
spring 2025 direct, Sega has announced that
Virtua Fighter 5 comes to the Switch 2.
During the Virtua Fighter Virtua Fighter 5: R.E.V.O., released on Steam earlier this year, will be coming to PS5, Xbox Series S/X, and the Nintendo Switch 2.
R.E.V.O. is actually a port of 2021's Virtua Fighte r 5 Ultimate Showdown with the extra bells and whistles of 4k resolution and other goodies including the fighting gamer's favorite feature: rollback netcode. The console edition of Virtua Fighter 5: R.E.V.O. doesn't yet have a release date yet but hopefully we'll get one soon.
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Yahoo
2 hours ago
- Yahoo
Bravely Default Flying Fairy HD Remaster (Switch 2) Review
Thirteen years ago, Square Enix released one of the best Final Fantasy spin-offs they'd made to-date but called it by a different name: Bravely Default. Standing on its own merits, it proved to be a cult classic for the 3DS by the time it arrived in the west in 2014, and still stands as one of the Nintendo 3DS' must-play RPGs (alongside its direct sequel, Bravely Second: End Layer). And yet, it still seems to lack the recognition it deserves as an upstanding modern take on classic JRPGs. Now, with as a launch title for the Nintendo Switch 2, this can finally be set right. Bravely Default: Flying Fairy HD Remaster is a definitive take on the original game, which amalgamates its myriad re-releases and refreshes it for Nintendo's brand new console. Despite taking on the subtitle of the very first edition, Flying Fairy, it's based on the updated For The Sequel edition, which was the version we initially received in English—because what's a Square Enix JRPG franchise without some convoluted names? Naturally the game has been converted to suit the Switch 2's single screen, after originally utilizing the dual screen of the 3DS. This transition has been handled remarkably well, and will hopefully inspire more developers to bring their 3DS gems to Switch 2. Akitoshi Yoshida's character models and the game's beautiful storybook-like environments also translated nicely to both modern TVs and the Switch 2's screen. Though it was, admittedly, a little jarring to see the mouths moving on certain kookier character models, but that's testament to how much clearer the experience is now. While the 3DS' display was fine at the time, the HD, 16:9 presentation is vastly superior, breathing new life into Bravely Default's folksy world of Luxendarc. Most environments are enhanced by the clearer resolution, which shows off the paint-like texture of the landscapes. Even without the touch screen, this almost feels like the way it was meant to be seen. (Missing entirely is the original game's use of the 3DS' gyroscopic camera. This enabled a handful of AR cutscenes which sounded cool in theory, yet were gimmicky in practice, like the intro CG cutscene.) Beneath Bravely Default's fairy tale appearance (no pun intended) lies a well-crafted tale that combines the motifs of classic Final Fantasy, like crystals and warriors of light, with some plot elements from more modern FF, like the corrupt governments and natural resource wars of Final Fantasy VII. The party consists of Tiz, a young man who's the sole survivor of his simple village; Agnès, sheltered cleric of the Wind Crystal; Edea, a defector from Eternia, the enemy state that seeks to destroy the crystals' hold over society; and Ringabel, an amnesiac who hasn't forgotten his womanizing ways and carries a prophetic journal. Guided by the fairy Airy, they seek to restore the four crystals and thus, the balance of nature while thwarting the forces of Eternia along the way. Bravely Default's writing is still incredibly good by modern standards, even if the voice acting (and a late-game slog) will probably remain as divisive to audiences in 2025 as it did in the twenty-teens. The main characters are charming, as are the minor antagonists in their own way, and the world is easy to invest in. Allusions and homages to Final Fantasy are littered throughout, from the recurring names of spells (Fire-Fira-Firaga), to classes (White Mage, Black Mage), and items, to deeper thematic cuts (like the actions of the Water Crystal's Vestal). Squint just right and it could practically be a sequel to Final Fantasy III, but with profoundly more character and plot. Nowhere is that connection to classic 2D Final Fantasy more apparent than in battle. Players unlock up to 24 jobs (called Asterisks here) throughout Bravely Default, by defeating practitioners of that class. In this department, it harkens more to fellow underrated game Final Fantasy V: each job has distinct active and passive abilities, and as a character increases that job's level they unlock more permanent upgrades which can be equipped even after swapping to another class. Tiz might learn Black Magic, for example, then switch to the Time Mage class and keep the Black Magic command and the Pierce ability. This take on job classes is a tried and true system, and I'm glad to see Bravely Default still putting it to good use even if Final Fantasy isn't. It's kept fresh with some original inventions and unique interpretations of classic jobs, each well-earned in battle with the sort of villains you love to hate. If jobs were 'something old' or 'something borrowed,' Bravely Default's 'something new' was the battle system its name stems from. Actions in a fight cost 1 BP, and characters earn 1 BP per turn normally. Outside of the usual conventions of turn-based RPG combat, each participant can 'default' on their turn to guard and store up their BP, or 'brave' to take 2-4 actions at once. This deceptively simple paradigm can have big strategic ramifications. In weaker random battles, characters can go all out with braves and quickly dispatch their foes in one turn—instead of stooping to a 4-turn slugfest. In harder fights, will your opponent default and tank through your biggest assault? Or can you successfully brave when their guard is down and tear them to shreds instead? It's a simple tweak on the usual turn-based format which lends the game a very unique feel. All of the gameplay holds up just as well today as it did at Bravely Default's western debut. Thankfully, the 3DS original's connectivity features remain intact as well. Friends with the game can be added into your file, allowing you to 'link' your character with theirs—so if your friend has a maxed out Monk Edea, you can use the Abililink system to give your Edea some of those advanced, level 9 abilities. As well, the ability to call upon other players has been salvaged from the 3DS. In a similar fashion, players can 'record' their best moves in battle and save them to their profile, so that other players can summon them. (The game also provides fake, computerized 'ally' profiles periodically to avoid leaving behind those with smaller friend lists.) Even the town restoration minigame, where players idly repair Tiz's hometown over time, has made the jump. Once delegated to the bottom screen, the Norende Village Restoration is easily summoned with a press of the Switch 2 D-pad, as is the in-game reference book and the encounter rate setting, among other bells and whistles. New to Bravely Default: Flying Fairy HD Remaster are two minigames using the Joy-Con 2's mouse features. Much like the system's mouse function itself, I found these distractions to be better than expected, though still a little too cumbersome to be a main event. The first, Luxencheer Rhythm Catch, also invokes another Final Fantasy spin-off, Theatrhythm. Bravely Default's take injects a sliver of Beat Saber, turning the Joy-Con 2s into a pair of light-stick cursors on the screen. As notes pass by, players must position those cursors so that the notes are caught between them, or move the correct cursor over the notes and press a button in time. It's more elegant in practice than it sounds on paper, and was actually a pretty fun use of the mouse, though I'm in no rush for Theatrhythm to adopt this approach instead. The other, Ringabel's Panic Cruise, is an airship pilot simulator. Meant to show all the work Ringabel does when flying the party's airship, this minigame tasks players with not only steering the craft horizontally and vertically, but also manipulating various controls to fulfill other character's requests or defending the craft from attackers. Though a tonal shift from the rest of the game—the first level has you fending off ghost pirates, because Reasons—it's another fun little distraction. Neither minigame is worth the price of the remaster's admission alone, though there are a plethora of rewards to be earned from playing them periodically, like more background on the characters and unique costume or special move parts. Each minigame has three difficulty levels and more stages to unlock through main plot progression; higher difficulty means more medals, and faster rewards. Like the original game using the 3DS' camera for AR cutscenes, the new minigames in Bravely Default's remaster make a case for the potential of the Switch 2's mouse controls. Fortunately this makes a better case than the first, and I'm pleasantly surprised with the mouse's application, but I still need a little more in-depth proof of its worth. (Bring on Metroid Prime 4.) My only real nitpick with the experience here is the unreliability of the network connection. Bravely Default isn't exhaustive in its network features, only requiring a passive connection to send or receive friend data. In theory, it's 'set it and forget it.' Yet if the connection is disrupted—say, by taking the Switch 2 off the dock—it can be tedious to reconnect. A small quibble in the grand scheme of things, perhaps addressable through updates, though still a minor nuisance. All in all, I couldn't be happier to see Bravely Default get a second chance in the spotlight with a bigger audience. Over a decade ago it proved that classic JRPGs weren't dead or a taboo—a lesson that studios still need to be reminded of, evidently. The Switch 2 has revitalized that core experience, in some ways revealing a superior form, and any fan of original Nintendo-era Final Fantasy, or even classic PS1 RPGs, should give it a shot. With backward compatibility, fans of the genre can already feast well on Switch 2, and having a strong, classic launch title like Bravely Default helps show how Nintendo's partners like Square Enix can keep that feast going. (For a perfect dessert course, the sequel would be a great fit as well, just saying…)


Digital Trends
4 hours ago
- Digital Trends
The best Samsung GameBreaks TV deals for every budget
Samsung recently announced the new GameBreaks app on Samsung TVs and monitors from 2022 onwards. It's a way for you to get 'easy to play, social experiences' on your Samsung device. We know there's a trivia quiz game coming, as well as a visual game called Ripplash that sort of scrambles up an image and has you identify it. Each day, more puzzles will be added in a way that should feel right at home for '-dle' game players (Wordle, Flagle, etc.). More games are coming, too, such as a Mad Libs styled trivia game, video memory game, and more. This is all fun and good, but you really can't play unless you have a (relatively) new Samsung TV or Samsung monitor. A check around Samsung's site has led me to find some great deals on TVs — some perfect for every budget — that you can use to upgrade your home's entertainment system, play Samsung GameBreaks, and feel like you truly got a great deal. Tap the button below to see all Samsung TV deals at the site, or keep reading for our Samsung GameBreaks favorites. The best Samsung TV deals for GameBreaks All of the TVs below are picked for being relatively new (aka GameBreaks compatible), having significant savings, being quality TVs (Samsung is the first name on our list of the best TV brands of 2025, so you're probably going to happy no matter what you pick), and having good discounts. This is a great time to celebrate the new GameBreaks system and get a new TV:


Digital Trends
6 hours ago
- Digital Trends
FBC: Firebreak review: co-op Control spinoff is a a lot of work for little payoff
FBC: Firebreak MSRP $40.00 Score Details 'FBC: Firebreak hides a fine co-op shooter behind a tedious grind.' Pros Clever premise Creative mission structure Good use of Control universe Cons Matchmaking woes Thin teamwork Demanding grind 'Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.' You start a new job. It's nothing special; you're just a low rung paper pusher. The starting pay is meager, but it's enough to pay the bills. Your boss says that he sees a bright future for you in this company. Work hard and you'll get a promotion. More money. More perks. More power. You bust your butt to hit every milestone you can, occasionally getting a small holiday bonus or a few extra vacation days. Your day to day only improves in small increments, but you keep reaching for the next rung of the corporate ladder in hopes that the view from the top will be worth it one day. Recommended Videos That experience isn't so dissimilar to how I've felt playing FBC: Firebreak, a shooter that feels like a second job. Remedy Entertainment's foray into co-op action, a spinoff of its 2019 hit Control, brings a playful pitch to the board room. It imagined what the average Joes of its interconnected universe do while Jesse Fayden is living out a superhero fantasy. It's a celebration of the mundane that hands out Employee of the Week plaques to any player willing to clock in for a dead end job with a smile on their face. Though the idea of FBC: Firebreak has some potential that may reveal itself with later updates, shallow teamwork and repetitive missions fail to impress in its probationary period. It's a gig built on incentives, promising players that things will get better the harder they work. Maybe they will for the most dedicated company men, but I imagine many workers will hand in their two weeks before getting to that point. A job's a job FBC: Firebreak makes a strong case for itself on day one. The idea is that players embody the Federal Bureau of Control's most underappreciated workers. These are the cleaners who are tasked with keeping the office in order and cleaning the fans. Of course, mundane is a relative term in The Oldest House. The halls are filled with Hiss monsters that need to be exterminated – even the sticky notes are evil. It's a supernatural send up of The Office where squads of three work together to tackle odd jobs while fighting back waves of Hiss and snatching bonuses that will unlock more upgrades later on. To execute that clever idea, Remedy invents a clever gameplay loop rather than copying its multiplayer peers. Rather than dropping players into a singular playlist, there are a smattering of jobs to complete (with five available at launch and two coming by the end of 2025). In one mission, my team and I need to clean pink goop off of some machinery. In another, we need to fix some broken fans to keep The Oldest House from overheating. It's a funny idea, though there's only one mission currently that really feels like it fully nails the joke. The standout job has my team cleaning millions of sticky notes up, by shooting at thick patches of them scattered around an office. They can get stuck to my character's body, obscuring their first-person vision and eventually swallowing them whole. It's a zany workplace premise that simply isn't matched by blander missions that simply have me collecting orbs and dropping them in a minecart. Discovering the punchline of each job is the real draw early on. Missions always start with a simple janitorial joke, but build out in complexity the more players dial up the difficulty. Each job has three phases, each of which is more involved than the last and the final one culminating in some final test. In Hot Fix, the first phase simply tasks me with fixing up broken fans by pressing my controller's bumpers in the pattern shown on screen. The second phase opens up a second zone, where I need to watch out as fans occasionally blast out heat rays that can set me on fire while I'm working. The third phase does all of that, but then culminates with my squad having to fill up barrels of water and zipline them into a giant furnace that's about to blow. Discovering the punchline of each job – especially the excellent end gag of Paper Chase – is the real draw early on. That mission structure does wear thin fast, though, even with four difficulty levels and optional Corruption modifiers that raise the danger and rewards. Each job is a one-trick pony that loses its luster after the first full go around. It feels a bit like playing one interstitial puzzle in a Destiny raid blown out into a full mission. It would be a little easier to swallow if there was some exploration to be done during missions, but there's very little potential for that. The small maps only contain a smattering of upgrade materials to find, whether hidden in locked safe rooms or just lying around on tables, but any side areas are largely empty. The customizable mission structure doesn't shake things up enough to make it feel worthwhile, but it does come with one side effect: a matchmaking headache. When you jump into a multiplayer game, you usually have a few playlists to choose from. Those focused options make sure players can easily get into a round because there are only so many places for players to queue up. Consider how much more complicated that becomes when each mission has three possible phases, four difficulties, and multiple corruption options. You're talking hundreds of playlist permeations that not even the world's most popular games could hope to fill consistently. I'm not sure how Remedy is accounting for that, but judging by the fact that I have never successfully matched into a specific job setting yet, the situation is a bit dire. I've mostly had to spend my time in Quick Play, where I wind up just doing the basic first phase of jobs over and over again. That issue has been worsened by some unreliable connectivity at launch. I have been booted from jobs mid-game several times so far. That included one time while playing with a friend, after which I had to struggle to get back in with a room code that didn't appear to work for a few minutes. I imagine that these issues will be smoothed out over time (Remedy has already pushed some matchmaking improvements post-launch), but all of it leaves a bad first impression out the gate. Thin teamwork While jobs can be tackled solo, FBC: Firebreak is meant to be played with a squad of three coordinated friends. That's because the selectable character classes all have abilities that are meant to synergize with others, or cover their weaknesses. There are three selectable 'kits' at launch, each of which can be customized with different perks, weapons, and throwable grenades. The Fix kit's deal is that they have a wrench, which means that they can repair electronics by smacking them rather than carrying out a button pressing minigame. The Splash kit has a water cannon that can put out fires and soak enemies. The Jump kit (the total dud of the three) has an electric tool, the best application of which is firing it at wet enemies to electrocute them. There's some clever interplay born from that trio, as each class has a specific role to fill in a mission. Being 'better with friends' is such a low bar that I hesitate to give FBC: Firebreak credit for limboing under it. The problem, though, is that Remedy still wants the entire experience to work for solo players. That design philosophy means that every class' specific skill isn't actually necessary at all. If I see a fire on the ground, I can simply pat it out with that same bumper pressing minigame that I use to repair objects. If I don't want to do that, there might be a sprinkler above it that I can shoot to put it out. More often than not, I can just walk around it since fires rarely block my path. I don't need a Splash kit to deal with that, nor do I need a Fix kit to power up healing showers and ammo-giving workbenches. I can do that job with any character, and almost as fast. I understand the instinct here, but there's some missed potential here to make players solve for missing kits in more creative, puzzling ways. When I'm not cleaning turbines or putting out fires, I'm shooting waves of frequently spawning Hiss monsters. They're essentially zombies, but Remedy's inventive worldbuilding pays off here with an array of bizarre creatures, from flying chair demons to illusory orbs. It's a perfectly fine way to add some action between the run-of-the-mill tasks, but the shooting is as thin as the kit powers. Each player can only equip one gun, more or less just choosing between a handgun, machine gun, or shotgun. None of those feel like they have much impact when they fire, nor do grenades that hardly do damage to even the weakest degs. All of this is a little more fun with friends, of course. There are a few systems that encourage coordination, such as the fact that players' shields will only regenerate when they stick by one another. But frankly, being 'better with friends' is such a low bar that I hesitate to give FBC: Firebreak credit for limboing under it. Everything is better with friends! I would have a nice time painting over the Sistine Chapel if I was chatting with two close pals during the process. The most fun I've had so far is when I logged in to play with another reviewer. The mission itself was just background noise as we chatted about our issues with the game. As is the case with even the most boring desk job, it's the people gathered around the water cooler that can make it all worthwhile. But nothing's stopping you from hanging out with those coworkers outside of the office. Incentive structure FBC: Firebreak does get better the more time you put into it, but that's my biggest issue with it currently. It's almost a game that's designed to be boring from mission one. I don't have a grenade, my starting weapons feel weak, and my kits have no depth. Those issues change as I play and pick up upgrade currencies during jobs. Gradually, I'm able to unlock better weapons and new utilities for each kit's primary tool. The big hook is a long-tailed perk unlock system, which allows me to stack up more buffs as I level up characters and totally change how they feel. Put enough hours in and the early hour woes will clear up. That design decision is one built on hubris. Remedy seems to be banking on the idea that players will simply grind their way through a boring game by dangling the promise of a fun one in front of them. Play long enough and the Fix kit will a turret and an ultimate ability that involves a piggy bank. To get there, though, you'll have to play the same few missions over and over again to grab more upgrade materials. And when you finally get the tools you want, you'll be returning to those exact same missions again. It's an arbitrary grind, one that Remedy has already toned down in post-launch updates. As I wasted testing FBC: Firebreak, I was juggling two other online multiplayer games, Mario Kart World and Rematch. Both games have something in common that FBC: Firebreak lacks: They hooked me from the very first round. Mario Kart's racing is fast and fun from the jump and I never need to be convinced to queue up for another round of Knockout Tour. Rematch is similarly elegant, introducing me to satisfying soccer gameplay that's both casual and leaves a lot of room for personal growth as I pick up its nuances. The extra incentives for playing both are thin. Mario Kart World has some unlockable characters and stickers, but none of those things change the fundamentals of racing. Rematch only rewards me with some cosmetics in typical battle pass fashion, but I'm not thinking about that at all when I go for another round. They're like the surprise Christmas bonuses that you're not expecting. I just can't imagine signing off from my real 9 to 5 to clock into another one. FBC: Firebreak, on the other hand, is all carrot and stick. You're starting a contract job with low pay and no benefits, and then asked to get excited to work for the chance to get health insurance in a year. Sure, everything will feel more worthwhile once you get there, but you're probably not going to stop job hunting while you wait. There are other jobs to apply to out there, just as there are countless co-op games that don't lock the good parts away. In some high concept way, it all makes FBC: Firebreak more thematically functional. It treats players like the lowly employees they control. You have to imagine that their dream isn't to fight demonic sticky notes every day. Surely they hope to run the FBC one day, becoming one of those powerful people that gets to redact documents. That's the dream, but it's one hidden behind a gauntlet of hoops. The grind here feels true to life, perhaps making FBC: Firebreak the most accurate representation of what it's like to climb the corporate ladder. I just can't imagine signing off from my real 9 to 5 to clock into another one. FBC: Firebreak was tested on PS5 Pro.