Gaming

Tales of Arise vs Scarlet Nexus: What to play first?

Animé game showdown!

Published

on

It’s been a rather good year for BANDAI Namco and its single-player animé-style games. In mid 2021 they launched the all-new, all-original Scarlet Nexus. A couple of months later, they released the latest in a long-running franchise, Tales of Arise. If you’re on the fence about which one to play first (let’s face it, if you’re a fan of this type of game you likely want to play both), hopefully this will help you decide.

Before everything else, let’s get a few disclaimers out of the way. I’ve yet to fully complete both games. Well, in Scarlet Nexus I’ve finished my first playthrough with Kasane and I’m currently in the very early stages of my Yuito playthrough. Meanwhile in Tales of Arise, I’m about 20+ hours deep and have a 6-member party. I feel like I’ve played enough to give my thoughts on both games.

This exercise is specifically aimed at those who can’t outright buy both games. Also, if you’re a long-time Tales of fan, you’ve likely made your decision already so this may not be for you. Lastly, this is in no way a definitive assessment of either game. I’m just a dude who wants to share his thoughts on two games he enjoyed (enjoys?) playing. And I genuinely can’t decide which one to recommend first, thus, this exercise.

Tales of Arise

Point system

Here’s how we’ll do this. We’ll score each game on the following pillars:

  • Visual presentation
  • Music and soundtrack
  • Combat
  • Story
  • Fun Factor

I’ll discuss my thoughts on both games for each pillar and give a score from 1-10, 1 being the lowest and 10 being the highest. Towards the end, we’ll tally scores and highest total wins. Sounds simple enough, yeah?

Let’s dive in!

Visual presentation 

The general art style for both games is very similar. At this point, BANDAI Namco and their partner developers have pretty much mastered cel-shading graphics for the plethora of animé titles under their belt. There are a few differences though.

For instance, both games have this comic-book style cut-scene where the characters exchange dialogue to mostly add to character development. Another cool thing about this style is that it carries over whatever cosmetic equipment your characters have on. It’s a nice cool execution that visual enthusiasts will definitely appreciate.

Scarlet Nexus

While at first glance, they look the same, there’s actually a slight difference. In Scarlet Nexus, the images in the panel are mostly still. Only a handful of scenes are really animated. Meanwhile, in Tales of Arise, the panels are actually animated. There’s minimal but noticeable movement making each panel feel more alive.

Tales of Arise

Next is the overall look and feel of the visuals. I think both games do a good job of showcasing their respective worlds. Scarlet Nexus is this post-apocalyptic, cyberpunk-ish world that feels rather empty, but that’s because of the story and the setting. Tales of Arise, on the other hand, feels more alive and is generally bright and charming like most high fantasy titles.

Tales of Arise

When it comes to the menus, I’m partial to Tales of Arise because there are enough spaces left to let elements on the screen breathe. In contrast, I felt Scarlet Nexus had a really busy-looking menu that can be a lot to take in even after having spent hours on the game.

This design looks busy to me

Verdict: 

  • Tales of Arise — 9 points
  • Scarlet Nexus — 8 points 

I think both games look great and have a definitive visual identity. There are just little factors here and there that, for me, Tales of Arise does better.

Music and soundtrack 

Unlike the visual presentation section, I don’t think I can say as much about the music and soundtrack. Unless it’s extremely good or bad, music and soundtrack is generally something I notice last.

For instance, the sound design in Returnal is something I absolutely gave praises to. Persona 5’s “Last Surprise” still rings in my ear to this day. And of course you have iconic and memorable soundtracks like Utada Hikaru’s “Simple and Clean”, and Faye Wong’s “Eyes on Me.”

Tales of Arise

For me, there’s nothing of this sort on either Scarlet Nexus or Tales of Arise. Don’t get me wrong, I think the soundtrack and music are good. Just nothing immediately memorable.

Scarlet Nexus blasts a variety of genres throughout your playthrough. There’s a mish-mash of electronic, pop, punk, and even EDM (electronic dance music) in there. Meanwhile, Tales of Arise has this more traditional mix of animé pop-rock intro and fantastical soundtrack. Its opening song, in particular, is an absolute banger.

Verdict: 

  • Tales of Arise — 7 points
  • Scarlet Nexus — 7 points 

Evenly matched because they’re good for different reasons but don’t exactly stand out in the greater scheme of things.

Combat 

The combat of both games are fun and have interesting levels of depth in different ways.

In Scarlet Nexus, you play as either of the lead characters Kasane or Yuito in a single campaign. Each one will have a party of characters but they are mostly supporting casts in battle. They attack independently and you can use their unique abilities for a limited one at a time or all at once to aid you in combat.  The level of depth comes in the multiple abilities you can combine to take down enemies and a variety of ways. Most of which are pretty satisfying.

Going to Brain Drive mode in Scarlet Nexus is pretty satisfying

Tales of Arise gives you a little bit more or a variety in a single campaign. All party members are playable and have very distinct fighting styles and abilities. Naturally, you’ll spend more time with leads Alphen and Shionne, but the rest of the crew: Rinwell, Law, BEST GIRL Kisara, and Dohalim offer new dynamics to combat that help keep the gameplay feel fresh.

Tales of Arise

Combat encounters are also a little different. Scarlet Nexus feels more like an actual action-JRPG with how you can jump at an enemy as you’re traversing an area. Meanwhile, in Tales of Arise you encounter an enemy in an area and get transported into somewhat of a battle arena section to go into combat. The controls itself still feel action RPG-like once you’re in combat but the difference is how you get there.

I think Scarlet Nexus offers a little more precision when it comes to combat. From my experience, I feel more in control during fights with who I’m targeting despite the busy screen with everyone in the party fighting.

Maybe it’s because I just haven’t spent as much time with Tales of Arise yet that I haven’t completely figured out every nook and cranny of its combat. Around my 10th to 12th hour playing, the visuals and gameplay still feel like, in the words of Girlfriend Reviews, “diarrhea Christmas lights.” There’s a hefty amount of splash and color going in that it’s easy to get lost in it. That said, the finishing moves here are especially entertaining and never get old despite the repetition.

Tales of Arise

“Diarrhea Christmas Lights”

Verdict: 

  • Tales of Arise — 8 points
  • Scarlet Nexus — 8.5 points 

Both have their strengths but I like having the feeling of a little more control that’s why Scarlet Nexus gets half a point more than Tales of Arise.

Story

Personally, this is what makes or breaks a game for me. I put a lot of weight in a game’s story and overall narrative. I don’t look for anything too unpredictable or too out there. Just something that’s engaging and satisfying.

As I’ve mentioned, I haven’t completed the story for both games. With Scarlet Nexus, you have to go through both campaigns to get a full picture and I haven’t done that yet. Meanwhile in Tales of Arise, I’ve only just completed the 6-member party.

So far, I’m enjoying both for different reasons. Scarlet Nexus gives a “Yo, what the hell is happening right now” vibes. It’s filled with twists and mysteries and a pretty way out there revelation despite its setting.

Tales of Arise tackles a heavy topic of what it feels like to actually be free and so far, in my gameplay, has seemed like a more traditional and linear story. It can get predictable especially if you’ve consumed plenty of stories like I have but it’s still exciting nonetheless.

Tales of Arise

To give you a better overview idea, I asked Chris Garcia of One More Game to describe the story. Here’s what he said:

“Tales of Arise is bolstered by a strong cast of characters that undergo a journey of realization that sees the typical JRPG narrative formula with stakes that get grander at every arc.”

Meanwhile, our very own Gab Orlina describes the story of Scarlet Nexus as “Twisting and turning, but not overwhelming. [You’re] in search of the truth about stopping a world-ending event that shapes the future of the nation.”

Verdict: 

  • Tales of Arise — 7 points
  • Scarlet Nexus — 8 points 

I really had to pause and grit my teeth over this one. I’m personally enjoying Tales of Arise more but that may just be recency bias since it’s what I’m currently playing. But looking back, there are more “WTF” moments in Scarlet Nexus that’s why I gave it a slight edge.

Fun factor

While this whole thing has been an exercise of subjectivity, it doesn’t get any more subjective than this. What each of us consider fun is different. So, I’m just gonna hang my hat on that as I point out what I really thought was fun for both games.

I really enjoyed the combat and the WTF moments in Scarlet Nexus. If anything’s gonna want you to keep playing, it’s wanting to find out exactly why the world is the way it is. And the revelations get really outrageous but with still missing story threads with just one playthrough. This makes going through the second campaign with a different character enticing because you want to be able to paint a full picture of what happened.

This was a heartbreaking scene.

However, getting through the story sometimes felt like a chore because of how you move around areas. Honest Game Trailers described it as like going through one long hallway and it was so on point. Some parts of the game, while they aren’t bad, just didn’t feel as polished.

When it comes to Tales of Arise, I’m all the way in. There isn’t a story beat so far that I haven’t been able to predict. Despite that, it remains enjoyable every step of the way. And I’ve always really liked this kind of high fantasy setting. It also helps that overall, this game just feels more polished than Scarlet Nexus. But I guess that’s what you get with a long-running franchise versus one that just started.

Tales of Arise

This high fantasy look is totally my jam.

Verdict: 

  • Tales of Arise — 9 points
  • Scarlet Nexus — 7 points 

Tally 

Tales of Arise

Scarlet Nexus

Visual presentation

9

8

Music and soundtrack

7

7

Combat

8

8.5

Story

7

8

Fun factor

9

7

Total

40

38.5

There you have it, that’s my completely subjective and unscientific showdown between Tales of Arise and Scarlet Nexus. I think the scores really reflect how I feel about each game as of writing.

Tales of Arise

Nobody asked but this is how I dodge awkward conversations.

There’s plenty of enjoyment to be had on both games, but the overall more polished vibe I get from Tales of Arise makes it my pick if you only had to pick just one to play or which one to play first.

In the end, the decision is yours, but I hope this helped even just a little.

Gaming

WWE 2K26 lets you live out all the fantasy matches you could want

But you have to play for hours and hours to unlock everyone.

Published

on

The old SmackDown vs. RAW games were some of the most fun I’ve had as a teenager. Though I didn’t own a PlayStation 2 or 3 then, I had a PlayStation Portable and the series’ corresponding version. Sure, it didn’t have the then-advanced graphics, but the games kept me company for many a day and night. And it all revolved around a simple premise: letting wrestling fans live out their fantasy matches.

Now, with over 400 playable characters on launch, WWE 2K26 hopes to rekindle that magic. Previously, 2K’s take on the wrestling simulator never really captivated me as much as the SvR series did. Though players still had a similarly large roster throughout the years, the series felt too homogenized, too riddled with microtransactions. This year, the series got me thinking again: Can sheer numbers singlehandedly usher a new renaissance for WWE gamers?

The good: Four hundred superstars under one banner

WWE 2K26 touts over four hundred playable characters on launch. With unannounced DLCs still on the horizon, this number will surely balloon further. Even for a dedicated WWE fan, having over four hundred playable characters is insane. Where else can I pit Joe Hendy against Andre the Giant and create my own WrestleMania III moment?

The only catch, however, is that the game did some stat padding to get to this enormous number. Besides having multiple personas for a single wrestler (and CM Punk alone has ten of these), the roster includes a platoon of fictional MyRISE characters, which comes off as distracting if you don’t particularly engage with the MyRISE mode.

Ironically, the game didn’t even need to pad its stats this way. For the first time in the series, the launch roster includes Superstars from the current WWE roster, TNA, AAA, and the Hall of Fame. I could spend hours just feeding a litany of Superstars to TNA legend Abyss. That’s something I could never have done in the old SvR days.

The good: A more fluid fighting system

It also helps that WWE 2K26’s fighting system is the most fluid that the series has been. Wrestlers no longer feel like wooden animatronics skipping from one animation to the next. Each punch flows smoothly into a clothesline, a grapple, a carry, or a finisher.

It is, of course, at the expense of a more complex control scheme where each input combination corresponds to its own move. A stray waggle of the right joystick, for example, can have your wrestler careening towards their opponent in ways you never intended.

It takes some time to get used to. Every time I get a WWE 2K game, I always need a refresher course for the controls. Plus, each entry introduces something different. This year introduces rushing opponents to the corner and carrying opponents in different ways.

Another new addition is the new third-person camera which follows your character, rather than being locked to the ring. To me, this was a welcome feature. The original camera can often betray you by having various elements (other wrestlers, the ring itself) block your view of the action, thus preventing you from reacting correctly to your opponent. The dynamic third-person camera solves this and makes the fight more immersive.

That said, the camera necessarily changes the controls a bit because you need the right joystick to look around. Because of that, I had to revert back to the original camera after a while. Regardless, this is a step in the right direction.

The improved fight scheme is also a step in the right direction. WWE 2K26 is the franchise’s most immersive entry to date because of how fluid the action plays out.

The meh: Iterative game modes

Every yearly sports simulator falls prey to the curse of iteration. Because it’s an annual release, every game needs to add something new for players. At the same time, the same game can’t iterate too much, or it might end up alienating fans of the previous title. Each WWE 2K title has to be the same but also a bit different.

WWE 2K26 goes through the same rigamarole. Most of the game’s different modes don’t offer a lot of improvements from last year. So, if you loved last year’s MyRISE, MyGM, and Universe Mode, you’ll likely find this year’s iteration inoffensive.

“Inoffensive,” however, isn’t the best way to sell a new game. At the very least, MyFACTION gets interesting improvements. For a mode I historically dislike every year, WWE 2K26’s MyFACTION ended up being the one I loved the most this year.

This year, the layout feels more intentional. Though it still lacks the exciting animations of NBA 2K, opening a pack no longer looks like a PowerPoint presentation. There’s also more ways to fight offline with the addition of a challenging World Tour mode. Plus, with intergender support and team chemistry, this feels like the update that MyFACTION needed.

In another twist of fate, Showcase Mode ended up being the loser this year. WWE 2K26 rehashes last year’s schtick of having the star rewrite their history. Last year, this worked with Paul Heyman, a notorious bad guy. It doesn’t really stick with this year’s star, CM Punk, the so-called voice of the voiceless.

Punk could have shined with the traditional style of laying their commentaries over their past matches, especially with his shoot style. Instead, we got a series of what-ifs with practically no commentary. It’s just not what I expected from a firebrand like CM Punk.

The bad: The Ringside Pass

For the first time in the series, WWE 2K26 has a battle pass called the Ringside Pass. Like battle passes in other games, the Ringside Pass unlocks more content as you play through the game. However, unlike today’s standard which revolves mostly on cosmetics, this version locks a treasure trove of playable wrestlers behind an experience gate.

Even if you already paid for the game, WWE 2K26 asks you to play an inordinate number of hours just to unlock the best wrestlers in the game.

To be fair, it’s not all bad. Right out the gate, the game already gives you access to heavy hitters like CM Punk, Shawn Michaels, and John Cena. However, a lot of favorites are still unplayable including Bret Hart and Kurt Angle. This even includes the strongest version of Bray Wyatt, who’s locked under the last tier of the current pass.

Gaining experience isn’t an easy feat, either. After playing for hours and hours, I still haven’t unlocked more than half of the tiers. At the very least, there is no time limit, so I can play the game at my own pace.

Props to WWE 2K26 for making its battle pass have fulfilling rewards, but it’s still unfortunate that significant elements of the game are locked behind hours and hours of playtime.

The gameplay loop is real and repetitive. And it all circles back to how iterative the game modes are. If only the game modes ended up being as exciting as they were last year, then it would have been exciting to play over and over again. Instead, WWE 2K26 prevents you from engaging in greatest strengths: an exciting roster and a fluid fighting system.

Is WWE 2K26 your PlayMatch?

Last year’s WWE 2K25 was an exciting period for the series. Though this year’s version keeps most of what made the previous game so exciting, WWE 2K26 also adds features, especially the Ringside Pass, that ultimately detract from the entire experience. It’s a small step back, which can hopefully be rectified next year, if not in future updates.

WWE 2K26 is a Swipe Left if you didn’t love last year’s game anyway. The game doesn’t add anything that might change your mind.

However, it’s a Swipe Right if you missed the pure joy of creating dream matches. The game’s massive roster allows for so many impossible matchups to happen, even if only in the digital realm. Just get ready to grind for a long time.

Continue Reading

Gaming

God of War: Sons of Sparta takes a more contained approach to Kratos

Filipino devs were part of it.

Published

on

God of War Sons of Sparta

There’s a version of God of War that lives in most people’s heads. It’s loud. Cinematic. Heavy with consequence. The kind of game that feels bigger than you.

God of War: Sons of Sparta isn’t that. At least, not in the way you expect.

It’s more contained. 2D. Pixel art. But spend a little time with it, and you start to see what it’s trying to do. Not replace the modern games. Not outdo them.

Just… revisit something familiar from a different angle.

A different take on Kratos

Instead of gods and world-ending stakes, Sons of Sparta focuses on Kratos earlier in his life, training as a Spartan alongside Deimos. It’s more contained. More personal.

You’re still fighting through brutal encounters. But the framing feels different. Less about destiny, more about who Kratos was before everything spiraled. And somehow, even in pixel form, it still feels like God of War.

Where Filipino developers come in

One of the more interesting parts of this project is how it came together.

Mega Cat Studios worked closely with Santa Monica Studio to build the game. That includes a strong presence from their Philippine team.

But it’s not framed as a separate unit.

“There is no separation between Mega Cat Pittsburgh and Mega Cat Philippines,” says Art Director Janley Clavio.
“We operate as one phalanx, and were part of the game from the beginning.”

That last part shifts the narrative from “support work” to actual collaboration.

The kind of work you feel more than you see

The team contributed to environment art, asset production, and overall polish across different areas of the game. Not the flashy headline stuff. But the kind that shapes how the game feels moment to moment.

“Our work supports the player experience without pulling attention away from the story,” Clavio explains.

Think temple interiors and ruined battlefields. Small details that hint at what happened in a place before you got there. It’s subtle. But it adds up.

Staying true to God of War—even in 2D

Working on God of War comes with a certain weight. Fans know how this world is supposed to look and feel. So, even if Sons of Sparta shifts genres, the expectation doesn’t really change.

“We had to make sure it wasn’t just any retro pixel art game—it had to be a God of War pixel art game,” Clavio says.

That meant studying the details. How materials look. How lighting behaves. How environments guide you. And then translating all of that into something simpler—but still recognizable.

A team that knows when to hold back

One thing that stands out from the conversation is restraint. There’s an understanding that when you’re working on something like God of War, you don’t need to reinvent everything. You just need to get it right.

“When you’re working on something fans already love, your job is to enhance it—not reinvent it.”

That mindset shows up across the game. It respects what came before, but still finds space to do its own thing.

Small details, personal touches

There are also a few quiet nods tucked into the game. Nothing too obvious. Nothing that breaks immersion. But enough for the team to leave their mark.

“For our Filipino artists, it’s a point of pride knowing that a little piece of our culture helped shape a world millions of players will explore.”

It’s not something the game calls attention to. But it’s there.

Not just another spin-off

Sons of Sparta is easy to label as a side project. And sure, it kind of is.

But it’s also a good example of what happens when different teams come together with a clear understanding of what they’re building.

A more contained God of War game that still feels like it belongs. A different perspective on a familiar story. And a project where Filipino developers weren’t just involved. They were part of the process from the start.

It doesn’t try to be the biggest entry in the series. And honestly, it doesn’t need to be.

Continue Reading

Gaming

SHINOBI: Art of Vengeance’s SEGA Villains Stage out on April 3

Face off against legendary SEGA bosses from different franchises

Published

on

The SEGA Villains Stage DLC for SHINOBI: Art of Vengeance will release on April 3 for PlayStation 4 and 5, Xbox Series X|S, XBox One, Nintendo Switch, and Steam.

The DLC lets players face off against legendary SEGA bosses from different franchises: Like a Dragon and Yakuza, Golden Axe, and Sonic.

An animated trailer has been unveiled as part of the announcement. It features those franchises’ characters, Goro Majima, Death Adder, and Dr. Eggman.

There will be a total of five crossover stages, three bosses, and two Boss Rush modes featuring the bosses for the DLC.

In addition, there will be three more Ninpo, three new outfits, and six new music tracks. The SEGA Villains Stage DLC is a free update for all players.

Aside from the crossover, players can also try out a new Hardcore Mode which features changes in enemy placement and stronger boss attacks.

Additional combat settings also lets players adjust recovery frames, the flash effect, and camera shake. Various quality-of-life improvements are also planned for the 2D action-platformer.

Continue Reading

Trending