Gaming
Final Fantasy VII REVELATION trailer showcases Weapons, more
Scheduled to launch in Spring 2027
Final Fantasy VII REVELATION is shaping up to be the biggest chapter yet in Square Enix’s remake trilogy. During gamescom Opening Night Live, Square Enix revealed a new gameplay trailer for the upcoming RPG. It showcases the return of the legendary Weapons, a new Summon, and more ways to explore its massive world.
The third and final entry in the Final Fantasy VII Remake Series is scheduled to launch in Spring 2027 for PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC via Steam, Epic Games Store, and Xbox on PC. The game is now available for wishlisting across all platforms.
The Weapons return
The new trailer puts the spotlight on the Weapons, enormous guardians that emerge as the planet faces an unprecedented crisis.
Unlike typical enemies, the Weapons make no distinction between friend and foe. Their rampages cause destruction across the planet, forcing Cloud and his companions to confront them while continuing their fight against Sephiroth.
The trailer shows battles against these colossal creatures across different environments. Cloud and his allies face the Weapons on desert sands, during aerial encounters, and even underwater. Ruby Weapon, Emerald Weapon, and Ultima Weapon can also be seen in the footage.
The Weapons were late-game encounters in the original Final Fantasy VII. Revelation reimagines these battles for its modern combat system, with some appearing as particularly challenging endgame encounters that pay homage to their original forms.
Explore the world from the Highwind
Revelation will also significantly expand the series’ approach to exploration.
Players can freely explore the entire planet aboard the Highwind airship. They can then parachute down to different locations, transitioning seamlessly from aerial travel to ground exploration.
On the ground, players can traverse the world using Chocobos and a grappling hook. The trailer also teases aerial encounters and other ways the party will interact with the expanded world.
With Meteor threatening the planet and the Weapons causing chaos across different regions, players will have multiple conflicts to deal with. The party can choose where to go, who to help, and the order in which to tackle different situations.
New abilities through FITS
The trailer also introduces the new FITS system.
FITS lets characters equip unique outfits that provide new abilities and increased power. These outfits are tied to specialized roles inspired by classic Final Fantasy jobs.
Cloud appears in a Warrior FITS, while Tifa is shown wearing a Black Mage FITS. The system adds another layer of character customization to the series’ hybrid combat system, which combines real-time action with Tactical Mode.
The game will also feature new playable characters and abilities as the party prepares for its final confrontation with Sephiroth.
The final battle begins in 2027
Final Fantasy VII Revelation follows Cloud and his companions as the world approaches total destruction. With Sephiroth nearing godhood and Meteor threatening to annihilate the planet, the party boards the Highwind for its final journey.
The game serves as the conclusion to the three-part Final Fantasy VII Remake project, which began with Final Fantasy VII Remake and continued with Final Fantasy VII Rebirth.
Players who want to catch up can play both titles on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC. Both games also feature Streamlined Progression options that can make the experience more accessible for players who want to move through the story more quickly.
Save data from the previous games will also unlock bonuses in Revelation. Players with Final Fantasy VII Remake Intergrade save data will receive the Chocobo & Moogle Summon Materia, while Final Fantasy VII Rebirth save data unlocks the Phoenix Summon Materia.
Final Fantasy VII Revelation launches in Spring 2027 for PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC.
Capcom has unveiled the first gameplay trailer for Mega Man: Dual Override, giving fans an extended look at the next mainline entry in the classic action-platformer series.
Revealed during Gamescom Opening Night Live, the trailer showcases new gameplay mechanics, bosses, playable characters, and more. Mega Man: Dual Override is set to launch in 2027.
The game will be available on Nintendo Switch 2, Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC via Steam, the Epic Games Store, and Microsoft Store.
Proto Man joins the fight
For the first time in a mainline Mega Man game, Proto Man returns as a playable character alongside the Blue Bomber.
Proto Man has his own abilities and playstyle. This gives players two distinct ways to approach the game’s challenges.
The trailer also introduces the new Override system. It lets robots temporarily push their abilities beyond their normal limits.
There is a catch, though. Once Override runs out, the player’s performance will temporarily drop. Players will need to choose when to activate the boost and manage its drawbacks.
Build your own playstyle
Mega Man: Dual Override also introduces a Custom Chip system.
Players can install Custom Chips to give Mega Man and Proto Man additional abilities. These include rapid-fire attacks, a protective shield bubble, hover capabilities, and more.
Players can mix and match different chips to create combinations that suit their preferred playstyle.
The trailer also introduces Twinkle Girl, one of eight new Robot Masters. She attacks with dazzling, firework-themed abilities.
As in previous games, defeating Robot Masters lets players acquire their abilities and turn them into special weapons.
New weapons and familiar faces
Special weapons remain an important part of Mega Man’s arsenal. However, they consume energy with every use, making resource management important.
The trailer shows off one new weapon that unleashes a powerful charge attack. It can also function as an aerial dash, giving players another mobility option.
Fans also spotted a familiar face in the trailer. Astro Man from Mega Man 8 briefly appears during the footage.
Capcom has not confirmed whether Astro Man will play a larger role in the game. It also teased the possibility of more classic Robot Masters returning.
Mega Man: Dual Override is now available to wishlist on the PlayStation Store, Microsoft Store, and Steam.
Mega Man games are also on sale
Several Mega Man games are currently discounted on Steam for a limited time.
Mega Man 11 is available for SGD 5.53, while the recently released Mega Man Star Force Legacy Collection is discounted to SGD 37.42.
Other Mega Man titles are also included in the sale.
CD PROJEKT RED has announced that The Witcher 3: Wild Hunt — Remastered will launch on September 29, 2026. The studio also revealed the first look at Songs of the Past, a new paid expansion coming in 2027.
The announcements were made during gamescom Opening Night Live. The remaster will bring visual, performance, and gameplay improvements to the acclaimed RPG.
The Witcher 3 gets a major upgrade
The Witcher 3: Wild Hunt — Remastered will be available on PC, PlayStation 5, and Xbox Series X|S. It will also launch as a native version for Nintendo Switch 2.
Existing owners on qualifying platforms will receive the remaster as a free upgrade.
The update includes upgraded visuals, enhanced combat, improved traversal and movement, and new effects for witcher Signs. It also revamps mount handling and monster behaviors.
Other additions include a revamped skill tree, transmogrification, an expanded Photo Mode, and new finishers.
The remaster will also mark The Witcher 3‘s arrival on Battle.net through a new partnership between CD PROJEKT RED and Blizzard Entertainment. Both The Witcher 3: Wild Hunt — Remastered and Songs of the Past will be available on the platform.
Players who purchase the expansion on Battle.net will also unlock a special Geralt-inspired skin in Diablo 4. More details will be revealed when CD PROJEKT RED attends BlizzCon in September.
Songs of the Past heads to Letten
CD PROJEKT RED also showed a teaser for Songs of the Past, its upcoming paid expansion for The Witcher 3.
The expansion introduces Letten, a new region filled with rural traditions and folklore. Its people enjoy bountiful harvests and lavish festivals, but something sinister lurks beneath the idyllic setting.
Geralt will face never-before-seen foes as he confronts a long-dormant evil.
Songs of the Past launches in 2027 for PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. Players can now wishlist the expansion on select platforms.
CD PROJEKT RED is co-developing the expansion with Fool’s Theory, whose leadership includes veterans who worked on The Witcher 3. Meanwhile, Yigsoft is co-developing the remaster.
Two expansions are now free
Ahead of the remaster’s September launch, CD PROJEKT RED is also giving all current The Witcher 3 owners access to its two acclaimed expansions at no additional cost.
Hearts of Stone and Blood and Wine are now available to existing owners, giving players a chance to experience the expansions before the remaster arrives.
CD PROJEKT RED will showcase both Remastered and Songs of the Past throughout gamescom. The studio will host guided presentations in Hall 8.1, while REDstream presentations will also be available through YouTube and Twitch.
Gaming
MARVEL Tōkon: Fighting Souls review: Easy to pick up, hard to put down
Welcomes casual and experienced fighting game players
MARVEL Tōkon: Fighting Souls feels like a spiritual successor to the Marvel vs. Capcom fighting games of old — just without the Capcom bit, obviously.
That comparison isn’t just because it features a roster of Marvel heroes and villains throwing hands at each other. Tōkon captures that same feeling of putting together a team of characters you love, watching them bounce off one another, and slowly figuring out how to make them work together.
I’ve always been a casual fighting game player. I can play a little bit, but I’m a benchwarmer at best. I do watch tournament matches every now and again, though, and I can tell when real skill is involved.
It’s kind of like basketball to me. I may not be particularly good at it, but I know a good play when I see one.
After spending some time with Tōkon, I can see the appeal.
It’s welcoming enough for someone like me to jump in and have fun, but there’s enough depth underneath the simple controls to reward players who want to take the time to master it.
The tutorial is important
I handled the tutorial portion during the demo, so when I got the full game I jumped straight into Story Mode.
That said, the tutorial is very important.
The button presses seemed easy enough to follow at first. But the deeper the tutorial went, the more complex it started to feel.
That’s not necessarily a bad thing. In fact, it does a good job of gradually guiding you through the game’s mechanics instead of throwing everything at you at once.
Anyone who’s ever played a fighting game at any capacity will have an understanding of how the general mechanics work.
But Tōkon layers its own systems on top of those familiar fundamentals.
The tutorial essentially takes you through the Training Mode. It’s great for getting a feel for how to execute the unique moves per character.
I’m a firm believer that you should just throw yourself at a match and only go back to training if you hit a wall and can’t advance or seem unable to overcome your opponent.
That’s how I prefer to learn.
And Tōkon makes that approach viable because the fundamentals don’t feel intimidating.
The game’s official materials also emphasize this balance. It offers adjustable controls, traditional and quick inputs, easy chain combos, character guides, training, and other ways to learn the game’s systems.
There’s more than enough here that the game should feel welcoming to both casual and hardcore fighting game fans.
Four characters, one fight
The biggest thing to wrap your head around is probably the game’s 4v4 structure.
You pick four characters: one main fighter and three assists. But you don’t immediately have access to your entire team.
You only get access to the first assist initially. You unlock the other two after a Stage Break happens in a match. A Stage Break is when you finish a combo with the opposing character flying through an extended area of the fighting stage.
So it’s entirely possible to go an entire match without unlocking all your assist characters.
Now that I’ve spent more time with it, though, getting to a Stage Break is actually fairly easy. Landing and chaining combos doesn’t feel too complicated to pull off, so you can get access to the rest of your team without having to perform some impossibly technical sequence.
The assists are great.
You simply hit X or Cross (or the bottom-most face button) for a generic assist, but combining right + X or down + X gives you long-range and air-launch assists.
These are great for opening up your opponents to combos or countering their moves.
Once you have all your assists available and fill the gauge all the way up to 150, you can execute a Super Attack with every single one of your characters joining the assault.
It’s a fantastic payoff for building up your team.
This is also where Tōkon starts feeling like more than a simple fighter.
The controls are easy enough to understand, but the deeper you get into a fight, the more you start thinking about when to call an assist, how to extend a combo, when to counter, and when to save your resources.
It’s the same kind of satisfaction I get from Dragon Ball FighterZ or Guilty Gear Strive.
Simple controls can get you started.
The complexity comes from figuring out what you can actually do with them.
Spider-Man is my guy
I spent most of my play time using my favorite character of all time: Spider-Man.
Honestly, he feels a little trickier to play than most.
His special move involves him shooting a web, and you can either follow it up with a combo or use it to swing away from attacks.
That little bit of flexibility makes him feel very Spider-Man.
You’re constantly darting around the fight, looking for an opening while also having a way to get yourself out of trouble.
I initially played him with his teammates set by the game: Ms. Marvel, Peni Parker, and Star-Lord.
But outside of the story, I usually always have Wolverine up next.
He’s an aggressive damage dealer and a button masher’s delight.
That’s part of what makes Tōkon’s roster work.
Going through Story Mode gives you a chance to get a feel for how each character handles and who fits your style the most.
With 20 characters available at launch, there’s enough here to mix and match, and you’re bound to find a set that you feel at home using.
And sometimes the character you expect to like isn’t the one you end up enjoying the most.
The characters change how you play
The character I wasn’t particularly interested in but was surprisingly fun for me to use was Blade.
It probably has to do with the types of movement I associate with each character.
With Spidey, I’m always darting around.
With Wolverine, I’m always rushing the enemy.
But with Blade, I suddenly move with more measure.
Something about his stance and attacks makes me want to approach the fight a little more deliberately.
Ms. Marvel was also a character I didn’t care much for at first but ended up enjoying using.
Mostly also because she forces me to dial back a bit and be more deliberate with my movements.
That’s one of the more enjoyable things about Tōkon.
The roster doesn’t just give you different characters with different movesets. It encourages you to approach fights differently.
You’re not necessarily going to play the same way with every character. And that makes finding the right team more rewarding.
Deadpool, meanwhile, has a lot of Easter egg references from other games and franchises.
I haven’t seen them in my own playthrough, though, so it’s frustrating me a bit.
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That probably says something about how much Marvel fan service Arc System Works has packed into the game.
Even when I’m not finding the references myself, I know I’m probably missing something.
Losing doesn’t feel cheap
This might be one of the biggest compliments I can give Tōkon.
When I lose matches, it never feels like it’s because the opponent got some sort of buff or something.
I can clearly see where I mistimed a block or a counter, and that led to a devastating string of combos that led to my demise. I don’t mind losing when I understand why I lost.
There’s a difference between getting beaten and feeling like the game simply decided that you were going to lose. Tōkon generally makes me feel like the former.
I’m not suddenly going to pretend I’m good at fighting games. I’m still a casual player. But I can recognize when I made a mistake.
And when I watch a really good player put together a sequence, I can appreciate the skill involved even if I have absolutely no idea how to replicate it.
That’s where I think Tōkon strikes a good balance.
The game lets me enjoy fighting games at my level while leaving the door open for players who want to take things much, much further.
It’s anime as hell
The anime-coded art style has been telegraphed since the game was first announced, so there shouldn’t be any surprises here.
There are plenty of character costume color combinations to choose from, while the animations are truly eye-popping without feeling extremely overwhelming.
The characters move with the kind of exaggerated energy you’d expect from an Arc System Works fighter, but it still feels distinctly Marvel.
Every fight feels like a comic book panel suddenly came to life.
The presentation is particularly good at making the big moments feel big without turning every attack into visual noise.
And then there’s the opening sequence. It is so anime intro-coded and I NEVER skip it. It’s so hype!
Don’t expect a deep Marvel story
You don’t have to play through each character for Story Mode.
The characters are divided into teams of four, giving each group its own story. The presentation is a mix of anime cutscenes and comic-book-panel-style storytelling.
It’s… alright.
If you’re after any real deep storytelling here, you’re not playing the right game.
There’s enough to keep you mildly entertained, but halfway through your third team you’d probably be over it and would want to just jump straight into fighting — which is the core of the game anyway.
The story gives you an excuse to spend time with different teams and characters.
It lets you learn how they play while giving you a little context for why they’re fighting together.
But Tōkon’s real appeal isn’t its story. It’s what happens when the fight starts.
The fighting is the story
The more time I spend with Tōkon, the more I think this is where the Marvel vs. Capcom comparison makes the most sense.
You pick characters you love, put them together, and figure out how they work.
Then you discover that the character you weren’t interested in is suddenly the one you can’t stop playing.
That’s the loop. And it’s a good one.
Tōkon feels like it understands that a fighting game doesn’t need an elaborate narrative to make you care about its characters.
Sometimes all you need is a character you like, a team that feels good, and a fight that makes you want to hit rematch.
The sound of a good fight
I have to be honest — and a bit embarrassed — I love listening to music, but audio is almost always the last thing I notice when I review games.
I want to say the audio here perfectly complements the visuals.
Nothing feels jarring or out of place.
The music feels appropriate for every stage of the fight, while the in-fight dialogue matches the reactions to what’s happening on screen.
(My setup is an LG C2 TV with a Samsung soundbar. Suffice it to say, I FEEL every hit adequately).
Arc System Works also specifically called out music and sound as areas of focus for Tōkon. After playing it, I can see why.
It runs excellently on PS5
On PS5, MARVEL Tōkon: Fighting Souls runs excellently.
My runs were mostly PvE, and I encountered no issues whatsoever.
Any input lag is just me having stubby fingers — nothing to do with the game’s performance.
The game also benefits from the PS5’s presentation, with its colorful effects and huge character animations looking particularly good on a big screen.
I played on a 55-inch TV and it made those big super attacks especially satisfying to watch.
The PC version, however, had a much rougher launch.
It was only recently that a patch was released, and we also had challenges redeeming the PC version.
So if you’re deciding between platforms, the PS5 version is the one I can comfortably speak for based on my experience.
Online is where I struggle
I don’t like talking about this. I get my ass handed to me too much. But if you’re talking about getting into matches, it does get challenging.
I wait a good five to seven minutes before I can hop into online matches.
And once I do get into a fight, let’s just say my win rate isn’t exactly something I’m going to frame on the wall.
The game’s online offering includes Casual and Ranked matches, along with online lobbies and Room Matches.
The real question for more competitive players will be whether the online community can sustain quick matchmaking as the player base settles after launch.
For a casual player like me, though, the bigger hurdle is simply finding someone willing to beat me up.
A cute little detour
There’s also Arcadia Rumble, a bit of a platformer-type game with the characters rendered in chibi form.
It’s nothing groundbreaking. But I particularly enjoyed the chibi looks as a chibi enjoyer.
The chibi version is an Arc System Works staple, and it’s a cute little change of pace from the much more intense main game.
You don’t need to play it to appreciate Tōkon. But I like that it’s here.
I’m already looking forward to more
The launch roster is already substantial, but I’m particularly excited about the first DLC character: Phoenix Cyclops.
Scott Summers is my guy. And we’re getting the cosmic version? I am waiting with bated breath.
That’s probably the best place to leave Tōkon.
I came into this expecting a fun Marvel fighting game.
What I got was a fighter that is easy enough for a casual player like me to pick up, while constantly reminding me that there is a much deeper game waiting underneath.
It’s not that Tōkon is simple.
It’s that it does a good job of making complexity feel approachable.
You can mash buttons with Wolverine and have a great time. You can swing around with Spider-Man and look for openings. And you can slow things down with Blade or Ms. Marvel and learn to be more deliberate.
If you want to go deeper, the systems are there waiting for you.
Now pickup a controller and take on MARVEL Tōkon: Fighting Souls
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