animated series, Gargoyles delivers gothic platforming at its best. You play as Goliath, a cursed stone warrior battling demonic enemies across medieval castles and stormy skylines.

    What stood out: The animation and movement system gave Goliath a real sense of weight and power. Climbing walls, gliding through the air, and smashing enemies felt tactile and brutal. The visual direction remains one of the Genesis’ most atmospheric achievements.

    Fun Fact: The developers used multiple parallax layers and shadow mapping to achieve its stormy, cinematic look, pushing the hardware late in its life cycle.


    7. Altered Beast (1988)

    One of Sega’s earliest Genesis titles, Altered Beast remains a haunting blend of mythology and horror. You rise from the grave as a resurrected warrior, transforming into werewolves, dragons, and other beasts to defeat the underworld’s creatures.

    What stood out: The transformation mechanic was the centerpiece. Each form had unique attacks and movement styles, forcing you to adapt on the fly. Its slow pacing and eerie resurrection theme gave it a mythical horror feel that still defines early Genesis identity.

    Fun Fact: Altered Beast was originally bundled with the Sega Genesis as a pack-in game before Sonic the Hedgehog took over the role in 1991.


    6. The Ooze (1995)

    You play as a mutated scientist turned blob, crawling through labs and cities in search of revenge. The Ooze is grotesque, slow, and suffocating — perfect for horror.

    What stood out: The control system tied your health directly to your size. The more you moved or attacked, the smaller and weaker you became. It forced restraint and calculation, turning movement itself into a risk.

    Fun Fact: The developers wanted players to feel both powerful and helpless, a rare design goal that perfectly fit the game’s tragic tone.


    5. Chakan: The Forever Man (1992)

    Adapted from Robert Kraus’ comic, Chakan follows an immortal warrior cursed to fight until every evil creature in existence is destroyed. It’s grim, relentless, and soaked in atmosphere.

    What stood out: The non-linear level design gave players the freedom to choose their path, but every stage was built to punish overconfidence. Its combat system demanded precise timing and mastery of weapon effects, making survival itself a victory.

    Fun Fact: True to its source, Chakan ends with the hero realizing that even eternal victory offers no peace, and he must continue fighting in the afterlife.


    4. Alien 3 (1993)

    Alien 3 delivered sci-fi horror with precision. As Ripley, you race through labyrinthine corridors to rescue prisoners before they’re consumed by xenomorphs.

    What stood out: The time-based mission structure made it feel more like survival horror than an action game. You couldn’t afford to waste time or ammunition. The result was a constant push-and-pull between urgency and fear of failure.

    Fun Fact: The randomization of alien encounters kept players tense, since you never knew when something might burst out of the shadows.


    3. Castlevania: Bloodlines (1994)

    Bloodlines was Konami’s answer to the question, “What does gothic horror look like on Genesis?” The result was a masterpiece of atmosphere and mechanical depth.

    What stood out: Its dual protagonists changed the traditional Castlevania formula. John Morris could swing across gaps, while Eric Lecarde used vertical spear thrusts for aerial combat. This gave every level two distinct ways to play, adding complexity without sacrificing the series’ haunting mood.

    Fun Fact: The European version, Castlevania: The New Generation, toned down violence and color palette due to censorship, making the U.S. version the definitive dark experience.


    2. Splatterhouse 2 (1992)

    No subtlety here. Splatterhouse 2 was horror incarnate, a side-scrolling bloodbath inspired by ’80s slasher films.

    What stood out: The slow, deliberate combat created tension in every movement. The physics of your attacks made you feel both powerful and vulnerable. Each strike and scream lingered, making progress feel like survival rather than victory.

    Fun Fact: The developers slowed the game down from its arcade counterpart to make combat heavier, emphasizing dread between each attack.


    1. Splatterhouse 3 (1993)

    The final and finest chapter of Genesis horror, Splatterhouse 3 evolved from a straightforward brawler into a psychological test. With branching paths, timed missions, and multiple endings, it turned horror into a moral struggle.

    What stood out: The time mechanic transformed the experience. Each minute you spent fighting or exploring changed who lived or died. It turned urgency into a narrative weapon, and that tension hasn’t aged a day.

    Fun Fact: Splatterhouse 3’s branching storylines made it one of the earliest console games to integrate player performance into narrative outcomes.


    Final Thoughts

    The Sega Genesis didn’t need realism or jump scares to create horror. Its best games relied on tone, challenge, and imagination to get under your skin. Whether it was through the slow dread of Splatterhouse, the gothic majesty of Castlevania, or the mythic resurrection of Altered Beast, these titles captured the essence of fear in 16-bit form.

    Playing them on a Miyoo Mini or any handheld today still feels just as eerie. There’s something timeless about these pixelated nightmares that modern games can’t quite replicate.

    So turn off the lights, pull the blanket over your head, and let the old horrors come alive again.

  • Otogirisō (1992): The Flower That Haunts — Revisiting Chunsoft’s Sound Novel That Defined Retro Horror

    Otogirisō (1992): The Flower That Haunts — Revisiting Chunsoft’s Sound Novel That Defined Retro Horror

    I first stumbled upon Otogirisō while browsing through old Super Famicom titles a few weeks ago. At first, I thought it was just another forgotten horror visual novel — until I learned it was actually one of the original sound novels, the very foundation for everything that came after from Chunsoft. With an English translation patch available, I decided to load it up on my Miyoo Mini, and it instantly became one of my favorite finds this October.

    It’s perfect for the Halloween season, a game that doesn’t rely on visuals or gore but on atmosphere, sound, and storytelling. The kind of horror that creeps in slowly, like a whisper instead of a scream. And playing it with earphones on, in the dark, made it feel like I was sitting right there inside that mansion as the storm raged outside.

    On the drive, the conversation turns to the roadside flowers, and the protagonist explains what they are. He tells Nami about the Otogirisō — St. John’s Wort — and the old legend that goes with it. The tale is simple and brutal: two brothers once lived together, betrayal ripped them apart, one killed the other, and from the ground where the blood spilled the Otogirisō bloomed. That moment, me telling Nami the story as the rain fell, hooked me immediately. It sets the tone, and the subtle sounds in the background — tires on wet asphalt, distant thunder, soft static — made the whole scene sink into my bones.

    I named the protagonist Bob for my playthrough, after my favorite wrestler, Bob Backlund. Call him what you want, the game lets you, and that little choice made the nightmare feel oddly personal.


    Inside the Mansion

    Otogirisou snes cover

    From the moment Bob and Nami enter, you’re greeted by creaking wood, thunder rolling above, and faint music that seems to breathe with the house itself. You start to explore, and immediately you can sense the unease — the mansion feels alive.

    Unlike modern horror games that rely on visuals, Otogirisō lets the sound design do the heavy lifting. Every pause between lines feels intentional, like the mansion itself is waiting for you to make the wrong move.

    Ps1 cover for Otogirisou

    The story then splits into multiple routes based on your decisions — and this is where Otogirisō truly shines. Each route isn’t just a different ending; it’s a different truth about what’s happening in the mansion. The game contains many endings across multiple routes, and replaying is how you slowly assemble the full picture.


    Route 1: The Curse of the Twins

    This is the route that hit me the hardest — not because it’s the scariest, but because it’s the most tragic.

    If you comfort Nami, stay close, and focus on exploring personal rooms like bedrooms and the study, you begin to pull at threads of the family’s history. Dusty diaries and portraits reveal twin sisters, an uneven love, and a household that fell apart from jealousy. Nami’s memories come back in flashes, she recognizes corners of the house, and gradually it becomes clear that this once was her family home.

    The final scenes are devastating: Nami confronting the twin she was never allowed to be, a sense of completion that’s more a claim than a cure. The Otogirisō flower imagery returns, blooming in scenes of rain and memory. The sound drops to a single soft note as the screen fades. It’s sorrow more than terror, and it lingers because it’s about loss, not spectacle.

    What stands out: the emotional weight and how grief is foregrounded over cheap shocks. The slow pacing lets the player absorb the inevitability, which made it one of the most affecting endings I’ve experienced in a retro horror title.


    Route 2: The Fire

    If you act boldly — exploring suspicious rooms, probing basements, and pressing on despite warnings — you unlock the Burned route.

    This path centers on a night the mansion went up in flames. As Bob finds charred letters and witness fragments, a picture forms of betrayal that boils over into arson. The house’s blackened halls echo with the memory of fire, and the sound design leans into crackles and whispers that suggest the blaze never truly died.

    The twist is how premeditated the violence turns out to be. It wasn’t a random catastrophe but an act of calculated revenge from the heart of the family. Nami’s sanity fractures as she relives those screams, and the ending can leave you trapped watching the fire consume everything while you’re helpless.

    What stands out: the suffocating inevitability and the way the game uses environmental details to imply history. Flames are suggested rather than shown, and that suggestion becomes dread. The Burned route feels like punishment for curiosity, both for the characters and the player.


    Route 3: The Well

    This one is the most unexpected and disturbing.

    If you explore the grounds early and investigate the well, the tone shifts from gothic family drama to something more monstrous. You find notes that read like lab journals, sketches of malformed creatures, and entries hinting at ritual experiments. The story implies that someone in the household tried to bridge life and death with grotesque methods.

    When the well is opened, the game leans into sound and pacing — wet, heavy noises, a rising heartbeat in the music track, text flashing faster — and the horror becomes physical. You don’t see the creature clearly; you hear it. The ending is abrupt and cosmic, with Nami dragged into something ancient beneath the house and the final line: “The Otogirisō blooms again.”

    What stands out: how the game can pivot to cosmic horror within the same narrative framework, and how sound alone conjures an image far worse than literal spritework could manage. It’s one of the weirdest and most effective surprises I’ve seen in retro horror.


    What makes it stand out

    Otogirisō doesn’t rely on jump scares. Its horror is built from suggestion, from the space between lines. The storm, the piano that mimics a heartbeat, the way Nami’s voice trembles over static, these elements build a tension that’s more intimate than loud.

    What makes the experience eerie and enjoyable:

    • Personal stakes: because you name the protagonist and make choices about how to treat Nami, the horror feels intimate.
    • Sound-first design: the noises and silence create a private theater in your head — you imagine the worst, and the game confirms it.
    • Route-based truths: each route reveals a different facet of the mansion’s curse, so every playthrough reframes what you thought you knew.

    Final Thoughts

    Otogirisō isn’t a game you play for jump scares. It’s a game you experience for atmosphere — the unease, the sorrow, and the weight of what’s left unsaid. Playing it on the Miyoo Mini with headphones made the story feel intimate and immediate, like a ghost story folded into a pocket-sized book.

    The legend I told Nami on the road — of two brothers and the flower that grew from betrayal — isn’t just a setup. It’s the beating heart of the game. After seeing the routes, every ending felt like another stanza of that same lament. The image of the Otogirisō blooming from pain will stay with me, long after the rain has stopped in the game and in real life.

    If you want something to play this Halloween that doesn’t just frighten but haunts, give Otogirisō a night. Name your protagonist, maybe call him Bob, and let the mansion whisper its stories into your headphones.

    Because here, horror doesn’t scream, it whispers — and sometimes that’s far more terrifying.

  • Top 5 Dragon Ball Games That Still Hold Up Today (Retro Edition)

    Top 5 Dragon Ball Games That Still Hold Up Today (Retro Edition)

    Even decades later, some Dragon Ball games just refuse to fade away. Whether you grew up button-mashing on a Sega Genesis or charging up Kamehamehas on your PSP, these classics remind us why Dragon Ball has been a staple in anime gaming.

    This list is by no means the definitive “best of all time” — how great a game feels will always be subjective. But for me, someone who still plays these titles on retro handhelds, these are the five that stand out the most. They’re what I personally consider my top five Dragon Ball games to revisit and enjoy even today.


    1. Dragon Ball Z: Buyuu Retsuden (Sega Genesis, 1994)

    Before 3D arena fighters and flashy transformations, Buyuu Retsuden gave Genesis owners a taste of pure 2D fighting action. It was fast, fun, and brought iconic battles to life in glorious 16-bit form — long before most of us even dreamed of full 3D Dragon Ball games.

    Why it holds up: Tight controls, nostalgic visuals, and that signature Genesis energy make this a must-play for retro fighting fans.

    Fun Fact: The game had secret moves and even “Super vs. Super” clashes where two characters could unleash ultimate attacks at the same time, creating a mini-game of energy waves. You could also block supers with precise timing — rare for its era and incredibly satisfying when pulled off.


    2. Dragon Ball Z: Buu’s Fury (Game Boy Advance, 2004)

    An action RPG that lets you relive the Buu Saga while leveling up, exploring areas, and smashing enemies in real time. For handheld players, Buu’s Fury was the ultimate way to feel like a Super Saiyan on the go.

    Why it holds up: Classic pixel art, rewarding combat, and a surprisingly emotional story for a GBA title.

    Fun Fact: Buu’s Fury is actually the third in the Legacy of Goku trilogy. It took everything that worked in Legacy of Goku I and II — tighter combat, smoother transformations, better story pacing — and perfected it. Out of all three, Buu’s Fury is easily the best and most polished GBA Dragon Ball adventure.


    3. Dragon Ball Z: Tenkaichi Tag Team (PSP, 2010)

    Portable, explosive, and still one of the most fun Dragon Ball games to this day. Tenkaichi Tag Team let you fight solo or team up for wild 2v2 battles, bringing console-level gameplay to a handheld screen.

    Why it holds up: Fast-paced combat, deep combos, and an iconic roster that’s still unmatched on PSP.

    Fun Fact: Think of this as a lighter, portable version of Budokai Tenkaichi on PS2 — but with tons of content, customizations, and a full story mode. There’s also another hidden gem on PSP called Dragon Ball Z: Shin Budokai, a 2.5D fighter — but between the two, Tenkaichi Tag Team stands taller thanks to its bigger roster, polish, and those chaotic 2v2 battles.


    4. Dragon Ball: Advanced Adventure (Game Boy Advance, 2004)

    This one’s a gem. Covering Goku’s original adventures — from meeting Bulma to the final battle with King Piccolo — Advanced Adventure mixes platforming, exploration, and fighting into one charming package.

    Why it holds up: It’s one of the few games that perfectly captures the humor, adventure, and heart of classic Dragon Ball. Plus, that 2D art style still looks fantastic today.

    Fun Fact: This game is pure nostalgia — an action-platformer that tells Goku’s early story as a kid. It blends adventure, one-on-one battles, and side-scrolling action so well that even after all these years, it still plays great and captures the true spirit of early Dragon Ball.


    5. Dragon Ball Fusions (Nintendo 3DS, 2016)

    While it’s newer than the others, Fusions carries that old-school Dragon Ball spirit — letting you fuse just about anyone with anyone. The result? A chaotic, creative RPG that celebrates everything fun about the franchise.

    Why it holds up: Unique mechanics, colorful visuals, and endless replay value make this one a modern classic with retro DNA.

    Fun Fact: What makes Fusions stand out is its deep customization system — you can fuse different characters to create completely new fighters, customize your looks, fighting type, special moves, and skills. It’s a dream come true for fans who ever wished to create their own warrior in the Dragon Ball universe.


    Final Thoughts

    From Buyuu Retsuden’s 16-bit punches to Advanced Adventure’s playful nostalgia, these games prove that Dragon Ball’s legacy in gaming is just as strong as its anime roots.

    Thanks for reading — it really means a lot. Which Dragon Ball game defined your childhood? Drop it in the comments — let’s talk classics.

  • The Galerians Series – Disturbing, Unique, and Forgotten

    The Galerians Series – Disturbing, Unique, and Forgotten

    Some games scare you with monsters. Others disturb you with atmosphere. But then there are games like the Galerians series — games that make you uncomfortable because of the ideas underneath.

    Spanning the original Galerians on PS1 (1999) and its direct sequel Galerians: Ash on PS2 (2002/2003), the series is a one-two punch of sci-fi horror, drug-fueled survival mechanics, and tragic storytelling. For me, these games remain some of the most unique — and frankly disturbing — experiences I’ve ever had in gaming.


    1999: Horror Boom on the PS1

    Galerians Ps1 cover art

    By the time Galerians released in 1999 (Japan) and 2000 (US/EU), the PlayStation was already knee-deep in a survival horror golden age.

    • Capcom had just dropped Resident Evil 2 (1998) and Nemesis (1999).
    • Konami unleashed Silent Hill (1999) — redefining psychological horror.
    • Square dabbled with cinematic horror-RPG hybrids like Parasite Eve II (1999).
    • Capcom even turned dinosaurs into horror with Dino Crisis (1999).

    Everyone wanted a slice of the horror pie.

    So where did Galerians fit? Developed by Polygon Magic and published in the West by Crave Entertainment, the game wasn’t coming from the heavyweights. Crave was mostly known for mid-tier and niche projects — sports titles, racing games, even quirky experiments. But in the late ’90s, even they leaned into the horror trend, picking up Galerians because it stood out: no guns, no zombies, just psychic powers fueled by dangerous drug use.

    While the big publishers were polishing cinematic experiences, Crave doubled down on something raw and unsettling. It wasn’t the mainstream choice, but it gave Galerians its cult edge.


    My First Steps Into Galerians

    Booting up Galerians for the first time was like waking up inside someone else’s nightmare. The screen fades in, and you’re just… there. A sterile hospital room, cold and empty, and you have no idea who you are or why you’re strapped into this world of machines.

    Then it happens: a girl’s voice inside your head.

    “Rion… help me… find me…”

    It’s faint, desperate, and unsettlingly personal. You don’t know her. You don’t even know yourself. But that voice becomes your compass, sparking your journey into the unknown. (Later, the game reveals this telepathic voice belongs to Lilia Pascalle, Rion’s childhood friend — but at the start, you only feel the mystery.)

    And what a brutal start it is. Within minutes, I was already dying — overdosing on my own psychic powers, burning myself out with attacks I didn’t fully understand. Galerians didn’t want you to feel strong. It wanted you to feel fragile, broken, like a failed experiment stumbling forward.

    Each scrap of the world you uncover — medical files, cryptic documents, and eerie computer logs — becomes your only guide. There are no quest arrows, no tutorials, just survival and that haunting voice urging you onward.


    Stages and Bosses

    What makes Galerians so distinct is how each stage feels like a test, both in difficulty and in theme:

    • Michelangelo Memorial Hospital – sterile halls filled with former caretakers turned threats, a twisted introduction to your fragile powers.
    • Rion’s House – once a place of safety, now twisted by confrontation with Birdman, one of Dorothy’s “children.”
    • Babylon Hotel – chaotic, stylish, and home to brutal encounters with Rainheart and Rita, psychic foes as unstable as you are.
    • Mushroom Tower – the final climb toward Dorothy, the cold, godlike AI that orchestrates your suffering.

    Each boss isn’t just an obstacle; they’re living embodiments of Dorothy’s experiments, mirrors of what Rion could become. The game’s final stage, drenched in sterile dread, leaves you exhausted both mechanically and emotionally — and that’s before the ending revelations about Rion’s true nature.


    Galerians: Rion (2002 CGI Movie)

    A couple years later, fans got something unexpected: Galerians: Rion, a full CGI movie.

    Think Final Fantasy: The Spirits Within style visuals — glossy, cinematic, and way ahead of its time for such a niche horror property. The movie retold the first game’s story but streamlined it, cutting much of the exploration and emphasizing flashy psychic battles instead.

    The most controversial change was the ending. Where the PS1 game gave us one of the bleakest conclusions in survival horror, the film rewrote it to keep Rion alive — clearly paving the way for Galerians: Ash. For newcomers, it was a more digestible, “cleaned-up” retelling, but for players like me, it lost some of the raw edge that made the original unforgettable.


    2002–2003: Horror Evolves on PS2

    By the time Galerians: Ash launched on PS2 (2002 in Japan, 2003 in the West), the genre had shifted. Survival horror wasn’t just popular — it was splitting into blockbusters vs. experiments.

    • Silent Hill 2 (2001) rewrote the rulebook for psychological horror.
    • Fatal Frame (2001) introduced ghost photography as combat.
    • Resident Evil Code: Veronica X (2001) and Resident Evil Zero (2002) kept Capcom’s dominance strong.
    • Clock Tower 3 (2002) and Siren (2003) tried bold, experimental AI-driven scares.

    Enter Sammy Studios, who published Ash outside Japan. Sammy, better known for arcade hits, was making a push into console publishing. Backing a cult sequel like Ash was a gamble — but one that kept Polygon Magic’s vision alive.

    In Ash, Rion returns to face Ash, Dorothy’s terrifying final “child.” The environments are bigger, the visuals cleaner, and combat more polished — but the mechanics of psychic dependency remain. If anything, the sequel leans harder into the disturbing edge of the original, at a time when most horror games were chasing cinematic prestige.


    Why the Galerians Series Faded

    Both Galerians and Ash were outsiders in their eras.

    • On PS1, Galerians got lost among juggernauts like Resident Evil and Silent Hill.
    • On PS2, Ash was overshadowed by games that redefined the genre’s future.

    But more importantly:

    • Drug dependency as gameplay – Brilliant but controversial.
    • Edgy, bleak storytelling – No power fantasy, just tragedy.
    • Cult status only – Without mainstream traction, the series couldn’t sustain sequels.

    That’s why, in my opinion, Galerians won’t ever get a revival. It’s too raw, too edgy, and too tied to mechanics modern publishers wouldn’t dare touch.


    Playing Galerians Today

    Even if the series is gone, I still revisit it. My Miyoo Mini makes replaying Galerians on the go super nostalgic, though to be honest, I prefer my RG28XX most of the time — the horizontal form factor just feels better for those tricky trigger-based psychic powers.

    As for Ash, it’s comfortably sitting on my tablet and phone, where I chip away at it in short bursts. With Halloween around the corner, it’s the perfect time to step back into that bleak, oppressive world.


    Final Thoughts

    Galerians may never return, but maybe that’s for the best. It burned bright in its moment, dared to go where few games would, and left behind something unforgettable. For me, replaying it now isn’t just nostalgia — it’s a reminder of when horror games weren’t afraid to disturb you, not just scare you.

    And honestly? In a genre packed with monsters and gore, I’ll take one tragic psychic teen overdosing his way through the apocalypse any day.

  • 🎄 Octopath Traveler 0: The JRPG Gift We’re Getting This Holiday 🎁

    🎄 Octopath Traveler 0: The JRPG Gift We’re Getting This Holiday 🎁

    Here’s some good holiday news for JRPG fans — Octopath Traveler 0 is officially releasing worldwide on December 4, 2025 for Nintendo Switch, Switch 2, PlayStation 5, PlayStation 4, Xbox Series X|S, and PC (Steam & Microsoft Store).

    I first got into Orsterra through Octopath Traveler: Champions of the Continent on mobile. Even if the series already had a big reputation thanks to the first Octopath Traveler back in 2018 on Switch (and later on PC, Xbox, and Stadia), CotC was my entry point. Honestly, it blew me away — not just because it was free-to-play, but because of how much heart it had.

    What really stuck with me wasn’t even the main story, but the character-driven side quests. With so many characters to meet and unlock, I found myself spending hours just following their stories instead of pushing the main plot. The gacha system? It didn’t bother me at all — the sheer number of characters made it feel like I always had something fresh to explore, and I never felt pressured to spend. Add in full voiceovers and an amazing soundtrack, and CotC became one of my favorite mobile RPG experiences.

    I played through three chapters before stepping away after the Solistia update dropped in May 2025. But now, with Octopath Traveler 0 on the horizon, I’m ready to dive back in.

    This isn’t just CotC with the gacha stripped out — Square Enix is reimagining it as a premium, standalone JRPG. You’ll still build a party of eight, but now with more focus on creating your own custom protagonist, rebuilding the burned-down town of Wishvale, and pushing deeper into the series’ signature mix of tactical combat and branching stories.

    For me, Octopath Traveler 0 feels like a dream come true. Imagine a game that carries the spirit of Suikoden with its wide cast of recruitable characters, mixes in the Break & Boost combat system from CotC, and tops it off with pixel-style graphics that bring back memories of my old Final Fantasy favorites. It’s basically the perfect mix for the holidays — the kind of RPG I’d love to sink into with a cup of warm cocoa on a cold December night.

    And the timing? Perfect. Launching in December, it feels like Square Enix is setting Octopath Traveler 0 up to be the holiday JRPG event of the year. Hopefully, there won’t be any last-minute hiccups like what happened with Konami’s Suikoden I & II HD Remaster, which was supposed to drop in December but got pushed all the way to March.

    If you’ve been waiting for a story-driven JRPG without the gacha strings attached, Octopath Traveler 0 should definitely be in your holiday carts. This just might be the JRPG gift we all needed for 2025.

    🎅 Holiday Hype: Quick Facts on Octopath Traveler 0 🎄

    • Release Date: December 4, 2025 (worldwide)
    • Platforms: Nintendo Switch, Switch 2, PlayStation 5, PlayStation 4, Xbox Series X|S, PC (Steam & Microsoft Store)
    • Developer / Publisher: Acquire & Square Enix
    • Genre: Turn-based JRPG (premium, no gacha)
    • Story Setup: Starts in Wishvale, a burned town you’ll rebuild as part of your journey
    • Protagonist: Custom-created hero instead of 8 separate storylines
    • Combat: Break & Boost system returns, now with 8-character party battles
    • Town-Building: Place structures, recruit townsfolk, and expand your base
    • Presentation: Full voice acting, expanded soundtrack, and HD-2D pixel art visuals
    • Monetization: 100% premium, no gacha or RNG pulls

    🔥 I can already see this one being the perfect holiday binge — what about you? Planning to pick it up day one, or waiting to see first reviews?

  • 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.

  • The EZRetro plays Handbook: 10 Games to Get You Hooked on the RG28XX

    The EZRetro plays Handbook: 10 Games to Get You Hooked on the RG28XX

    It’s been barely two weeks since I got my RG28XX, and I’ve been completely glued to it. Like a kid with a new toy, I’ve been switching between games non-stop, quickly learning what plays well and what doesn’t. As a JRPG/RPG fan, I naturally gravitate toward that genre. But let’s be real about the PSP emulation: it’s a bit of a hit-and-miss.

    The Allwinner H700 chipset is powerful for a budget device, but most PSP games are a bit laggy, and some are downright unplayable due to the missing analog stick. Plus, the screen’s resolution isn’t a perfect 16:9 match for the original PSP, so you have to scale and fit it to fill the screen, which is a no-no for purists.

    But for someone not too picky about screen size and is more focused on playing something on a small retro handheld, it’s perfect.

    Even with the quirks, limiting recommendations to just RPGs doesn’t do this little handheld justice. It’s given me the chance to play other games, and after two weeks of non-stop play, here’s my top 10 games to try.

    Prinny 2: Dawn of Operation Panties, Dood!

    psp box art

    I’ll be honest—I’ve never been great at platformers on PSP using my phone. The tiny screen, touch overlays, and lack of a proper controller made even basic levels frustrating. But on the RG28XX, everything changed. While the screen is a bit cramped and the buttons are small, I finally beat the first level and a saw Etna inside the castle. It felt like a real win.

    Gameplay-wise, Prinny 2 is a classic side-scrolling platformer, but Nippon Ichi Software adds its signature style. The animations are smooth, and the game’s humor is just absurd enough to keep you laughing even while dying repeatedly. You’ll really end up caring about the side characters and NPCs, dood!

    Fun Fact: Nippon Ichi’s dialogue is so ridiculous and over-the-top that even minor characters steal the spotlight. I’m not usually a fan of side-scrolling platformers, but Prinny 2 had me invested in the story and the laughs, and that’s what matters most.

    Kisou Ryuhei Gunhound

    Kisou Ryuhei Gunhound is a side-scrolling mecha shooter that had me glued from start to finish. You pilot your giant robot through futuristic stages filled with enemies and obstacles. The controls on the RG28XX are precise enough that even intense shooting sequences feel smooth.

    The story follows a world under siege, and while it’s not particularly deep, the excitement comes from blasting through waves of enemies and upgrading your mecha. For someone who enjoys mecha and action, this is a perfect handheld experience.

    Fun Fact: Despite its small screen, the RG28XX handles the visuals perfectly, making every boss fight feel as epic as it would on a console.

    ZHP: Unlosing Ranger vs. Darkdeath Evilman

    Unlosing Ranger psp box art

    ZHP is one of the quirkiest tactical RPGs I’ve ever played. You lead a colorful, bizarre team through strategic missions filled with absurd story beats and hilarious dialogues. On the RG28XX, it feels surprisingly comfortable, even during long grind sessions.

    The game’s humor is its standout feature, but don’t mistake it for a joke game—the strategy is real. Positioning your characters and timing your attacks can mean the difference between victory and defeat.

    Fun Fact: Some levels are so absurdly funny that you’ll spend more time laughing than strategizing, which is part of the charm. It’s a tactical RPG that doesn’t take itself too seriously.

    Ys vs. Sora no Kiseki

    This one is a little different from the others on my list. Ys vs. Sora no Kiseki is a fighting game that’s a total love letter to fans of both the Trails and Ys series. You get to play through each character’s unique story arc, and you can upgrade their equipment and customize them, which really makes you want to keep playing long after the main story is over. That ability to customize is what gives it some serious replay value.

    Fun Fact: A worldwide release is scheduled for October 10, 2025, on PS4, PS5, Switch, and PC with enhanced features, according to the publisher refint/games.

    TwinBee Portable

    TwinBee Portable is a vertical shooter with an aesthetic that’s so colorful it’s almost hypnotic. Controlling the ship is straightforward, making it easy to pick up on the RG28XX. The power-ups add a layer of strategy to the simple shooting mechanics, turning it into a deeper experience than it first appears. Since it’s a Japanese-only release, I’m just assuming the story is light and charming, but seriously, who needs a story when what hooked me to this game is the retro vibe and pure nostalgia? It’s the kind of game that’s easy to jump into for a quick session or a longer run.

    Fun Fact: TwinBee’s charm comes from its cheerful music and playful visuals—Konami really nailed that arcade vibe.

    Mega Man Powered Up

    megaman powered up psp cover

    Mega Man Powered Up is classic Mega Man with upgraded graphics and remade levels. It’s challenging but fair, and controlling the blue bomber on the RG28XX felt surprisingly natural. The satisfaction of finally defeating a tough boss never gets old.

    The story is minimal but fun, staying true to Mega Man’s roots as a robot hero battling evil. The level design is clever, and each stage has its own personality.

    Fun Fact: You can create and share your own levels, making it a mini creative outlet on the go.

    Yuusha 30 Seconds

    Yuusha 30 Seconds is a fast-paced mini-RPG where battles and decisions happen in short, exciting bursts. Perfect for handheld play, it keeps you on edge while still being strategic. The story follows a hero who must make quick choices to save their world, making every second count.

    The gameplay of Yuusha 30 Seconds is what truly makes it a standout. Back when it was released, the concept was totally unique, and it still feels incredibly fresh today. The core loop is simple: you have 30 seconds to save the world. This crazy-fast timer forces you to make quick, strategic decisions. Every second counts as you run to level up, buy equipment, and defeat the final boss. It’s a genius concept that turns the traditional RPG grind on its head and keeps every moment filled with high-stakes action.

    Fun Fact: Another title, Half-Minute Hero, was also released for western audiences on PSP. Although that’s a great game, I would still recommend hunting down an English translation patch for Yuusha 30 Seconds because the Japanese release is more challenging and has more content.

    Dissidia 012 Duodecim (RPG Mode)

    This one is a bit different. I play Dissidia 012 Duodecim in RPG Mode. There’s an option in the settings to switch from the usual action style to a more tactical RPG-style battle where you input attacks as the battle takes place.

    While I’ll be honest, I usually play this on PPSSPP on my phone since the touch controls and ability to set hotkeys make the game more fluid for me, the RG28XX still offers a great experience in RPG Mode. Even with the controls being a bit cramped and the absence of an analog stick, it’s a perfect fit for this little handheld.

    Fun Fact: Each character has a fully voiced story, and the massive cast includes heroes and villains from almost every major title in the series.

    Zenonia

    Zenonia is a classic hack-and-slash RPG that’s perfect for handheld sessions. You explore dungeons, fight enemies, and uncover a story of revenge and justice. The controls feel great on the RG28XX, making combat smooth and satisfying.

    The story is simple but effective, with multiple endings that encourage replayability. I love how easy it is to pick up and play without losing any of the RPG charm.

    Fun Fact: Zenonia was so popular that it eventually found its way to mobile devices, becoming one of the early success stories for JRPGs on the app store.

    Patapon 3

    Patapon 3 perfectly blends rhythm and strategy. You command a tiny Patapon tribe in battles that are essentially musical performances. The gameplay is simple, but timing your beats correctly feels incredibly satisfying.

    The story follows your tribe as they journey to conquer enemies and survive in a whimsical world. It’s easy to lose track of time because the rhythm-based gameplay is so addictive.

    Fun Fact: The unique rhythm-strategy gameplay of Patapon 3 has a rich history. The first game introduced the unique concept of commanding a tribe with drumbeats. Patapon 2 built on that with the introduction of hero units, new classes, and a multiplayer mode. Patapon 3 then evolved the formula even further with a persistent online focus, a more detailed leveling system, and an even deeper focus on the central hero character.

    Final Thoughts

    This list proves that the RG28XX can handle far more than just RPGs. From humor and platforming to epic storytelling and rhythm, this little handheld really delivers, and I can’t wait to see what other hidden gems I discover next.

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