Atelier Resleriana: The Red Alchemist & the White Guardian review: Course correction

Atelier, Gust’s long-running item synthesis RPG series, reached new heights with the debut of *Atelier Ryza: Ever Darkness & the Secret Hideout* in 2019. Gust used that momentum to sincerely attempt to reinvent what Atelier is in terms of systems and scale, leading to the massive and successful *Atelier Yumia: The Alchemist of Memories & the Envisioned Land*.

At the same time, the series couldn’t escape a certain albatross hovering above Japanese RPGs. We saw *Atelier Resleriana: Forgotten Alchemy & the Liberator of Polar Night* hit mobile and PC as a free-to-play game with a gacha system. The history here is as important as it is fun to write out all the titles! That’s because *Polar Night* hardly made it a year in the global market before being shut down.

The years 2024 and 2025 have been brutal for mobile spin-offs of RPG giants, with even Square Enix shutting down games left and right—some of which had been around for five or more years. Atelier really had no chance. Gust seems to have responded to the matter with today’s review subject, *Atelier Resleriana: The Red Alchemist & the White Guardian*.

### Part Two: Atelier Boogaloo

Set in the same world as *Polar Night*, this game is a normal Atelier adventure, featuring turn-based combat, characters who join the journey as part of the story, and no online restrictions or currency-adjacent gameplay limitations.

While it’s impossible to know if this was supposed to be a mobile game or some kind of expansion to *Polar Night*, it feels more like a course correction or a pivot than an entirely new entity—and is held back by systems that feel like a mobile game being fed into a proverbial wood chipper.

The *Red Alchemist & the White Guardian* lets you choose between two characters:

– **Rias**, a scrappy girl who sifts through ruins in search of treasure (all while avoiding her overprotective sister, who works for the local government body), and
– **Slade**, a guy whose father passed down a mysterious relic and an empty book that also seem connected to things lost civilizations have left behind.

The two meet, and their goals immediately intertwine—especially as Rias discovers she can utilize the lost art of alchemy. These characters have a lot of personality and chemistry that make this game feel like an early win.

Rias is an especially fun twist on the typical Atelier protagonist, starting her story running away from a giant, rolling Puni (think a slime from *Dragon Quest* but obnoxiously cuter) in a ruin—a goofy homage to Indiana Jones. Slade is more serious, playing the straight-man role well against Rias’s antics. I was having a good time just seeing these characters bounce off each other, but soon the game itself stepped in the way, catching me off guard with how, well, sloppy it feels.

### Slapdash Adventure

After the rising quality of the Secret series and the go-for-broke energy of *Yumia*, *Resleriana 2* (I guess we can call it that?) feels slapped together in almost every way—from its low-budget look to its grind and menu-heavy systems that are impossible not to associate with mobile game design.

Systems involve running a shop with identical, color-swapped fairies as staff, and a series of simple dungeons you don’t have to think much to get through (and find an endless array of said fairies to throw money at and recruit for your store). Everything you need to access is localized to a small hub, the story is told at a very slow pace, and is seasoned with shallow bonding relationship scenes with the characters you meet. Alchemy feels held back and de-streamlined compared to other recent games, seemingly in favor of encouraging grinding and resource management.

During *Ryza*’s rise and Atelier’s growth arc, Gust released other games. We saw a surprise sequel to an earlier Atelier game (*Sophie 2*) and a sequel to Koei Tecmo’s *Fairy Tail* adaptation. While I had my issues with the latter (*Sophie 2* rules), both of these titles still had the oomph, fidelity, and strong sense of identity as Gust’s bigger titles.

So this doesn’t feel like a sort of reined-in spin-off, or at least explainable as such. It’s like a massive step backwards—one that would be extremely confusing if not for what you get when you plug *Atelier Resleriana* into a search engine.

### Combat: A Bright Spot

One aspect in which *Resleriana 2* does shine is combat. It’s a move back to traditional turn-based battle from the more active systems in recent games, but the twists it brings to the table are fun to engage with.

The game places a big emphasis on characters working together with follow-up attacks, alongside a replenishing Ability Point system that means fights are more about maintaining a flow than worrying about dwindling resources. Combat moves at a fast pace and rewards paying attention to turn order and enemy weaknesses. It’s nice to command characters as a party after several years of real-time systems focusing on individual control.

### Looks Like a Duck, Quacks Like a Duck. Not a Duck?

Even if this game has its own merits—which it does (to be clear, it’s still an Atelier game with the same core loop that makes these games fun)—it’s almost immediately compromised narratively by its connections to the previous game.

Not only do characters from previous Ateliers show up as dimension-traveling Wanderers (a clear tell of mobage adjacency; sorry, *Octopath Traveler* fans, but it’s true), characters from the first *Resleriana* and allusions to its story also make appearances and are presented as a big deal.

Unless you played that game before March 2025, it’s impossible to get that context without consulting YouTube or other external sources. That’s a big problem, if you ask me!

### Final Thoughts

I’ve come to really dig Atelier over the years after kind of avoiding them for a long time (time limits stress me out, I’ll be honest), so much so that I’ve imported the physical trilogy carts for Nintendo Switch and even pre-ordered the special edition for *Ryza 2* back when I had the means to do so. I say that to emphasize the weight of my words when I state how much of a step backwards on the series’ evolutionary trajectory this experience feels like.

*Atelier Resleriana: The Red Alchemist & the White Guardian* looks and feels cheap (I hate to go there, but it’s unavoidable) to play, and is full of what feel like kitbashed structural systems clumsily molded into a single-player game that suffers from its connection to a failed gacha joint. It bums me out to say it, but that’s the vibe.

### Release Information

*Atelier Resleriana: The Red Alchemist & the White Guardian* is available on September 26, 2025, for PlayStation 5, Nintendo Switch, and PC. A PS5 code was provided by the publisher for this review.
https://www.shacknews.com/article/146079/atelier-resleriana-red-alchemist-white-guardian-review-score

What do you use Eridium for in Borderlands 4?

How to Use Eridium in Borderlands 4

The mystical ore called Eridium is central to the lore of the Borderlands series and has always played an essential role in its endgame. This remains true in Borderlands 4, where Eridium is used for several valuable endgame progression and farming purposes.

Eridium has three main uses in the endgame of Borderlands 4, and you’ll need to be judicious about how you use it, as they can get exceedingly expensive:

  • Respec your Specializations. Cost: 5,000 Eridium per instance.
  • Activate the weekly Moxxi’s Big Encore machine. Cost: 100 Eridium per instance.
  • Use the Firmware Transfer machine. Cost: Variable.

Spend Eridium to Respec Specializations

Specializations are unlocked in the endgame, providing permanent upgrades to your characters that can scale infinitely. Since 5,000 Eridium is a substantial amount, it’s important to be intentional about where you spend your Specialization points.

One or two points may not offer a massive upgrade immediately, but they accumulate over time. Keep in mind that Specializations are build-agnostic and might not work well with every setup. If you decide to completely respec your character into a new build, you might end up spending that 5,000 Eridium — or risk losing a significant chunk of DPS.

Spend Eridium to Use Moxxi’s Big Encore Machines

Moxxi’s Big Encore machines are an exciting endgame feature that rotates weekly. They allow you to fight a select boss out in the world again with, according to Gearbox, “an even more rewarding loot pool.”

For example, if you want to fight The Bod, you’ll need to wait for Axemaul to be the featured Big Encore boss, and so on. Don’t underestimate the 100 Eridium cost per instance either. Even with increased drop chances, RNG can be cruel—you could easily spend 10,000 Eridium and not get the item you want.

Spend Eridium on Firmware Transfers

The Firmware Transfer machine is the third major way you’ll spend Eridium. While not as frequent as the other two uses, it can still consume a significant amount of resources. Costs vary depending on the type of gear to which you’re transferring firmware.

If you use this machine regularly, it can quickly deplete your Eridium reserves.

How to Get More Eridium in Borderlands 4

Most missions in the game award at least some Eridium, and killing Vile enemies and world bosses also provides a modest amount. However, the most effective way to obtain Eridium is by completing Vile Bounties.

You unlock access to Vile Bounties once you activate Ultimate Vault Hunter Mode. These are higher-difficulty Vile enemies found and killed in the overworld. Each kill grants a modest but significant amount of Eridium instantly, usually several hundred when leveling, with increasing rewards as you progress deeper into the endgame.

You can also farm Eridium somewhat efficiently by completing weekly Wildcard missions, provided you can finish them quickly. While these won’t give you as much Eridium per hour as Vile Bounties or base patrols, they still add up.

It’s likely that an activity with a better Eridium farm will be introduced within the first few DLC cycles. This will be necessary, as Borderlands DLCs historically add increasingly powerful Legendaries as the game’s life cycle progresses.

https://www.shacknews.com/article/146107/what-do-you-use-eridium-for-in-borderlands-4

Evening Reading – September 24, 2025

Good evening, Shacknews! It’s nighttime, which means it’s time for Evening Reading. Let’s officially close out our day of posting. Please take a look at today’s highlights.

**In Case You Missed It at Shacknews:**

– *Pokemon Legends: Z-A* feels like a franchise reinvention
– *Final Fantasy Tactics: The Ivalice Chronicles* review: Frankenstein’s masterpiece
– *Yakuza 3: Dark Ties* revealed, included with *Kiwami 3*
– *Borderlands 4* delayed on Nintendo Switch 2, pre-orders cancelled
– C. Viper comes to *Street Fighter 6* in October
– Krafton accuses former Subnautica leads of misconduct in new legal filing
– Instagram hits 3 billion Monthly Active Users
– The Pokémon Company says it did not approve of the anime theme being used in an ICE video

**And Now, Other Stuff From The Internet!!!**

– A new trailer for *The Adventures of Elliot* just dropped. The demo for this game absolutely floored me—I can’t wait for the full release.
– Speaking of demos, check out my *Pokemon Legends: Z-A* preview!
– Tim Cook met Pikachu! Has Tim Cook played five seconds of a Pokémon game?
– A new Marvel Zombies poster references The Walking Dead meme—a top-notch reference with no notes.
– The OG Spider-Man trilogy is returning to theaters. I’ll never get tired of these movies.
– Apple is halting the release of the next season of *The Savant*. The irony here is genuinely laughable.

There you have it, Shacknews—your Evening Reading for tonight.

Please consider subscribing to Shacknews Mercury to support our site for as little as $1/month.

Thanks for reading, and have a great night!
https://www.shacknews.com/article/146082/evening-reading-september-24

Deus Ex Remastered is coming to PS5 in February 2026

One of the biggest surprises to come out of Wednesday’s PlayStation State of Play presentation was the announcement that the classic **Deus Ex** series is getting a remaster for new audiences.

“Deus Ex has always been about freedom,” said Aspyr Associate Brand Manager Matthew Ray on PlayStation.Blog. “When the original title first launched, it redefined what a video game could be, melding RPG elements, action and stealth gameplay, and branching player choices into a cyberpunk immersive sim like nobody else had ever tried. Storm through the front door, hack the security grid, slip past enemies with invisibility cloaks, or talk your way through impossible odds. Every mission, every level, and every outcome adapts to your choices.”

Ray went on to highlight what’s new with **Deus Ex Remastered**. The game will feature enhanced lighting, shadows, particle effects, and upscaled textures. Additionally, all character models have been revamped for modern hardware, delivering freshly rendered visuals and lip-synced dialogue for a more immersive experience.

Aspyr is also drawing inspiration from *Eidos Montreal’s* *Deus Ex: Human Revolution* and *Deus Ex: Mankind Divided* to revamp the original game’s controls, making them feel more intuitive and fluid on consoles.

So far, **Deus Ex Remastered** is confirmed exclusively for PlayStation 5, with a release date set for **February 5, 2026**. Fans of the series can look forward to a fresh way to experience the groundbreaking classic on modern hardware.
https://www.shacknews.com/article/146086/deus-ex-remastered-release-date

C. Viper comes to Street Fighter 6 in October

Capcom has announced that C. Viper, the next DLC fighter for Street Fighter 6, will be released on October 15. Fans can look forward to her arrival alongside a new collaboration event and a brand-new outfit for Zangief.

The release date for C. Viper was revealed with an exciting new trailer at Tokyo Game Show. The trailer showcases more gameplay footage of the character, who was originally introduced in Street Fighter 4. Known for her unique spy gadgets, C. Viper uses a variety of tools to propel herself upward, send enemies flying, set them ablaze, and even electrify them, adding dynamic new strategies to the game.

In addition to C. Viper’s debut, Capcom announced an upcoming collaboration celebrating the 30th anniversary of Banshee’s Last Cry. This special event will introduce a new scenario to the World Tour mode, launching the same day as C. Viper’s release.

Lastly, the update will also bring Zangief’s Outfit 4 to Street Fighter 6, giving players fresh customization options for the iconic fighter.

Mark your calendars for October 15, as Street Fighter 6 welcomes C. Viper, exciting new content, and stylish new looks!
https://www.shacknews.com/article/146074/c-viper-street-fighter-6-release-date

Annapurna Interactive’s first Tokyo Game Show Direct features three new game reveals

Some of gaming’s biggest publishers are set to gather this weekend for the annual Tokyo Game Show. Among them is Annapurna Interactive, marking its first-ever appearance on the show floor.

Prior to the big event, Annapurna held a special Annapurna Direct to unveil three brand-new titles, all of which will be playable by attendees this weekend.

**D-Topia**
The first title is *D-Topia*, the latest effort from Japanese developer Marumittu Games. Formerly known as Project D, *D-Topia* follows a single maintenance worker who helps manage and oversee a residential facility run by artificial intelligence. Players will solve puzzles to keep the AI running smoothly and ensure the facility’s denizens remain happy. Occasionally, this may require making some difficult choices.

Look for *D-Topia* to arrive on PC, PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and Nintendo Switch in 2026.

**People of Note**
Next up is *People of Note*, from the team at Iridium Studios. This game can best be described as a musical turn-based RPG. The main character, Cadence, sets out to become a star, but she can’t achieve stardom alone. Players will recruit other musicians to build a killer band and face off against tough musical acts—alongside the occasional fantasy creature.

Featuring a blend of musical rhythm mechanics and turn-based battles, *People of Note* promises a unique RPG experience. It is coming to PC, PlayStation 5, and Xbox Series X|S in 2026.

**Demi and the Fractured Dream**
Finally, *Demi and the Fractured Dream* comes from the team at Yarn Owl. The game follows Demi, a cursed voidsent who awakens in the world of Somnus and is beckoned by the old gods to fulfill his destiny. The adventure features classic hack-and-slash gameplay set within a world filled with environmental puzzles.

Demi must rely on his sword, his abilities, and an acolyte named Mergo to repair this imaginative, yet fractured, world. *Demi and the Fractured Dream* is slated for release on PC, PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and Nintendo Switch in 2026.

Stay tuned for more updates from the Tokyo Game Show as these exciting titles make their debut!
https://www.shacknews.com/article/146058/annapurna-interactive-direct-tokyo-game-show-reveals

EA FC 26 Edin Dzeko Flashback SBC: All tasks and cheapest solutions

EA Sports has released the EA FC 26 Edin Dzeko Flashback SBC in Ultimate Team, giving gamers the chance to add an 85-rated version of the Bosnian striker to their squads. This is the second player SBC launched as part of the Early Access week for the game, offering an impressive item that can be a formidable presence on the virtual pitch.

The Fiorentina forward has previously represented some of Italy’s biggest clubs, including AS Roma and Inter Milan. However, this EA FC 26 Edin Dzeko Flashback SBC item takes a nostalgic look back at his rise to prominence in European football during his time at Manchester City, where he delivered multiple impactful performances as a substitute striker.

### EA FC 26 Edin Dzeko Flashback SBC: Tasks and Cheapest Solutions

Similar to the recently released Reece James SBC, the Edin Dzeko Flashback SBC requires completing multiple squads. Below are the requirements and some of the cheapest player solutions for each segment:

#### Task 1 + 2: 82-Rated Squad
– **Minimum Team Rating:** 82
– **Cheapest player options:**
– Gavi (83)
– Kamara (83)
– Ilkay Gundogan (83)
– Bowen (83)
– Dejan Kulusevski (83)
– Naeher (82)
– Lee Kang In (79)
– Kaku (79)
– Bouanga (79)
– Provod (78)
– Sallai (78)

#### Task 3: 83-Rated Squad
– **Minimum Team Rating:** 83
– **Cheapest player options:**
– Dali (83)
– Artem Dovbyk (83)
– Athenea (83)
– Van de Donk (83)
– Ilkay Gundogan (83)
– Kamara (83)
– Bowen (83)
– Dejan Kulusevski (83)
– Cerci (83)
– Hendrich (82)
– Eriksson (82)

#### Task 4: 84-Rated Squad
– **Minimum Team Rating:** 84
– **Cheapest player options:**
– Romelu Lukaku (84)
– Alexander Sorloth (84)
– Greggi (84)
– Nusken (84)
– Sergej Milinkovic-Savic (84)
– Alex Greenwood (84)
– Damaris Egurrola (84)
– Fox (84)
– Hampton (84)
– Van de Donk (83)
– Ilkay Gundogan (83)

### EA FC 26 Edin Dzeko Flashback SBC: Review

The overall cost to complete this SBC is estimated to be around 35,000 coins. When compared to other meta Serie A strikers like Marcus Thuram, Dzeko’s Flashback card features the stats necessary to perform well on the pitch, especially under the FC IQ system.

The SBC requirements are not overly demanding, as many gamers will already own several 82 and 83-rated players suitable for these squads. This makes the challenge relatively accessible for most Ultimate Team players.

In summary, the Edin Dzeko Flashback SBC is worth completing, particularly if you can minimize costs by using untradeable player items. However, spending coins on SBCs at this early stage of the game might not be the best investment, so weigh your options carefully before committing.

Stay tuned for more updates and tips on EA FC 26 Ultimate Team content!
https://www.sportskeeda.com/esports/ea-fc-26-edin-dzeko-flashback-sbc-all-tasks-cheapest-solutions

Can you fast travel in Dying Light: The Beast?

One of the best quality-of-life features in any open-world game is fast travel — the ability to instantly teleport across vast distances at the touch of a button. With its large map, Dying Light: The Beast would certainly benefit from such a mechanic. But does it actually have fast travel?

**Does Dying Light: The Beast Have Fast Travel?**

Strictly speaking, no. Dying Light: The Beast does not include a traditional fast travel system. You cannot simply click on any location on the map and teleport there — not Safe Zones, not cleared objectives, nothing of the sort.

**Alternative Ways to Travel Quickly**

Instead of traditional fast travel, the game offers a few alternative options to help you get around more efficiently.

**1. Manageable Map Size**

While Castor Woods is a large area, it’s not so massive that you can’t reach most places within two or three minutes on foot. You will need to navigate around zombies and avoid combat, but during my entire playthrough, nothing ever felt too far away.

**2. Vehicles**

A newer addition to the series is the introduction of vehicles. The green Park Ranger and black Baron trucks let you travel faster from place to place. You’ll want to stick to roads and major paths when driving and avoid taking too much damage to your vehicle. Given a relatively straight route, driving is almost always quicker than running.

However, if you’re heading off-road into the wilds of Castor Woods, walking or running is still the better option.

**3. Dash Skill**

Unlocking the Dash Skill increases your running speed significantly, though it consumes stamina to use. Mastering dodging zombie attacks while managing your stamina bar can cut your travel time between points by about 20%.

**Conclusion**

While Dying Light: The Beast might not have a traditional fast travel system like other open-world games, it offers multiple ways to traverse its world more quickly — just not instantaneously. Whether on foot, behind the wheel, or by boosting your sprint, you have options to move efficiently across the map.
https://www.shacknews.com/article/146032/can-you-fast-travel-in-dying-light-the-beast

Borderlands 4: All Safehouses and datapad locations

Safehouses in Borderlands 4: Locations and Datapads Guide

Safehouses in Borderlands 4 are one of the key ways to fast-travel across the expansive world of Kairos. Since your quests often take you from one corner of the map to another, relying solely on your hoverbike can become time-consuming. Fast-traveling through Safehouses saves considerable time, especially when replaying the campaign with another character.

To secure a Safehouse, you’ll need to find its corresponding datapad. There are fourteen Safehouses in Borderlands 4, scattered across the four major regions. This guide will walk you through the location of every Safehouse along with the location of their datapads.

All Safehouse and Datapad Locations in Borderlands 4

Fadefields Region

  1. Abandoned Post (Coastal Bonescape)
    The Abandoned Post is the first Safehouse you unlock in Borderlands 4, introduced during the first main quest, Recruitment Drive, after joining the Crimson Raiders. Claptrap will bring you here and task you with defeating your first boss and securing a jetpack, which you use to climb to the Safehouse entrance. The datapad is located on a console inside. Grab it to secure the Safehouse and advance the story.
  2. Shut-Eye Keep (The Howl)
    Early in the game, you can access Shut-Eye Keep by using the lift at the base of the tower near the pond. You can bypass enemies guarding the area and head directly to the top. The datapad is near a lantern on top of some boxes inside the vendor shop. Look for a grapple point in the upper left corner of the room to reach it.
  3. Someday Rise (Idolators Noose)
    Located on top of a hill, Someday Rise requires you to approach from the back. Head toward the Fortress Indomita entrance, then find a Ripper drill on the right side; from there, stairs and grapple points lead upwards. Defeat all manglers roaming nearby. The datapad is inside a tent in the right corner. Use it to secure the Safehouse.
  4. Wyclefs Reprieve (Idolators Noose)
    This Safehouse lies across the bridge to the Tipping Point bunker on the right side of Fortress Indomita. Enter the building, go to the destroyed deck, and jump down onto some boxes to find the datapad. Nearby caves lead back up, allowing you to unlock the Safehouse.

Terminus Range Region

  1. Grey Havenge (Cuspid Climb)
    Grey Havenge resembles a monastery and is close to the lift leading to the upper section of Terminus Range. The datapad is on one of the houses in front of the Safehouse. Use your grapple hook to scale a climbable wall, grab the datapad, then glide with your booster to return and secure the area.
  2. Heritage Opus (Cuspid Climb)
    A multi-section Safehouse in Cuspid Climb. Scale a climbable wall to reach the first section; enemies can be ignored here. Continue to the other side to find a grapple hook leading to the second section. After climbing another wall to the top, you’ll find the datapad atop a bell shrine.
  3. Snowy Wells (Stoneblood Forest)
    To reach Snowy Wells, parkour across platforms while under fire. At the Safehouse, grapple to another hill on the right side, climb the platforms on the mountain, and glide toward a nearby generator to collect the datapad. Glide back and secure the location once done.
  4. The Nightcap (Windspear)
    Situated inside a cave in the right corner of Windspear, The Nightcap is one of the easiest Safehouses to unlock. Upon entering, find a climbable wall on the left, ascend to the top, then glide to the ledge containing the datapad. The door below should then open, allowing you to claim the Safehouse.

Carcadia Burn Region

  1. Makeshift Chalet (Lopside)
    The first Safehouse upon entering Carcadia Burn from Fadefields. The location is heavily guarded by The Order faction. To find the datapad, go to the left side of the large building with a big antenna. Jump down and locate the key on a box. Use a grapple spot and climbable wall nearby to return to the top and secure the Safehouse.
  2. The Lowrise (Tonnage Peel)
    Near the Crumbled Lurch Ancient Crawler, access The Lowrise via a grapple point on a broken pipe near an “Out of Order” board. Maneuver across the platforms to reach the Safehouse. The datapad is on a broken piece of concrete hanging by a metal rod to the left of the building.
  3. Wildhorns Beard (Ruined Sumplands)
    Located on a large island separated by a broken bridge, Wildhorns Beard is a rundown Safehouse seldom used due to better fast travel points nearby. To find the datapad, navigate around a large hill and locate a Kratch nest. Retrieve the required item and return to the ruined building to unlock the Safehouse.

Timekeepers Dominion Region

  1. The Lockaway (Carcadia District)
    Part of the Falling Wall quest unlocked after defeating the main bosses of the first three regions. The Electi faction leader, Levaine, guides you here to use the Safehouse as a base. The entrance is hidden behind a hologram of Timekeeper—look for a grapple hook there. Follow stairs to the top and find the datapad on a table.
  2. The Food Court (Terminus District)
    Entering the Terminus District by crossing the district wall, find The Food Court on the left after exiting the door. The area is infested with Ripper faction enemies—defeat them to safely activate the terminal. The datapad is located on top of a garbage dump near the Evolving Chili food stall, while the activation terminal is near the “All You Can Eat” sign.
  3. Sumpview Falls (Fades District)
    The final Safehouse you unlock, accessible only after advancing through Plan Z of the main story quest. Located centrally in the Fades District inside a small drainage ditch. The datapad is inside a small wall opening—use the ladder to climb up and retrieve it.

That covers all fourteen Safehouses in Borderlands 4. While other fast travel points exist, such as the Order Silos, Safehouses are spread widely across the map, offering quick travel access to multiple pivotal locations.

More Borderlands 4 Guides

https://www.sportskeeda.com/mmo/borderlands-4-all-safehouses-datapad-locations

Under Night In-Birth 2 Sys:Celes devs talk Izumi DLC & music

Under Night In-Birth 2 concluded its current slate of DLC during EVO 2025, marking the end of the game’s first season of content. It has been a long journey for the Under Night In-Birth series, and both director Kamone Serizawa and composer Raito have been thrilled to be involved since the very beginning.

But what comes next? Where does Under Night In-Birth go from here? Kamone and Raito sat down with us to discuss the evolution of the series and the future of the game.

Kamone expressed his gratitude to players for their continued support over the years. He never imagined that so many people would still be cheering for Under Night In-Birth 2 Sys: Celes on the main stage of EVO 2025—many years after the release of the first game, and with back-to-back appearances on EVO’s main stage.

The team has been dedicated to the Under Night series for 10 years, and Izumi recently wrapped up the final run of DLC for UNI2. Despite this milestone, Kamone and Raito shared that they still have plans for the series and would love to continue working on it, evolving the game further in the future.

Since we had Raito on hand, we also delved into the music of Under Night In-Birth. Over the years, the game’s soundtrack has evolved from relatively simple, short-looping tunes to more elaborate and complex compositions.

Raito explained that this change was influenced by the shift from arcade to home console and PC gaming. In arcades, players typically experience the game in short bursts, so the music was designed accordingly. However, with the home and PC versions, players have the opportunity to enjoy the game at a more relaxed pace. This transition shaped Raito’s approach to composing for the series, resulting in the richer, more drawn-out music found in Under Night In-Birth 2 Sys: Celes.
https://www.shacknews.com/article/146025/under-night-in-birth-2-sys-celes-interview-september-2025

Exit mobile version