However, thanks to the game’s inclusion via streaming on Xbox Cloud Gaming, you can now play Fortnite on iPhone or iPad running iOS, and on Android devices.
On this page:
How to play Fortnite on iOS with Xbox Cloud Gaming
If you’re not familiar with Xbox Cloud Gaming (previously known as xCloud) on an iPhone or iPad, the process might seem a little complicated at first. However, once you get Xbox Cloud Gaming set up once on your iOS device, it’s as simple as a few taps..
Before we begin, know you do not need an Xbox Game Pass subscription to play Fortnite on Xbox Cloud Gaming, and make sure you use the Safari web browser so you can save Xbox Cloud Gaming to your Home Screen on iOS devices.
After following the steps below to play Fortnite on Xbox Cloud Gaming, you can use either touch controls or a compatible gamepad, like an Xbox Series X|S or PS5 controller.
Step 1: Link accounts
You need to have an Epic Games account linked to your Microsoft account to play Fortnite in Xbox Cloud Gaming by visiting epicgames.com/id/login. Sign-in, then Choose ‘Sign in With Xbox Live’ and then enter the Microsoft sign-in details linked to the GamerTag you play Fortnite with.
Step 2: Visit the Xbox Cloud Gaming website
Once your Microsoft account is linked to your Epic Games account, launch Safari on your Mobile device and visit xbox.com/play. Next, tap the blank profile picture on the top right-hand corner of the screen and sign in to your Microsoft account.
Step 3: Add Xbox Cloud Gaming to your Home Screen
While using the Safari web browser, tap the blue share button, which looks like an arrow pointing up in a square, then scroll down and tap ‘Add to Home Screen’. Finally, name the app and choose ‘Add’ from the top right-hand corner. The Xbox Cloud Gaming link will now appear like an app on your home screen. You can now move it anywhere you like, including into folders.
Step 4: Play Fortnite
For the last step, launch the saved link from your Home Screen. If Fortnite is not on the main page after clicking the link, tap the magnifying glass symbol at the top and search for Fortnite. Finally, tap ‘Play’ to launch the game and start playing Fortnite on Xbox Cloud Gaming via streaming. You only need to do Step 4 any other time you wish to play Fortnite on your iPhone or iPad.
How to play Fortnite on Android with Xbox Cloud Gaming
While you can download Fortnite on the Epic Games Store through the Samsung Galaxy Store, it is not possible to download from the Google Play Store. With Xbox Cloud Gaming, you can now stream Fortnite for free from any Android Mobile device or tablet. You do not need an Xbox Game Pass subscription to play Fortnite on Xbox Cloud Gaming on Android, but we recommend using the Google Chrome browser while following the steps below.
After following the steps below to play Fortnite on Xbox Cloud Gaming, you can use either touch controls or a compatible gamepad, like an Xbox Series X|S or PS5 controller.
Step 1: Link accounts
You need to have an Epic Games account linked to your Microsoft account to play Xbox Cloud Gaming on Android by visiting epicgames.com/id/login. Sign-in, then Choose ‘Sign in With Xbox Live’ and then enter the Microsoft sign-in details linked to the GamerTag you play Fortnite with.
Step 2: Visit the Xbox Cloud Gaming website
Once your Microsoft account is linked to your Epic Games account, go to the web browser on your Mobile device and visit xbox.com/play. Next, tap the blank profile picture on the top right-hand corner of the screen and sign in to your Microsoft account.
Step 3: Add Xbox Cloud Gaming to your Home Screen
This is an optional step for Xbox Cloud Gaming Android users, but will make launching Fortnite quicker in the future.
First, tap the three dots on the top right-hand corner if using Google Chrome, then select ‘Add to Home Screen’, then name the link and press ‘Add’ from the box in the middle. The Xbox Cloud Gaming link will now appear like an app on your home screen. You can move it anywhere you like, just like a normal app.
Step 4: Play Fortnite
Launch the link from the home screen or visit xbox.com/play again. If Fortnite is not on the main page of the link, tap the magnifying glass symbol at the top and search for Fortnite. Finally, tap ‘Play’ to launch the game and start playing Fortnite on Xbox Cloud Gaming via streaming. You only need to do Step 4 any other time you wish to play Fortnite on your Android device.
Now that you’re all set up on iOS or Android, you can play Fortnite on your Mobile device for free again!
Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Windows 10/11, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!
Danganronpa 2: Goodbye Despair Anniversary Edition — May 10 – Game Pass
On Jabberwock Island, you and your classmates were ready for fun in the sun until Monokuma returned! Trapped in a dangerous situation, you must survive through the class trials. Your only hope rests in solving the island’s mysteries. Plus, Ultimate members can play with native touch controls with cloud gaming on day one, no controller needed! Available on Cloud, Console, and PC.
Available on day one with Game Pass: Strengthen your bonds with the launch of Eiyuden Chronicle: Rising on Xbox Game Pass. Experience the prewar tales of various characters who will eventually become your companions in Eiyuden Chronicle: Hundred Heroes, the top funded Kickstarter game of 2020 and coming to Game Pass on day one in 2023. Available on Cloud, Console, and PC.
In This War of Mine: Final Cut, remastered for Xbox Series X|S, you play a group of civilians trying to survive in a besieged city; struggling with lack of necessities and constant danger from snipers and hostiles. It’s an experience of war seen from an entirely new angle. Available on Cloud, Console, and PC.
When the vicious Calaveras drug cartel raids his home, Kaktus breaks bad in a hardcore vendetta journey to save his foster family. This combat-focused action game is filled with enemies, explosions, and an abundance of pop culture-fostered elements.
A side-scrolling dark action roguelite set in the Loam Lands, a twisted Lovecraftian inspired world powered by procedural generation and AI machine learning. Take on the role of a new Acolyte as they embark on a nightmarish odyssey. Uncover the cosmic secrets of the Loam Lands and The Tower of Madness, the moon’s mysterious Citadel.
A story-driven 3D flight exploration game in which you control a bird-like creature in space and on distant planets, allowing you to observe how humanity slowly evolves, inhabits new planets and discovers the secrets of the galaxy.
Dog’s Donuts is a physical-based puzzle game where you control a machine that shoots donuts. Make the right adjustments and find the better way to feed this adorable husky. Use shovels, drones, springboards, and many other crazy machines to feed the puppy in this challenging puzzle game.
Gear up for 30 levels of powerful platforming, guaranteed to get you (grappling) hooked! Dodge deadly obstacles, rescue robot friends, and race your rivals for the top spot on the leaderboards in Get-A-Grip Chip.
Get-A-Grip Chip and the Body Bugs brings back the satisfying grappling hook 2D platformer with a new mission, inside the human body. Re-master the hook and get Chip flowing through the digestive system. Discover the body’s misplaced cells, fight off the body bugs, and grapple for guts and glory.
Kronos, a boy training as a wizard, and Serene, who consider one another as siblings, become enveloped in a Talisman conspiracy. Will they be able to save themselves and the world from the threatening danger in this fantasy RPG?
This narrative-driven horror-tinged adventure game takes you on a journey through a cruel fever dream world as you cut between numerous detailed and varied vignettes to unravel how the stories of three separate characters intersect.
Create your own bus company on the popular holiday island of Fuerteventura by scheduling routes, hotel shuttles or sightseeing tours. Furthermore, you also must manage your fleet, including vehicle care and maintenance, and employee planning.
Step into the shoes of Ash Williams or his friends from the iconic Evil Dead franchise and work together in a game loaded with over-the-top co-op and PVP multiplayer action! Play as a team of four survivors, exploring, looting, managing your fear, and finding key items to seal the breach between worlds in a game inspired by all three original “Evil Dead” films as well as the “Ash vs Evil Dead” television series.
Radon Break is a classic Brick Breaker style game. Break bricks by using the ball. Get items like speed, ball splitter and paddle resize to make the game more challenging. Some specials like gun, power ball or block wall helps you while playing your game.
N64’s GoldenEye 007 is one of the most celebrated multiplayer games of all time, and now the Centre of Computing History has found the ultimate way to stop screen cheating by giving each player their own separate screen.
While the event is sold out, it will allow fans who have already secured a ticket a chance to try out this separate screen GoldenEye experience for themselves.
The event will also bring three of GoldenEye’s developers – Martin Hollis, Dr. David Doak, and Brett Jones – in as guests, and will have development documents, concept art, and playable versions of GoldenEye Japan and possibly the canceled GoldenEye Remastered for Xbox 360.
If you want to have this set-up for yourself, the Centre of Computing History warned that it was a bit tricky and also quite expensive, as it required roughly £8,000 of video distribution equipment. It also noted it was running the game on an original N64 using an original GoldenEye 007 cartridge.
Hello! I’m one of the developers who made Unpacking, a game about taking someone’s items out of boxes and learning about that person’s life in the process. People often describe the game as feeling very personal, and we think it is, but personal can mean different things.
The items are personal to our main character, and let you learn about her and watch her develop over the course of the game. The items often have a personal connection to you, the player, as you encounter things that remind you of your own life or those people you know. And the items are personal to us, the developers, because part of making this game involved drawing on our own experiences and finding ways to add small details where we could.
The fun thing about this alarm clock is it’s blank until you find a valid place for it, then it’ll flash “12:00”. If you interact with the clock, you can set the time, which is the time in the stage—you’ll see it change along with the lighting outside the window as you unpack the remaining boxes.
If you move the clock again, the display goes blank, then goes back to blinking “12:00” when you set it down. Alarm clocks like this often use a battery backup so they don’t lose the time during short power outages, but I had one when I was younger and forgot to put a battery in it, so it behaved just like the one in game. Realism!
Dragon Plush Toy
When I was seventeen, I thought it would be a good idea to start a webcomic about a bunch of young dragons living in a forest. It ran for over five years and two thousand comic strips. While it never got particularly popular and it’s not online anymore, the characters remain near and dear to my heart, so it meant a lot that one of the main characters makes a cameo in Unpacking in plush toy form!
This set of colour pencils in a tin tray arrives alongside other art supplies, books and evidence of the protagonist’s blossoming pursuit of the visual arts, but for me they’re a reminder of a set of similar colour pencils I received when I was a kid.
I don’t remember exactly what age I was when I got them, I just remember they were my treasure and were labeled with something like “professional artist pencils” or something similarly grandiose that made me feel like I’d put kids colouring pencils behind me. I was in the big leagues now!
Climbing Shoes and Chalk Bag
A while back a friend introduced me to bouldering, and I found indoor rock climbing really fun and interesting until I injured myself! Still, I thought it was a great hobby for the protagonist of Unpacking to have picked up while she was studying, and it lent itself to some distinctive items—climbing shoes and the chalk bag. They’re particularly great because they’re readily recognisable to people who know what they are but end up feeling like mysterious oddities to everyone else.
Desktop Computer with CRT Monitor
Unpacking starts in 1997 and moves forwards through time, so you get to encounter wonderful moments like this level set in 2004 complete with a period-appropriate computer. Join us on a journey to the distant past where people still used cathode ray monitors without being a retro game enthusiast, and bought and used cool mouse mats. Marvel at the sound of PC fans spinning up and thrill to receiving an instant message from your friends.
So those are just some of the items that mean something special to me personally. I’m just part of the team though, and we pretty much all found ways to add something of ourselves to this game we made.
We wanted an experience that felt authentic because we thought that’d be the best way to draw you into the story we wanted to tell. There are so many details and connections throughout the game, and we hope you enjoy experiencing them yourself when our game comes out on PlayStation 4 and PlayStation 5 on May 10.
There are plenty of Elden Ring quests in the Lands Between if you’re after a brief respite from getting trampled by bosses. While they aren’t necessary to complete the game, you could miss out on valuable gear, items, or a different Elden Ring ending if you choose to ignore them. There’s a lot to explore so it’s easy to miss NPCs, even before you leave Limgrave.
The quests themselves vary in length and difficulty. Some are simple and only require a couple of steps to complete, while others include boss fights and can take you right up to the endgame areas. There are spoilers below, so proceed with caution. Here is a list of all the Elden Ring quests we’ve found, their rewards, and how to start them.
Requirements: Defeat Rennala, reach the Mt. Gelmir area
Rewards: Glintstone Kris dagger, Eccentric’s Armor set, Shard Spiral sorcery, Witch’s Glintstone Crown, Selen’s Bell Bearing (depending on choice)
Selen is first encountered in the Waypoint Ruins cellar in Limgrave. Her quest won’t start properly until you’ve beaten the Raya Lucaria Academy boss, Rennala, and reached Mt. Gelmir to retrieve a specific item, however.
This quest isn’t as long as some of the others, though you’ll need to have defeated Radahn to continue the quest past a certain point.
Blaidd’s quest is very short and requires you to kill one boss. Once you’ve visited the Mistwood Ruins and heard the howling there, speak to the merchant at the Church of Elleh to receive a gesture. Using this gesture back at the ruins will bring Blaidd down to ground level to speak with you. The talisman listed above isn’t awarded on completion of this quest but is unlocked when you speak to the blacksmith in Liurnia of the Lakes.
The majority of Kenneth’s quest can be done before you venture outside of Limgrave. It’s not a long questline and you’re rewarded with the Erdtree Dagger for completing the first part. His story culminates in Stormveil Castle with the end of Nepheli’s quest.
This is another reasonably short questline though you’ll need to defeat Godrick the Grafted to complete it. Nepheli can be found in a room just before the Secluded Cell Site of Grace in Stormveil Castle. If you don’t speak to her, her summon sign won’t be present in front of the boss door.
Rewards: Grace Mimic, Ancient Dragon Smithing Stone
You meet this NPC when your first attempt to enter Stormveil Castle. You’ll have one choice to make during the quest, though it doesn’t really affect the outcome. Like Kenneth Haight, Gatekeeper Gostoc’s story culminates at Stormveil Castle when you finish Nepheli’s quest.
The adventures of the #1 Pot Boy span most of Elden Ring, beginning in Limgrave and carrying through a late-game area. This jolly jar warrior will also help you out in some of Elden Ring’s biggest boss battles.
Rewards: Spellblade armor set, Rogier’s Rapier +8, Rogier’s Bell Bearing
Rogier’s quest isn’t a long one but it’s easy to miss what you need to do in Stormveil Castle to trigger one of the steps. Pushing too far into the game or progressing certain other NPC quests makes this questline missable.
You can start Irina’s quest as soon as you like. You need to cross the Bridge of Sacrifice in south Limgrave to reach her. The bridge is heavily guarded so your best bet is to just ride past all the enemies there on Torrent.
This is a fairly short quest that requires you to kill the boss at Castle Morne. He can be pretty tough at lower levels.
You encounter Diallos when you arrive in Roundtable Hold. His questline doesn’t have too many steps, but you’ll need to work through Volcano Manor to progress it after a certain point. It’s unclear whether you need to speak to him at Roundtable Hold to have him move to his next area, but this is where you can first meet him.
Requirements: Reach Atlus Plateau or defeat Radahn (unconfirmed)
Rewards: Twinned armor, Inseparable Greatsword, Mending Rune of the Death-Prince
You can find Fia in Roundtable Hold as soon as you have access to this area. Her quest won’t start properly though until she asks for a favour and gives you the Weathered Dagger. This appears to be triggered by either arriving in Atlus Plateau or killing Radahn.
There are quite a few steps to this quest, along with a few bosses to kill. It takes you right up to one of the endgame areas.
Rewards: Mending Rune of the Fell Curse, Omen armor set
You find the Dung Eater in a room in Roundtable Hold that is inaccessible until after you’ve reached Altus Plateau. His quest doesn’t have many steps but you need to find five Seedbed Curses in order to finish it. Because of this, you’ll need to have made your way to some of the end-game areas to complete it.
Rewards: Mending Rune of Perfect Order, Corhyn’s Bell Bearing, Corhyn’s Robe
Brother Corhyn simply sells incantations when you first meet him at Roundtable Hold, but his quest will open up as soon as you make it as far as Altus Plateau. His story is intertwined with that of Goldmask and completing this questline will reward you with one of the items needed for a specific ending.
Requirements: Start Irina’s quest in Weeping Peninsula
Rewards: Frenzied Flame Seal
Hyetta’s quest isn’t particularly complicated, but you’ll need to collect items to give to her, one of which requires you to kill a couple of invading NPCs. This questline takes you all the way to one of the final areas of the game.
Starts: Northwest of Laskyar Ruins, Liurnia of the Lakes
Rewards: Daedicar’s Woe talisman, Zorayas’s Letter
You can first meet Rya in Liurnia of the Lakes and she offers a relatively quick way to get to Volcano Manor early on. The bulk of her quest happens at the manor and you’ll need to defeat a mini-boss there to acquire an item needed to progress.
Rya’s quest also overlaps with the Volcano Manor story arc, so be warned that proceeding too far with this arc can lock you out of completing her questline.
Rewards: Academy Glintstone Staff, Thops’s Bell Bearing, Thops’s Barrier Ash of War
You find Thops in the first church you encounter after you enter the Liurnia of the Lakes region. He’ll sell you sorceries, but talking to him further reveals his interest in a Glintstone Key. Find the second key to give to him requires you to defeat the Red Wolf of Radagon in Raya Lucaria Academy.
Requirements: Defeat Godrick to access Finger Reader Enia in Roundtable Hold
Rewards: Bloody Finger, Pureblood Knight’s Medal
You meet Varré at the very start of the game, at the first Site of Grace you visit when you leave the Stranded Graveyard. His quest won’t start properly until you meet him in Liurnia of the Lakes, however.
You won’t have to defeat any additional bosses to complete this quest, though you will have to invade other players three times to complete one of the steps.
This quest is actually very short, though you need to complete both Alexander’s lengthy questline and Diallos’s shorter one to complete it. Jarburg is located on the eastern side of Liurnia of the Lakes. You’ll need to drop down to the area, so it’s easy to miss if you’re not looking for it.
Rewards: Preceptor armor set, Seluvis’s Bell Bearing
Seluvis’s quest isn’t particularly long but it does tie in with Ranni. It’s worth noting that if you progress his quest right to the end, you’ll be locked out of finishing Ranni’s lengthy quest unless you atone at the Church of Vows.
Millicent is first encountered at the Church of the Plague in Caelid, though you’ll need to speak to Gowry in his shack first. There are no real requirements to start this quest, other than getting to the area—and staying alive—which might be quite difficult at lower levels.
You’ll need to defeat several bosses during the quest and it will take you right to one of the endgame areas. The item you get for this quest gives you the chance to remove the Frenzied Flame.
Rewards: Magma Shot sorcery, Serpentbone Blade, Taker’s Cameo talisman
This quest isn’t particularly long but it does interweave with several other NPC questlines. The rewards for this quest include armor sets dropped by your targets, but I’ve only included the ones Tanith hands over in the overview above.
You can get to Volcano Manor fairly early on, and it includes one of the major bosses in the game. It’s also possible to get locked out of this quest if you progress too far in other areas.
Macros have been a hot topic in Apex Legends for some time now. Providing players in the know with the ability to lower – or flat out remove – some of the input barriers to some of the game’s trickiest movement abilities. The use of macros walks the line between taking advantage of all the tools at your disposal and flat out cheating in the eyes of many in the community.
As such, we wanted to dive into the topic of Apex Legends macros and get to the bottom of whether it’s totally fair game, or a form of exploit just waiting for Respawn to stamp it out.
This topic recently get a new lease on life thanks to a popular post on the Apex Legends subreddit titled Why are macros being normalized?? In it, user armadillo_soup states their opinion that macros, alongside editing cfg files or adding scripts is cheating – full stop. Their post was inspired by the circulation of the aforementioned methods being shared widely via TikTok and Reddit as avenues for new movement techniques. Their opinion seems to have struck a chord, as the thread is full of like minded players mirroring their points with added gusto.
But before we dive into the pros vs the cons, let’s elaborate on what the author means by ‘Macros’ in this context. Macros refer to a sequence of inputs that are programmed to be done in succession. They aren’t unique to Apex Legends by any means (hell, I used macros a bunch myself when farming mounts back in WoW), but whereas games like World of Warcraft have in-built macro support, Apex Legends players are diving into local PC files or Steam Big Picture to apply their own scripted sequences.
What this means is, after just a few minutes of looking up what you need to change, an Apex player with adequate know-how can alter their in-game inputs to perform certain movement techniques with a far greater success rate than if they were doing it macro-free. In a short video titled ‘macros in apex’, Youtuber OhDough breaks down the full extent of what’s possible in just over two minutes.
There are, as you can imagine, two sides in the ongoing argument around the fairness of macros. On one hand, you’ve got those firmly against the use of macros altogether, who claim they’re inherently unfair as only a portion of the Apex Legends’ player base are able to make use of these macros. If you’re a console player with crossplay enabled and run into a PC player with edited cfg files, chances are you’ll not be able to pull off the same movement techniques they can. You’ll be slower and at a disadvantage. Sure, you could just turn off crossplay if this bugs you so much, but should someone really have to resort to that in the first place?
That being said, it’s not as if the use of macros is unknown to the Apex Legends team. The use of macros is explicitly banned in Apex Legends Global Series events in all its forms, alongside Strike Packs which also provide an unfair edge on the competition. So, it’s clear that when it comes to the peak of competitive play, the devs believe they’re no good. In addition, they have a history of removing certain movement techniques if they appear to provide an unfair advantage too. If they wanted to prevent players from using macros in regular Apex games, they surely would, right?
Well, it’s tricky. For one, it’s a tricky thing to stomp out completely. You could probably make it so that adjusting local files that affects gameplay is no longer on the table, but what about hardware with additional buttons and its own inbuilt macro capabilities. How do you ban someone with a fancy mouse or controller? If you can’t, what’s stopping players from just using those instead? What about rebinding keys in Steam Big Picture mode?
As such, we’re left in this strange limbo where macros are absolutely still lurking around in Apex, are incredibly disliked by the community, yet remain present regardless. Perhaps one day they’ll be squashed entirely, but for now they remain in this murky grey area between what’s permitted and what’s clearly out of line.
Adapting Moon Knight could not have been an easy task. Like a lot of characters in the pulp tradition — he first appeared in a comic called Werewolf by Night, after all — Moon Knight’s history is full of elements that clash with modern sensibilities. Its premise of a white mercenary imbued with the power of an Egyptian moon god is classic orientalism; later stories that revealed the character suffered from dissociative identity disorder led to comics that, while sometimes sensitive for the time, would need updating to reflect a contemporary understanding of mental health. And all that is before you start to deal with the already-complex nature of most comic book continuity. The thought of turning all that into six brisk episodes of coherent television boggles the mind. But while shaky throughout, Moon Knight pulled it off, mostly.
The result is a series that ultimately feels rushed, like it needed more time. The finale, “Gods and Monsters,” abruptly ends with huge status quo shifts. Layla El-Faouly (May Calamawy) becomes the superhuman Scarlet Scarab, and viewers finally meet Jake Lockley, the third persona sharing a brain with Marc Spector and Steven Grant (all played by Oscar Isaac) that’s been hinted at for the entire series. This leaves Moon Knight with pretty huge questions to account for, which is surprising in a show pitched as a miniseries with no clear follow-up planned.
“Gods and Monsters” is mostly preoccupied with bringing the arcs of its three most important characters — Steven, Marc, and Layla — to a conclusion. Marc and Steven now accept each other and amicably share their body/powers after negotiating a new deal with Khonshu, while Layla becomes Scarlet Scarab after entering a more equitable partnership with the goddess Taweret. Of course, the final moments seem to strongly suggest that none of this is that clear-cut; Jake Lockley’s presence implies that Marc and Steven don’t fully have a grasp on their condition. And Moon Knight’s rushed pacing leaves enough room for doubt as to whether it is being intentionally ambiguous in some regards (like the nature of the asylum in the latter half of the show) or simply unclear.
This is an occupational hazard that comes with adaptation work that seeks to correct as well as translate. The ambition and intent of the creators behind Moon Knight seem clear throughout. There are so many scenes that seem like careful efforts to do right by every demographic the story touches: those with mental illness, Egyptian audiences, Jewish audiences, Latinx audiences, comics fans, and so forth. Moon Knight’s six episodes simply do not have enough runway to make any of its efforts land effectively, and the result is a disjointed series with potential for genuinely gripping storytelling mostly reduced to brand maintenance, or the rehabilitation of a “problematic” character into something more appropriate for mass consumption.
One characterization of the Marvel Studios method of storytelling argues that it’s a machine very effective at producing stories that are “not bad,” rather than stories that are “good.” It’s a bit of semantic wordplay that mostly speaks to how effectively commercial the MCU is, with an efficient house style that only really sours when a person reaches their subjective limit. Moon Knight is an odd duck, however. It doesn’t really care about the wider MCU, and even though it hews pretty closely to that house style, there are some deviations. The all-encompassing nature of the Marvel machine can make it hard to gauge whether there is a genuine spark here or a case of any-port-in-a-storm optimism, but there’s an earnestness to Moon Knight that makes the former option more appealing. The hope for Moon Knight, ironically, is in the way it abruptly ends. Things aren’t neat. It’s the rare Marvel project that leaves things weirder than we found them — and hopefully, if there’s more, there will be room to get weirder still.
In the long history of video games, it is impossible to catch everything at the time of launch. That is why re-releases and remasters can be so useful; introducing a whole new generation to games that might not have the same cultural penetration as the bigger releases in a genre but still deserve to be celebrated and enjoyed. With the Prinny Presents NIS Classics Volume 2, we get a chance to enjoy two classic RPG titles and celebrate the more light-hearted side of Nippon Ichi Software’s catalogue in the process.
The previous entry in the NIS Classics series didn’t sit as well with us as we would have liked, but the two titles here don’t take themselves nearly as seriously and they are significantly better for it. First up we have Makai Kingdom: Reclaimed and Rebound. This is an updated version of Makai Kingdom: Chronicles of the Sacred Tome for the PlayStation 2. Originally released in 2005, this game offers the isometric tactical combat that fans of other games from Nippon Ichi Software will be well familiar with.
Both the visuals and the gameplay here are similar to the games in the NIS Classics Volume 1 collection, but the story is decidedly different. Here, players will take control of Zetta, the “Bad-Ass Freakin’ Overlord” who gets turned into a book due to his own hubris. He must attempt to rebuild his personal demonic kingdom and reclaim his own body in the process by creating a group of fighters, healers, and mages to fight his battles for him.
Characters are summoned and equipped in a hub world that serves as Zetta’s home as he attempts to gain his power back. These characters grow in level as they fight, making grinding for both money and experience points a central part of the game. This is generally the biggest drawback to games like this; hours get spent completing missions and maps repeatedly to make the latest story mission possible. While the combat has its fun, it gets repetitive very quickly without some plot to break it up.
Makai Kingdom is full of fun and colourful characters who breathe life into an otherwise straightforward game. The game takes advantage of the otherworldly nature of the setting to give us some really outlandish character designs. There have been plenty of tactical RPGs since this game came out that have enhanced or improved upon the formula of placing and moving troops on the battlefield, but few can match the charm and fun that we encountered here. The addition of Petta Mode, which follows the story of Zetta’s daughter from the future, for the first time in the West means that even existing fans will find something new to enjoy here.
The other half of this collection is Z.H.P. Unlosing Ranger VS Darkdeath Evilman, which originally hit the PSP in 2010. This game plays out like a tokusatsu story like Power Rangers; it is a dark future in which a magical Super Baby, prophesised to save the world from destruction, has been born. This attracts the attention of the subtly named Darkdeath Evilman, who plans to kill the Super Baby to exert his own dominance.
Opposing him is Unlosing Ranger, a hero who has never lost a battle. He does, however, get killed by a passing car before arriving at the final fight and is forced to pass his powers on to a random kid. This new hero promptly gets killed fighting Darkdeath and is sent to Bizarro Earth to train himself up so he can save the Super Baby and the rest of the world from certain death. It is a silly plot but it works for the style of show they’ve chosen to emulate. Tokusatsu plots aren’t known for their subtlety, after all.
The gameplay here is presented in the same isometric visuals as other titles from NIS, but it is actually more of a roguelike than a tactical RPG. Players get to control this new Unlosing Ranger as they enter dungeons, gain levels, and help the citizens of this alternate world. Rather than summon other characters to do the fighting for him, he gets stuck in himself, making his way through randomly generated dungeons. His level is reset to one each time he enters a dungeon, but he retains his base stats whether he succeeds or fails as the core progression mechanic.
Much like Makai Kingdom, the gameplay is fairly basic by today’s standards. It is certainly easier than most isometric RPGs of the time, but it will still take a lot of patience and grinding to get through the story. However, the writing and humour in this game are top-notch. It is littered with references to anime and characters with terrible puns for names, from US President Brick Oldlama to elderly Spanish citizen Jose Gazpacho. There is a sense that everything here is meant to be over-the-top and not to be taken seriously, making it far more enjoyable.
Like other isometric RPG titles, these games have a steep learning curve at times. Z.H.P. has fewer frustrating moments than Makai Kingdom, but even it has points where enemies will be nearly insurmountable without grinding for new gear and higher stats. Reaching the end of either story will require several dozen hours. Both of them together will likely take over a hundred hours to complete, especially with the bonus content included in Makai Kingdom, making it a big time investment for players. It is a lot of content for the price, at least, and worth it for the quality of the writing in these games.
Both of the games that make up Prinny Presents NIS Classics Volume 2 benefit from having a light-hearted approach to their story. With gameplay that doesn’t feature too many surprises, the humorous writing and charming characters sand over the rough edges of these older RPGs. While we had a preference for the over-the-top antics and writing of Z.H.P. over Makai Kingdom, both games have plenty to offer both new and existing fans and showcase the humour that has made these and other NIS titles so enduring over the years.
Sonic the Hedgehog 2 is now the most successful video game movie of all time, at least by box office numbers (although it’s easy to argue it’s also the best movie adaptation of a video game, too).
Having now earned more than $331 million at the global box office, Sonic the Hedgehog 2 is now the highest-grossing video game movie of all time. Funnily enough, it took this record from the first Sonic the Hedgehog movie, which held the record after earning $319.71 million in box office sales back in 2020, according to a press release.
News that Sonic the Hedgehog 2 is the highest-grossing video game movie of all time isn’t too surprising, especially considering it scored the best opening weekend for any video game movie ever, also taking that record from the first Sonic the Hedgehog movie. Stateside, Sonic the Hedgehog 2 has earned more than $150 million in theaters, according to the movie’s official Twitter, which used this impressive number to reveal that it’s the highest-grossing video game movie of all time.
The Metroid series skipped the N64, with the first 3D entry being the GameCube’s Metroid Prime.
That is, until now! Mexican indie developer Luto Akino has been putting together his own version of what a possible Metroid 64 may have looked like.
Akino has shared a video of his work on Twitter, which shows a wonderfully polygonal Samus Arun exploring some caves (spotted by Kotaku).
The low-res textures and blocky environments are charmingly retro, but Samus’s moveset is intact.
That includes her spinning jump, morph ball, and a lock-on for shooting enemies with her arm cannon.
Further tweets show more of Akino’s process, such as the targeting system, the HUD, and camera movement during morph ball mode. It’s unclear, though, how camera movement would work using the N64’s controller.
Further, Akino has even devised a full narrative as a prequel to the first game, in which Samus is escorting a cargo ship carrying valuable minerals and rocks. Of course, all goes awry when the mission is sabotaged and Samus is stranded on a hostile planet following the attack.
At present this is all just a tech demo, but Akino has put plenty of detailed work into the project. If it does come to fruition, let’s hope Nintendo doesn’t take it down.