Ratchet and Clank: Rift Apart PC | Rivet Ratchet and Clank: Rift Apart PC | Rivet

Gaming

We played Ratchet & Clank: Rift Apart PC on 3 devices

Because we can

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Ratchet & Clank: Rift Apart PC has been out for over a month as of writing. Performance Reviews are out and we encourage you to check those out for a more by-the-numbers detailed look. 

For our part, we played the game on three (3) different devices to find out how it runs, what the experience is like, and to make a recommendation on whether you should pick it up or not. 

Before we share what those devices are, here are the system requirements and some reminders to run Ratchet & Clank: Rift Apart for PC. 

System requirements

Minimum Recommended High Amazing Ray Tracing Ultimate Ray Tracing
Avg Performance 720p @ 30 FPS 1080p @ 60 FPS 1440p @ 60 FPS (4K @ 30 FPS) 1440p @ 60 FPS (4K @ 30 FPS) 4K @ 60 FPS
Graphics Preset Very Low Medium High High

Ray Tracing High*

High

Ray Tracing Very High*

GPU NVIDIA GeForce GTX 960

or AMD Radeon RX 470

NVIDIA GeForce RTX 2060

or AMD Radeon RX 5700

NVIDIA GeForce RTX 3060 Ti

or AMD Radeon RX 6800

NVIDIA GeForce RTX 3070 NVIDIA GeForce RTX 4080
CPU Intel Core i3-8100

or AMD Ryzen 3 3100

Intel Core i5-8400

or AMD Ryzen 5 3600

Intel Core i5-11400

or AMD Ryzen 5 5600

Intel Core i5-11600K

or AMD Ryzen 5 5600X

Intel Core i7-12700K

or AMD Ryzen 9 5900X

RAM 8 GB 16GB 16 GB 16 GB 32 GB
OS Windows 10 64-bit (version 1909 or higher) Windows10 64-bit (version 1909 or higher) Windows 10 64-bit (version 1909 or higher) Windows10 64-bit (version 1909 or higher) Windows 10 64-bit (version 1909 or higher)
Storage 75 GB HDD space (SSD Recommended) 75GB SSD space 75 GB SSD space 75GB SSD space 75 GB SSD space

Sony PlayStation also made sure to note that while it will indeed run in the minimum requirements, they still encourage players to play, at least, on an SSD to best experience the fluid dimension-hopping feature. 

We were also reminded to update our GPU’s drivers. Outdated ones could cause issues. 

The 3 devices

Naturally, we played on devices that meet the requirements as indicated above. The three devices are as follows, listed with the relevant specs: 

Steam Deck 

  • AMD APU
  • CPU: Zen 2 4c/8t, 2.4-3.5GHz (up to 448 GFlops FP32)
  • GPU: 8 RDNA 2 CUs, 1.0-1.6GHz (up to 1.6 TFlops FP32)
  • APU power: 4-15W
  • 16 GB LPDDR5 on-board RAM (5500 MT/s quad 32-bit channels)
  • 256 GB NVMe SSD (PCIe Gen 3 x4 or PCIe Gen 3 x2*)

ROG Flow X13 (2021)

  • AMD Ryzen 9 5900Hs with Radeon Graphics 3.30Hz
  • NVIDIA GeForce GTX 1650 Laptop GPU, 4GB GDDR6 VRAM
  • On board LPDDR4X RAM 4266MHz 16GB x 2 Dual channel
  • 1TB M.2 2230 PCIe 3.0 x4 SSD 
  • With ROG XG Mobile (eGPU+) 
  • NVIDIA GeForce RTX 3080 16GB GDDR6 (150w)

ROG Zephyrus G14 (2023)

File Photo: Zepyhrus G14 (2020)

  • AMD Ryzen 9 7940HS Mobile Processor (8-core/16-thread, 16MB L3 cache, up to 5.2 GHz max boost)
  • NVIDIA GeForce RTX 4070 Laptop GPU
  • ROG Boost: 2030MHz* at 125W (1980MHz Boost Clock+50MHz OC, 100W+25W Dynamic Boost)
  • 16GB DDR5 on board
  • 1TB PCIe 4.0 NVMe M.2 SSD

Experience per device

Just by looking at the specs, you can kind of picture already, at the very least, the graphical fidelity and general performance that each of the devices offered. Yes, to keep things simple, Steam Deck is on Medium, ROG Flow X13 is on High (with some caveats), and ROG Zephyrus G14 on Ultimate Ray Tracing. 

For the most part, each device was automatically on the most ideal graphical settings as you fire up the game. We didn’t have to bother too much with tweaking things here and there. But that’s just us. The beauty of playing on PC is that you can make adjustments to your heart’s content. But we just wanted to play right away and stuck with the mostly vanilla settings. 

Steam Deck 

As a Steam Deck verified title, Ratchet & Clank: Rift Apart PC ran pretty well. Only a few things really stood out. This being a AAA title, you can expect to play for about two hours max if you’re unplugged. 

You won’t enjoy the mind-bending visuals present when you play on the PS5. The graphics look closer to a late cycle PS3 game. It still looks fantastic which is a testament to the game’s overall art style. In the simplest terms, it’s like watching a video in 540p as opposed to the 4K, ultra-fine detail on its mother console. 

The dimension-hopping didn’t feel as seamless as it did on the PS5 and that was to be expected. Still, the game ran mostly with just minor hiccups, never crashed, but we did have to force close it once when we missed a platform and it seemed like Ratchet was just falling endlessly into the void. 

ROG Flow X13 (2021)

On the ROG Flow X13, the game was automatically on High settings even without the ROG XG Mobile plugged in. But the experience was rather dicey. There were plenty of graphical glitches when we played. Do note that we also did this unplugged. During that session, the laptop struggled to play on High. The game ran better when we switched to Medium later on.

Later on, in much more optimal conditions and with the ROG XG Mobile plugged in, Ratchet & Clank: Rift Apart PC ran exactly like how we expected it to. We even dated to bump it up to High Ray Tracing and enjoyed an experience that’s incredibly close to the one on the PS5. 

In case you’re curious, we played using a GameSir G7 Wired Controller. It felt just like a regular Xbox controller but wired. If you’re used to the PS5 Dual Sense controller, it might take a few hours to get used to the feel. But the longer adjustment will be the face buttons, especially since both feature an “X” but on a different button placement. 

ROG Zephyrus G14 (2023) 

This is a review device that came in later and is the reason why we waited a little bit longer before publishing. And well, it was worth the wait. Playing on the latest Zephyrus G14 felt like a one-to-one recreation of the PS5 experience. 

To truly match the console-like feel, we hooked up the laptop to a 55-inch 4K TV for good measure. Save for the controller, this was the closest we got to how we experienced the game back when it first came out. Graphically and performance-wise, there was hardly any difference. 

It’s a shame we didn’t have an ultra-wide gaming monitor during the review period to see how well the game translates visually on that kind of display.

Should you play Ratchet & Clank: Rift Apart PC?

This seems like an easy enough question to answer, but there are plenty of things to consider. First of all, do you already own a machine that can run the game and where in the graphical and performance settings does your machine fall? 

At Medium, it feels like you’re getting only about 50-60% of what the game has to offer. It’s a visual marvel as much as it is a virtual adventure worthy of pouring over 20 hours on. When it first came out, many reviewers called it a “Pixar movie that you can play.” You won’t get that experience if you’re only playing on the Medium to High range. 

But if you’re only in it for the story and gameplay – both of which are very much worth your time, then by all means jump right in. We do, however, recommend that you hold out for a sale to get the most bang for your buck. 

SEE ALSO: Ratchet & Clank: Rift Apart Review: A damn good time

Gaming

Now Playing: Final Fantasy Resonance 

A beautiful return to turn-based adventuring 

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Final Fantasy Resonance

I grew up in the PlayStation era, when Final Fantasy was already starting to move beyond its 2D roots. And while I’ve come to appreciate how much the franchise has contributed to role-playing games, I’ve always considered myself a casual fan. I don’t have quite the same attachment to its pixel-art adventures as someone who grew up playing them.

Turn-based RPGs, though? Those I’m very much a fan of.

That’s what drew me to Final Fantasy Resonance, which pairs the series’ old-school battles with an HD-2D makeover. Its story originated in the mobile game Final Fantasy Brave Exvius. Square Enix has since rebuilt that adventure for consoles and PC, leaving behind the gacha system of randomized character pulls.

About 12 hours in, I’ve found plenty to enjoy, particularly in the combat and character customization. The story hasn’t quite made the same impression. It’s a familiar adventure that, so far, gives me more reasons to experiment with my party than to care about where their journey takes them.

A familiar adventure

Resonance follows Rain and his fellow knight Lasswell as they try to stop a mysterious enemy from destroying their world’s crystals. Joining them is Fina, a young woman with no memory of her past, whose identity adds another mystery to their journey.

It’s a setup that has its charm. Crystals to protect, a looming threat, and an unlikely group of companions are all fitting ingredients for a Final Fantasy adventure. But in the early hours, the game does little to make those ingredients feel particularly distinct.

Most of the characters are likable enough. Still, they often feel like familiar character types rather than being people I’m eager to learn more about. There’s a difference between recognizing the kind of character someone is and becoming invested in what happens to them. Resonance hasn’t quite bridged that gap for me yet.

Some of the dialogue doesn’t help. Characters spend a lot of time explaining their feelings, when I’d rather see those feelings come through in their actions or interactions. The writing can be a little too eager to tell instead of show, leaving less room for me to feel like I’m discovering the characters for myself.

I wouldn’t call the story bad. Somewhat unremarkable, perhaps, especially for a Final Fantasy game. There’s still plenty I haven’t seen, and I hope the cast becomes more interesting as the journey progresses. For now, though, the battles are doing more to hold my attention.

Making each turn count

The combat is very much rooted in turn-based RPG tradition. You choose your party’s actions, pay attention to who moves next, and exploit elemental weaknesses. It’s a familiar foundation, but the Stagger system gives you something more to consider beyond which attack deals the most damage. 

Enemies have a stagger gauge that you can deplete through attacks. Hitting an elemental weakness helps you stagger them more effectively. Once staggered, an enemy loses its action and becomes more vulnerable, while you gain an opportunity for an extra action.

This reminds me a little of Octopath Traveler’s Break system. The appeal lies in working out when to disable an enemy and how to make the most of that opening. An attack’s value isn’t only in how much health it takes away. Preventing an enemy from acting can be just as useful.

That adds another consideration to the party’s turn sequence. Do you focus on the enemy closest to defeat, or stagger another before it gets the chance to attack? Those decisions give the familiar command-based battles a welcome sense of give and take. And for me, figuring out how to make the most of each turn is incredibly satisfying. 

This being Final Fantasy, there are summons and limit breaks, too. Calling on a legendary creature to help your party or unleashing a character’s powerful signature attack is always a treat. I love watching these flashy moves play out. They bring a welcome burst of spectacle to all that careful planning, while the smaller decisions between those big moments keep the combat interesting. 

Old heroes, new possibilities

Beyond the spectacle, some familiar Final Fantasy faces also help shape how you build your party through the Visions system. These equippable characters grant your party members additional abilities, letting you reinforce their strengths or cover gaps in their skill sets. They include beloved heroes from previous games such as Cloud Strife and Squall Leonhart.

The idea reminds me of Fire Emblem Engage, which also lets characters draw on the powers of heroes from earlier games. It’s a cool way to make the franchise’s history part of how you play, rather than simply something you recognize. And I love that about it. 

For longtime fans, seeing a favorite hero return will naturally be part of the attraction. But what I like most is the flexibility the system gives you. A party member’s starting role doesn’t have to define everything they can do.

You can pair Visions with characters whose abilities already complement them. But you can also try a less obvious combination to give someone an option they otherwise wouldn’t have. Both approaches have their uses, and figuring out what suits your party is part of the fun. 

Some abilities are so useful that I end up wanting them on every character. For example, I used Visions to give all my characters the ability to recover MP whenever they stagger an enemy. I felt that MP recovery was too useful to pass up. It also gave me another reason to prioritize staggering enemies, since doing so now helped replenish my party’s resources.

For me, this has been one of Resonance’s strongest features. I enjoy having a reason to reconsider my party beyond simply equipping something with better stats. Choosing a familiar face is fun, but finding a combination that works is more rewarding.

A beautiful change in perspective

Resonance is also gorgeous to look at. Its HD-2D presentation combines pixel-art characters with three-dimensional environments, giving the game a look that feels both retro and modern. Like the combat, it reminds me of Octopath Traveler, though it has its own approach to presenting that world.

However, what stands out most to me is the camera. Rather than relying entirely on the elevated, diorama-like views I associate with this style, Resonance uses more varied and dynamic angles. Those changes in perspective give the colorful environments a greater sense of depth and scale. 

It’s a creative decision that works tremendously in the game’s favor. The environments already look beautiful, but how the game frames them helps sell the size of the adventure. Pixel-art heroes can still feel small against the world around them, and the camera makes good use of that contrast. 

I may not have much nostalgia for the older games’ visuals, but I don’t think you need it to appreciate what Resonance does here. The presentation is a highlight in its own right.

Is Final Fantasy Resonance your Play Match?

So far, Resonance’s combat and customization have been the highlights for me. I’ve enjoyed experimenting with Visions, and the Stagger system gives me a reason to think carefully about how my party’s actions fit together. The beautiful presentation makes the adventure that much easier to enjoy.

The story feels familiar, but, again, it has its charm. I’m still waiting for the narrative to hook me, though I’m only about two chapters in. So there’s plenty of room for the adventure and its characters to grow.

I suspect longtime fans will get more out of its callbacks than I do. That familiarity may be exactly what they’re looking for. But even as a casual Final Fantasy fan, I’ve found plenty here to enjoy. 

For me, Final Fantasy Resonance is a Swipe Right, especially if you enjoy turn-based battles and traditional RPGs. 

I’m happy to keep experimenting with my party and see where the journey takes them.

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Gaming

KINGDOM HEARTS Collection [I–III] now available on PS5, Switch 2

All-in-one collection launches

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KINGDOM HEARTS Collection [I-III]

The KINGDOM HEARTS Collection [I–III] is now available on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC. Bandai Namco Entertainment Asia and Square Enix announced the collection’s launch on October 15, 2026, alongside the release of physical editions for PS5 and Nintendo Switch 2 in Southeast Asia.

The collection bundles three releases: KINGDOM HEARTS -HD 1.5+2.5 ReMIX-, KINGDOM HEARTS HD 2.8 Final Chapter Prologue, and KINGDOM HEARTS III + Re Mind (DLC). These include multiple games and cinematic compilations from the franchise, offering newcomers and returning fans a convenient way to experience Sora’s adventures.

The collection is available on Nintendo Switch 2, PS5, Xbox Series X|S, Steam, Xbox on PC, and the Epic Games Store. Individual titles are also available, while KINGDOM HEARTS -HD 1.5+2.5 ReMIX- will be available natively on the original Nintendo Switch.

Try Kingdom Hearts III for free

Newcomers can also try the free KINGDOM HEARTS III + Re Mind (DLC) demo on Nintendo Switch 2. It features two playable sections inspired by Disney’s Hercules and Disney-Pixar’s Toy Story.

Progress from the opening section through the early stages of Olympus carries over to the full game. However, save data from the Toy Box section does not transfer.

The Nintendo Switch 2 version also supports Japanese voiceovers through a separately downloadable Japanese Voice Pack DLC.

Platform-exclusive Keyblades

Players who purchase eligible editions of the collection or KINGDOM HEARTS III + Re Mind (DLC) can receive a platform-exclusive Keyblade.

  • Nintendo Switch 2: Long Night
  • PlayStation 5: Midnight Blue
  • Xbox Series X|S: Phantom Green

The physical edition requires an internet connection to download additional game data. Digital pre-orders on PS5 and Xbox Series X|S also included 48-hour early access.

Players who own digital versions of the games on Nintendo Switch (Cloud Version), PS4, or Xbox One are eligible for discounts on digital purchases of the corresponding releases on Nintendo Switch 2, PS5, and Xbox Series X|S.

Nintendo Switch Cloud Version owners can also transfer their save data to Nintendo Switch 2. Other platforms do not support save data transfers.

The KINGDOM HEARTS series will celebrate its 25th anniversary in 2027.

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Entertainment

LE SSERAFIM Sakura recommends this game to a fan

A Square Enix title for Switch 2

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LE SSERAFIM Sakura | Torneko's Mystery Dungeon
LE SSERAFIM Sakura @39saku_chan on Instagram | Torneko's Mystery Dungeon

LE SSERAFIM member Sakura has a game recommendation for Nintendo Switch 2 owners, and it is an unexpected pick for fans looking for something to play.

During a fan send-off at the group’s PUREFLOW tour stop in Newark, New Jersey, a FEARNOT reportedly asked Sakura which Switch 2 game she would recommend. She pointed the fan toward Torneko’s Mystery Dungeon, a classic RPG from Square Enix.

The Newark concert took place at the Prudential Center on October 8, 2026. The game Sakura mentioned is now available internationally as Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD-.

What is Torneko’s Mystery Dungeon about?

The game follows Torneko Taloon, a merchant from Dragon Quest IV who dreams of becoming the world’s greatest weapons dealer.

Torneko hears rumors of a mysterious dungeon filled with incredible treasures. He ventures inside to collect valuable items, bring them home, and expand his shop.

The premise is straightforward, but surviving the dungeon is another story. Each expedition brings a new layout, different items, and new monsters. Torneko must make it out alive if he wants to keep the treasures he finds.

Source: Official Dragon Quest website

What kind of game is it?

Torneko’s Mystery Dungeon is a turn-based roguelike dungeon crawler with RPG and resource-management elements.

Every step counts as a turn. When Torneko moves, enemies move too. Players must decide when to fight, when to use items, and when to retreat. Poor decisions can quickly turn a promising run into a disaster.

Death also carries a hefty penalty. Torneko loses the items collected during a failed expedition and returns to the first floor at Level 1. However, successfully bringing items home helps expand his shop and provides a sense of long-term progression.

The game originally debuted in Japan in 1993. Its Classic HD release brings the pioneering dungeon crawler to international audiences with updated visuals, an official English localization, and adjustable difficulty options.

The game is available on Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC.

Source: Nintendo

How long does it take to beat?

According to HowLongToBeat estimates reported by M4 Games, the main story takes around 7.5 hours to complete. A playthrough that includes additional content takes approximately 16 hours.

Those estimates offer a useful starting point, but the game’s procedural dungeons and punishing mechanics can affect how long individual players need to finish it.

Source: M4 Games

What do critics and players think?

Torneko’s Mystery Dungeon -Classic HD- has received a mixed-to-positive response from critics.

Review aggregator listings put its critical reception around the high 60s to low 70s out of 100, depending on the platform and the aggregator. RPGFan awarded it an 80/100, praising its strategic dungeon runs, charming Dragon Quest monsters, and satisfying progression.

However, the game also shows its age. Critics have pointed to dated presentation, limited quality-of-life improvements, and pacing issues. Its demanding mechanics may also frustrate players who prefer more modern, forgiving roguelikes.

The general sentiment is that the core gameplay remains engaging, particularly for fans of classic RPGs and dungeon crawlers. However, this is a 1993 game at heart, and its remaster does not completely modernize the experience.

Sources: RPGFan, CriticDB, Steam player reviews

Would you play it because of the game or because of Sakura?

Let’s be honest. A recommendation from Sakura might be enough to make some FEARNOTs curious about a game they would otherwise overlook.

From a gameplay perspective, Torneko’s Mystery Dungeon -Classic HD- offers a glimpse into the roots of a genre that continues to thrive today. Its turn-based combat, randomly generated dungeons, and risk-reward loop could appeal to players who enjoy methodical RPGs.

Still, the game isn’t necessarily for everyone. Its old-school design and punishing mechanics may require some patience, especially for players accustomed to more modern dungeon crawlers.

Personally, I’d be tempted to give it a shot because of Sakura. 👀

Whether the game itself can keep me playing is another question. But if a FEARNOT is looking for a new Switch 2 game and Sakura recommends this one, that might be reason enough to take a closer look.

Would you play Torneko’s Mystery Dungeon because of the gameplay, or because Sakura recommended it?

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