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Farming Simulator 25 is now available on PC, Xbox Series X|S, and PS5

Publisher and Developer GIANTS Software has released Farming Simulator 25, the franchise that has been around since 2008 continues to grow bigger and better. GIANTS Software invited returning and aspiring virtual agriculturists to ignite their passions for the wholesome and rewarding life in the countryside. Farming Simulator 25 is now available to play on PC, Mac, PlayStation 5, and Xbox Series X|S. Players can also purchase the game at all major retailers. Here are some of the features of Farming Simulator 25 via GIANTS Software: Easy First Steps on Fields With more variety, opportunities, and challenges, Farming Simulator 25 allows players to experiment, learn and grow. Increased accessibility through improved user interfaces, information, and tutoring non-player characters make the family-friendly series even more welcoming for beginners. The new GPS-based steering assistant as well as reworked and improved AI-workers allow additional help and automation on busy fields. Farming Simulator 25 Welcomes Baby Livestock to the Farm  Whether focusing on arable farming, animal husbandry, or forestry, the dream of farming can be achieved with a small farm and a few lovely farm shops to sell goods, or by growing it into an empire: With production chains, factories, construction projects, and even community monuments like temple grounds or a grain elevator museum, providing long-term goals and endless activities for the farmer’s ambitions. Farming Simulator 25 Features New Weather Events like the Twister With three environments in North America, Europe, and East Asia, 25 field crops, plus many greenhouse crops and trees, and several types of animals, each farmer can choose their starting point – single-handedly or in co-op multiplayer. Machine enthusiasts enjoy over 400 authentic machines from over 150 top international brands like Case IH, CLAAS, Fendt, John Deere, Kubota, Massey Ferguson, New Holland, and Valtra. Other new features include ground deformation, weather events, and general improvements of graphics and physics.

3D Platformer, Smells Like a Mushroom is now available on PS5 and Xbox Series X|S

Developer Red Limb Studio and Publisher Destructive Games have released its fun platforming game, Smells Like a Mushroom across Xbox Series X|S and PlayStation 5. The fun platforming game combines fun elements from what we love from platformer games with dynamic melee and shooting encounters, and boss fights, sprinkled with a light, silly story, and dialogue. Smells Like a Mushroom also supports split-screen co-op for up to two players. Below is an overview of Smells Like a Mushroom via Red Limb Studio: Parasitic mushrooms invaded from space, spreading all over the Milky Way. Since humans are long extinct and vegetables rule the Earth, it shouldn’t really be YOUR problem anymore. Except that you’ve got to suspend your disbelief because somehow you’re the one who has to stop the invasion. Surprise! The game is available to purchase on consoles for $24.99 while it’s $16.99 on Steam.

Review: Goblin Slayer Another Adventurer – Nightmare Feast

Developers: Apollosoft, Mebius Publishers: Red Art Games, Bushiroad Platforms: Nintendo Switch (Reviewed), Steam Review code provided by Publisher Goblin Slayer Another Adventurer: Nightmare Feast is a tactical RPG inspired by the popular Goblin Slayer manga and anime. While the game has been available on Steam for some time, this marks its debut on Nintendo Switch with full English text support. The story begins on a humble note: a young woman returns to her hometown following her father’s passing, tasked with assuming the role of proxy ruler. However, her responsibilities extend beyond governance as she quickly finds herself aiding the local Adventurers’ Guild in managing their increasing workload. Stepping into the role of Guild Master, she embarks on quests alongside adventurers seeking work—among them, the infamous Goblin Slayer and his crew. As a long-time fan of tactical RPGs, I was eager to dive into Goblin Slayer: Nightmare Feast. While it doesn’t quite reach the heights of genre-defining titles like Final Fantasy Tactics or Tactics Ogre, it still delivers a solid experience that fans of strategic gameplay will appreciate. The game’s structure is fairly straightforward. Each chapter kicks off with 10-15 minutes of character dialogue, delivered in a visual novel style. These scenes feature static backgrounds with character cutouts in the foreground, accompanied by Japanese voice acting and English text. The voice work is strong, and the English translation is serviceable, if not flawless—it gets the job done without feeling out of place. You’ll meet a host of characters from the Goblin Slayer universe early on, each introduced through these dialogue-heavy segments. Interestingly, the game leans into an unconventional naming system, where characters are referred to by their roles or titles rather than personal names—think Guild Master, Blood Princess, Polar Bear Priest, High Elf Archer, and Inheritor of Ambition. While unique, this naming approach creates a slight disconnect, making it harder to forge a strong emotional bond with some of the cast. That said, a few characters manage to stand out. Polar Bear Priest and Blood Princess bring intriguing backstories to the table and hold their own as compelling personalities. I found myself wishing for more depth and development for these two, but given the game’s relatively short runtime, the character arcs we do get feel sufficient. After each dialogue segment wraps up, you’re brought to your Base, where a simple menu system offers several options. From here, you can manage guild activities, oversee your adventurers, and purchase gear and items. Everything is presented in a straightforward manner, keeping the process intuitive. However, the customization options for your adventurers are fairly limited. You can’t change their jobs or skills—your only options are equipping character-specific gear and promoting them once they’ve earned enough experience. While this streamlines character roles, it also leads to significant overlap, especially with later additions to the roster. With more than 25 characters to choose from but only 10 slots per battle (one of which is always reserved for the Guild Master), I quickly found myself focusing on a core group of nine, leaving many characters untouched. This system inevitably sidelines a good chunk of the roster, particularly those with minimal involvement in the story. In retrospect, I would have preferred a more focused cast. Reducing the roster and giving more narrative and gameplay significance to key characters could have made for a tighter, more engaging experience. As it stands, the abundance of underutilized characters feels like a missed opportunity. To advance in the main quest, you’ll need to complete a set number of side quests. For example, if the main quest requires two side quests to be completed, you’ll have to choose from the available options to move forward. However, this system has its drawbacks. While you can see the names of the rewards for each side quest, there’s no way to inspect what those items actually are beforehand. Once you’ve completed the required number of side quests, the remaining ones vanish, and their specific rewards become permanently inaccessible. This design forces you to make blind choices, attempting to guess which rewards might benefit your preferred characters based solely on item names. It’s a frustrating limitation, especially if you’re trying to optimize your team’s gear. Additionally, locking players out of content—quests and their rewards—feels arbitrary, especially since the game includes training quests to manage team leveling. These training missions provide ample opportunities to keep your party adequately leveled, so restricting side quest access doesn’t seem to serve any balancing purpose. Once the required side quests are completed, you’re free to progress in the main quest, but the system’s restrictive nature detracts from an otherwise engaging gameplay loop. Starting the main quest, you have another segment of dialogue which lasts about 5 minutes or so and then you are put onto the battlefield. During the battles you are able to select the opening position of your characters and which characters will fill your party. You can also place a few traps around the map to assist you, although I never used these traps I relied purely on my characters. The way the battles work is as follows, your entire team can all take their turn and this includes moving your character and then choosing an action. These actions are broken up into a few different segments of abilities. There are Attack, Arts, Spells, and Tools. An attack is just simply attacking with your weapon, arts are abilities that use AP, Spells are abilities that use MP, and Tools are using items like healing potions and status cleaning items. After you select all of the movements and actions you want to perform, you can end your turn and the enemy team gets to do the same. Sometimes there are guest characters that you can also move and interact with to keep them alive and safe from monsters, but mainly you just get to control your party for most missions. The one thing that makes Goblin Slayer a bit different for games in this genre is the introduction into dice