‘Harvest Moon: Home Sweet Home’ iOS Review – A Great Start, but Needs More Work

Harvest Moon: Home Sweet Home has been a very interesting game to follow pre-release. I say this not only because it is a premium mobile-first Harvest Moon game, but also because the reactions from my friends who are longtime fans of the series have gone from apathy to interest with every bit of gameplay shown. Harvest Moon: Home Sweet Home launched recently on iOS and Android as a mobile-exclusive entry in Natsume’s Harvest Moon series, and I’ve been playing it for about a week and a half now on iPhone 15 Pro and iPad Pro for review. Harvest Moon: Home Sweet Home is a very good farming simulation game, but one that is held back by a few issues right now.

A lot of fans of the Harvest Moon series of games from Marvelous have been around since the SNES or N64 days, but I only got into it on 3DS with Story of Season. Back then, I had no idea about the name change and that Marvelous’ releases would be called Story of Seasons while Harvest Moon would be the name used by Natsume going forward. I’m making that clear now because I don’t want people confused about what Harvest Moon: Home Sweet Home is and also to give you my history with the series before getting into how I feel about Harvest Moon: Home Sweet Home ($17.99).

If you’re new to farming and life simulation games, Harvest Moon: Home Sweet Home takes you back from the city to a calming village where you fish, farm, interact with many NPCs, partake in festivals (that need to be unlocked), and even find a companion. The village of Alba, your new home, is dense and cozy (sorry but I had to), and I’m glad it isn’t a big open location because those usually result in a lot of empty spaces when it comes to life simulation games. If you’ve played many in the genre, think of Harvest Moon: Home Sweet Home as one that focuses more on the characters with a bit less depth when it comes to farming.

After a short tutorial explaining the basics of movement and a bit of farming, you unlock the map and main menu letting you save just about anywhere (this is very important for a mobile game), and this is where you get into the flow of Harvest Moon: Home Sweet Home where you try and finish quests for NPCs, upgrade your tools, gather, mine (this unlocks a bit later), and of course farm through the game’s main chapters.

The more I played Harvest Moon: Home Sweet Home, the more I realized that the developers understood what makes life and farming simulation games great, but fell short in some ways. These may or may not affect newcomers to the genre, but those who have played many recent games will find them lacking. The potential partners are likely the weakest aspect of Harvest Moon: Home Sweet Home. They just aren’t as interesting as other games in the genre. If you don’t care about that aspect, Harvest Moon: Home Sweet Home is quite a polished entry in the genre.

Approaching Harvest Moon: Home Sweet Home from a general life simulation game enthusiast’s perspective feels different though. While other platforms are spoiled for choice with tons of games from big and small developers, we don’t really see much like that on mobile, but that doesn’t make up for some of the flaws here, especially at a much higher price point. I think this is a very solid base that the developers can build on to the point where it would even be a great fit for PC and consoles. The only “mobile” aspect of Harvest Moon: Home Sweet Home right now is the touch control option.

Visually, aside from the performance and load times that I will cover below, Harvest Moon: Home Sweet Home looks very good. Some characters look generic, but the interface, farm, building layout, and everything looks good. I also appreciate that Harvest Moon: Home Sweet Home supports fullscreen on iPhone 15 Pro and iPad Pro. It really feels like a game properly tailored to mobile with its visuals and controls.

While Harvest Moon: Home Sweet Home does look nice visually for the most part, it is lacking when it comes to the character designs. This applies to your own character with customization options that should’ve been more detailed and also the main NPCs in the town. A lot of them feel lifeless even during cut-scenes. Barring that, I like the aesthetic a lot, and Harvest Moon: Home Sweet Home looks excellent on my iPhone and iPad. The one disappointment is in performance. Right now, Harvest Moon: Home Sweet Home is capped at 30fps on my iPhone 15 Pro and iPad Pro. I was expecting above 60fps let alone 60fps, but it isn’t possible to play at a higher frame rate now. The load times are also not as fast as they should be.

On the audio side, I was pleased with the music and sounds in Harvest Moon: Home Sweet Home. Nothing stood out to the point where I’d listen to it outside the game, but it sounded good and the music changes were appropriate to the gameplay.

When Harvest Moon: Home Sweet Home was announced as a mobile-exclusive game, I was curious how it would control. The developers have done a fantastic job with the touch controls here letting you play by tapping to move, dragging to move, and more. Interacting with objects or characters, farming, and navigating menus all feel good. Some text and touch targets feel a bit too small on iPhone, but they are fine on iPad. I would’ve loved some haptic feedback on iPhone though for using tools and even fishing. Maybe this can be added in a future update.

If you’ve played the two best life simulation games on mobile: Stardew Valley and My Time at Portia, Harvest Moon: Home Sweet Home feels closer to the former, but it isn’t as polished. I dislike bringing up other games in the same genre to compare, but I’m doing it here specifically for the mobile port. Those two games were built for PC/console and brought over to mobile while Harvest Moon: Home Sweet Home was built for mobile and yet it doesn’t feel as tailored to the platform in its features.

Harvest Moon: Home Sweet Home is a mobile-exclusive game, and while I appreciate the touch control scheme, it has a few issues right now when it comes to features. The lack of cloud saves is beyond disappointing. When I first downloaded Harvest Moon: Home Sweet Home on my iPhone, I played it for about three hours before picking up my iPad to see how it feels there. I found no way to get the save across, and still haven’t been able to move saves across devices. The lack of controller support is also disappointing for a game like this. The developers did a great job with touch controls, but it would be nice to have controller support for when I play on iPad. I would also like some quality of life features for movement, like we’ve seen in recent games in the genre.

As a newcomer to Natsume’s new Harvest Moon games but a fan of all the recent Story of Seasons and other life simulation games, Harvest Moon: Home Sweet Home ended up being worth playing, but it needs a few updates and features to be truly essential at full price. I have no issues with developers wanting to charge premium prices on mobile, but Harvest Moon: Home Sweet Home lacking basic features like cloud saves and controller support definitely makes it harder to recommend alongside a few other design issues. If the developers continue working on this, it will be one of the best in the genre on mobile, and I’m glad to see them take a chance on a premium mobile life simulation game because that is very rare.

‘Harvest Moon: Home Sweet Home’ iOS Review – A Great Start, but Needs More Work

Harvest Moon: Home Sweet Home has been a very interesting game to follow pre-release. I say this not only because it is a premium mobile-first Harvest Moon game, but also because the reactions from my friends who are longtime fans of the series have gone from apathy to interest with every bit of gameplay shown. Harvest Moon: Home Sweet Home launched recently on iOS and Android as a mobile-exclusive entry in Natsume’s Harvest Moon series, and I’ve been playing it for about a week and a half now on iPhone 15 Pro and iPad Pro for review. Harvest Moon: Home Sweet Home is a very good farming simulation game, but one that is held back by a few issues right now.

A lot of fans of the Harvest Moon series of games from Marvelous have been around since the SNES or N64 days, but I only got into it on 3DS with Story of Season. Back then, I had no idea about the name change and that Marvelous’ releases would be called Story of Seasons while Harvest Moon would be the name used by Natsume going forward. I’m making that clear now because I don’t want people confused about what Harvest Moon: Home Sweet Home is and also to give you my history with the series before getting into how I feel about Harvest Moon: Home Sweet Home ($17.99).

If you’re new to farming and life simulation games, Harvest Moon: Home Sweet Home takes you back from the city to a calming village where you fish, farm, interact with many NPCs, partake in festivals (that need to be unlocked), and even find a companion. The village of Alba, your new home, is dense and cozy (sorry but I had to), and I’m glad it isn’t a big open location because those usually result in a lot of empty spaces when it comes to life simulation games. If you’ve played many in the genre, think of Harvest Moon: Home Sweet Home as one that focuses more on the characters with a bit less depth when it comes to farming.

After a short tutorial explaining the basics of movement and a bit of farming, you unlock the map and main menu letting you save just about anywhere (this is very important for a mobile game), and this is where you get into the flow of Harvest Moon: Home Sweet Home where you try and finish quests for NPCs, upgrade your tools, gather, mine (this unlocks a bit later), and of course farm through the game’s main chapters.

The more I played Harvest Moon: Home Sweet Home, the more I realized that the developers understood what makes life and farming simulation games great, but fell short in some ways. These may or may not affect newcomers to the genre, but those who have played many recent games will find them lacking. The potential partners are likely the weakest aspect of Harvest Moon: Home Sweet Home. They just aren’t as interesting as other games in the genre. If you don’t care about that aspect, Harvest Moon: Home Sweet Home is quite a polished entry in the genre.

Approaching Harvest Moon: Home Sweet Home from a general life simulation game enthusiast’s perspective feels different though. While other platforms are spoiled for choice with tons of games from big and small developers, we don’t really see much like that on mobile, but that doesn’t make up for some of the flaws here, especially at a much higher price point. I think this is a very solid base that the developers can build on to the point where it would even be a great fit for PC and consoles. The only “mobile” aspect of Harvest Moon: Home Sweet Home right now is the touch control option.

Visually, aside from the performance and load times that I will cover below, Harvest Moon: Home Sweet Home looks very good. Some characters look generic, but the interface, farm, building layout, and everything looks good. I also appreciate that Harvest Moon: Home Sweet Home supports fullscreen on iPhone 15 Pro and iPad Pro. It really feels like a game properly tailored to mobile with its visuals and controls.

While Harvest Moon: Home Sweet Home does look nice visually for the most part, it is lacking when it comes to the character designs. This applies to your own character with customization options that should’ve been more detailed and also the main NPCs in the town. A lot of them feel lifeless even during cut-scenes. Barring that, I like the aesthetic a lot, and Harvest Moon: Home Sweet Home looks excellent on my iPhone and iPad. The one disappointment is in performance. Right now, Harvest Moon: Home Sweet Home is capped at 30fps on my iPhone 15 Pro and iPad Pro. I was expecting above 60fps let alone 60fps, but it isn’t possible to play at a higher frame rate now. The load times are also not as fast as they should be.

On the audio side, I was pleased with the music and sounds in Harvest Moon: Home Sweet Home. Nothing stood out to the point where I’d listen to it outside the game, but it sounded good and the music changes were appropriate to the gameplay.

When Harvest Moon: Home Sweet Home was announced as a mobile-exclusive game, I was curious how it would control. The developers have done a fantastic job with the touch controls here letting you play by tapping to move, dragging to move, and more. Interacting with objects or characters, farming, and navigating menus all feel good. Some text and touch targets feel a bit too small on iPhone, but they are fine on iPad. I would’ve loved some haptic feedback on iPhone though for using tools and even fishing. Maybe this can be added in a future update.

If you’ve played the two best life simulation games on mobile: Stardew Valley and My Time at Portia, Harvest Moon: Home Sweet Home feels closer to the former, but it isn’t as polished. I dislike bringing up other games in the same genre to compare, but I’m doing it here specifically for the mobile port. Those two games were built for PC/console and brought over to mobile while Harvest Moon: Home Sweet Home was built for mobile and yet it doesn’t feel as tailored to the platform in its features.

Harvest Moon: Home Sweet Home is a mobile-exclusive game, and while I appreciate the touch control scheme, it has a few issues right now when it comes to features. The lack of cloud saves is beyond disappointing. When I first downloaded Harvest Moon: Home Sweet Home on my iPhone, I played it for about three hours before picking up my iPad to see how it feels there. I found no way to get the save across, and still haven’t been able to move saves across devices. The lack of controller support is also disappointing for a game like this. The developers did a great job with touch controls, but it would be nice to have controller support for when I play on iPad. I would also like some quality of life features for movement, like we’ve seen in recent games in the genre.

As a newcomer to Natsume’s new Harvest Moon games but a fan of all the recent Story of Seasons and other life simulation games, Harvest Moon: Home Sweet Home ended up being worth playing, but it needs a few updates and features to be truly essential at full price. I have no issues with developers wanting to charge premium prices on mobile, but Harvest Moon: Home Sweet Home lacking basic features like cloud saves and controller support definitely makes it harder to recommend alongside a few other design issues. If the developers continue working on this, it will be one of the best in the genre on mobile, and I’m glad to see them take a chance on a premium mobile life simulation game because that is very rare.

OverActive Media announces increased revenues for Q2 2024
Overactive Media
Image credit: Overactive Media

Esports holding company OverActive Media has reported increased revenues for Q2 2024, up by CAD $2.76m (~£1.55m) compared to the same period last year.

The company highlighted its acquisitions of Spanish esports organisations Movistar Riders and KOI as key contributors to the upswing.

According to the company’s financial report, revenue increased from CAD $3.86m (~£2.17m) in Q2 2023 to CAD $6.26m (~£3.51m) in Q2 2024, a 71% improvement. Operating costs also saw an increase from CAD $6.52m (~£3.66m) to CAD $8.66 (~£4.86m) — up 31% — as a result of the acquisitions and “higher roster payroll costs”, per the report.

This led to an overall 52% improvement in adjusted EBITDA from CAD -$2.54m (~-£1.43m) to CAD -£1.23m (~-£690k). Net Income for Q2 2024 was CAD $6.42 (~£3.60m), a significant improvement on the CAD $3.44 (~£1.93m) loss in the same period last year, owing to a CAD $9.8m (~£5.50m) gain following the termination of the Call of Duty League franchise obligations. The termination eliminated CAD $35.2m (~£19.8m) in outstanding entry fees for the company.

The report adds that the company’s Movistar KOI teams competing in the VALORANT Champions Tour, Counter-Strike 2 circuit and League of Legends tier-two Spanish league Superliga “drove increases in revenue from sponsorships and digital merchandise.” The company also saw teams under the Toronto Ultra brand competing in Overwatch 2 and Teamfight Tactics events at the recent Esports World Cup.

On the report, Adam Adamou, CEO of OverActive Media, said: “We have… significantly strengthened our cash and net working capital positions and reduced cash obligations by over $35 million due to the restructuring of the Call of Duty League, leaving us with one of the strongest balance sheets in the industry… Our expanding influence in the esports industry is reflected in our partnerships with top global brands.”

Lee Jones

Was the Esports World Cup 2024 a viewership success?
Esports World Cup Closing Ceremony
Image credit: Esports World Cup

The Esports World Cup (EWC), the world’s largest multi-title esports event, has concluded. EWC 2024 took place over two months and featured more than 20 tournaments, hundreds of players and dozens of organisations from all over the world.

Aimed to be a one-stop event for all esports fans and enthusiasts, the event’s viewership has become an evergrowing topic of discussion. With the event taking place in Saudi Arabia, some sections of the community boycotted the event due to the country’s human rights record, particularly towards LGBTQ+ and Women’s rights. However, now that the event has finished, how many viewers did the $60m (~£45.4M) tournament ultimately attract?

This article dissects Esports World Cup’s viewership, game-by-game, to find out how the tournament ranks among its direct competitors. A total of four games had more than 500,000 peak viewers and 15 games in total had more than 100,000 peak viewers at EWC. The lowest number of viewers watched racing simulation game Rennsport, and the most successful game in terms of viewership was mobile MOBA Mobile Legends: Bang Bang.

All data provided is courtesy of esports data and metrics platform Esports Charts and does not include Chinese viewership. It should also be noted that Esports Charts was an official partner of the Esports World Cup.

League of Legends

The Esports World Cup’s League of Legends tournament was one of the competition’s first events to be held this year, in early July.

The event saw fan-favourites T1 walk out victorious over Chinese organisation Top Esports. Overall, the tournament was a success in terms of viewership. 1.1m viewers watched the event at its peak, along with just over 566,000 average viewers. With just 22 hours of air time, the event was the fourth most-watched League of Legends event in 2024. Only international event MSI (2.82m peak) and Korea’s two LCK splits (2.65m for Spring, and Summer is ongoing but has reached 1.27m peak viewers) have performed better so far this year.

Counter-Strike 2

By many metrics, Esports World Cup’s CS2 tournament could also be seen as a success. Taking place in mid-July, the CS2 tournament at EWC recorded 756,000 peak viewers and an average of 238,000 viewers with 43 hours of air time. This places the tournament in fifth place amongst the most popular CS2 events of the year, behind the likes of IEM Dallas (823,000), IEM Katowice (972,000), IEM Cologne (1.05m) and the PGL Major Copenhagen 2024 (1.85m).

Mobile Legends: Bang Bang

Selangor Red Giants Mobile Legends Bang Bang Esports World Cup
Image credit: Esports World Cup

The most-watched event at the Esports World Cup 2024 was the MLBB Mid-Season Cup, which concluded in mid-July. The mobile MOBA is one of the most popular games globally and its popularity translated well into the EWC, largely due to the event being a part of MLBB’s competitive calendar.

The Mid Season Cup 2024 — which was recently rebranded from the Southeast Asia Cup — attracted a peak of 2.38m viewers and an average of 406,000 viewers. This makes it the most popular MLBB tournament of the year, ahead of the 13th season of the MPL Indonesia, the game’s most popular league.

The game’s second tournament, the Women’s Invitational 2024, was also a success. The event had more than 265,000 peak viewers, making it more popular in terms of viewership than many other EWC events, including Call of Duty, Overwatch, Fortnite and other titles. The Women’s Invitational is also the fourth-highest-viewed female esports event of all time.

PUBG Mobile

The mobile version of battle royale game PUBG: Battlegrounds is a very popular mobile game globally, especially in Asia and other emerging markets. The PUBG MOBILE EWC tournament was also a popular event on a global scale, becoming the most-watched PUBG MOBILE tournament of the year.

The event attracted just over 566,000 peak viewers and 206,000 average viewers during nine days of competition. Nevertheless, despite its popularity among PUBG Mobile events this year — including the PUBG Mobile Global Open 2024 (513,600) — the event is 11th in the title’s all-time viewership.

Honor of Kings

Another mobile game that has found success in Asia, the Honor of Kings tournament at Esports World Cup is also currently the game’s most popular event in 2024, excluding Chinese viewership. Attracting 481,000 peak viewers and 92,000 average viewers, the event is notable for lasting just five days. The short air time of just under 27 hours is also impressive, especially because the second-most watched event of the year — the Honor of Kings Invitational 2024 Season 2 — had 10 more hours of air time and 241,000 peak viewers.

Free Fire

Continuing with the mobile theme, Free Fire, once known for having the world’s most popular esports event, also had the EWC as its most popular event of 2024. The EWC event attracted 471,000 peak viewers and just over 206,000 average viewers with just over 18 hours of air time.

Dota 2 (Riyadh Masters 2024)

Riyadh Master 2024
Image credit: Riyadh Master 2024

The event with the highest prize pool at the inaugural Esports World Cup ($5m) was the Riyadh Masters in Dota 2.

Despite the event recording 147 hours of air time and almost 27m hours watched, Riyadh Masters attracted just under 419,000 peak viewers and 178,000 average viewers. Compared to last year’s edition, which took place at the Gamers8 festival, the event had around 150,000 less peak viewers but around 20,000 more average viewers. The Riyadh Masters had fewer viewers than the PGL Wallachia Season 1, the most-watched Dota 2 event of the year, which has attracted around 487,000 peak viewers.

It should be noted that The International, Dota 2’s most popular event, will take place later this year.

Apex Legends

The popular battle royale game Apex Legends saw decent viewership for its EWC tournament, but not the best of the year. Its 219,000 peak viewership and 98,000 average viewership made the EWC event the second most popular event of the year, with just the ALGS Split 1 Playoffs being more popular with 567,000 peak viewers.

Street Fighter

The most-watched fighting game tournament at the Esports World Cup was Street Fighter, one of the most popular games in the genre’s history. The event had just under 155,000 peak viewers and an average of 93,000 viewers.

However, this doesn’t put it in the top five Street Fighter events of 2024 in terms of viewership. For comparison, the most-watched Street Fighter event of the year was the EVO tournament in July, which attracted over 403,000 peak viewers.

Call of Duty and Call of Duty Warzone

Two immensely popular games in the United States and Europe, both Call of Duty and its battle royale mode Warzone did not break more than 150,000 viewers at the EWC. 

The regular Call of Duty event was a bit more successful than Warzone, with 140,000 peak viewers compared to Warzone’s 135,000 (86,000 average viewers compared to Warzone’s 76,000). The two tournaments were also not the most popular event for either game. The Call of Duty League’s Major One, Two and Three, as well as the 2024 playoffs, were all more popular than the EWC event.

Moreover, Warzone’s eFuse Shatter Gauntlet (136,000 peak viewers) is the game’s most popular event of the year.

EA FC 24

Footballer Neymar at the Esports World Cup
Footballer Neymar at the Esports World Cup. Image credit: Esports World Cup

The world’s most popular football simulation game, EA FC 24, was relatively popular at the EWC, but failed to pass some of the game’s notable events. The EWC tournament attracted 108,000 peak viewers and around 43,300 average viewers, which makes it the third most popular event for the game in 2024.

This means it was behind the FC Pro 24 World Championship (113,000 peak viewers) and the FC Pro 24 Open, the most-watched EA FC event of the year that had just under 320,000 peak viewers.

It should be noted that EA Sports, the creators of the game, are now gearing up for the launch of the new version in September, which means that the EWC is one of the last tournaments in the 24 version of the game. 

PUBG

The PC version of PUBG: Battlegrounds has performed much worse at the Esports World Cup than its mobile counterpart, PUBG MOBILE. The game saw 105,000 viewers at its peak and around 52,000 average viewers during the EWC. However, this is not a terrible result.

This makes the EWC event the third-most watched tournament for PUBG’s PC version in 2024, behind the PUBG Global Series Phases three and four. Phase 3 had 281,000 peak viewers, and Phase 4 saw 287,000 peak viewers.

Overwatch 2

A game that is currently experiencing a rebirth of sorts after the Overwatch League was cancelled and the ESL FACEIT Group came to the rescue of the Overwatch scene, Overwatch 2 performed well in terms of viewership. Its tournament saw around 100,000 peak viewers and just 33,000 average viewers, making it the second-highest viewership since the game’s esports scene underwent somewhat of a rebirth this year.

The Overwatch Champions Series 2024 Major was the most-watched event for Overwatch 2 this year, with 125,000 peak viewers, only 25,000 more than EWC.

Rocket League

The first major disappointment in terms of viewership is the Rocket League tournament at the Esports World Cup. Despite being a popular game in terms of viewership worldwide, the EWC Rocket League event attracted relatively low viewership during its three days of competition. The official peak viewer number is just under 100,000 making Rocket League the first game at the EWC that did not surpass the 100,000 mark.

Both 2024 RLCS Majors had more viewers than the EWC tournament in Rocket League, but interestingly the EU qualifiers for both Majors were also more popular than the EWC tournament.

The RLCS Major 1 had 435,000 peak viewers, the Major 2 had 316,000, and the qualifiers ranged from 413,000 peak viewers to 121,700 — all better than EWC.

Fortnite

XSET Fortnite
Image credit: Esports World Cup

Continuing with games that might have disappointed during EWC, Fortnite also did not break 100,000 viewers at its peak despite a large prize pool and notable players participating in the event. The Fortnite event had a peak of 72,600 viewers and an average viewer number of 25,500. This amount of viewers was not enough to put the EWC tournament in the game’s top 10 tournaments of the year.

For comparison, its most popular event — FNCS 2024 – Major 1: Europe — had 739,000 peak viewers and a lower prize pool.

Rainbow Six: Siege

Despite not breaking 100,000 viewers, Esports World Cup’s Rainbow Six tournament was actually in line with some of the game’s events this year. Rainbow Six has only broken 100,000 peak viewers on just occasions in 2024. The EWC Rainbow Six: Siege event still did have a low peak, with just 67,800 viewers watching the grand finals, and an average viewer count of 25,000.

The Six Invitational 2024 is the most-watched event of the year for Rainbow Six esports, seeing a peak of 521,000 viewers. The BLAST R6 Major Mahcnester was also more successful than the EWC, with 162,000 peak viewers.

StarCraft 2

The oldest game in the EWC and a pioneering esports game series, StarCraft 2 is still a popular esports title despite being launched almost 15 years ago. The game attracted just under 61,000 peak viewers and 24,500 average viewers which makes it very close to Rainbow Six and Fortnite, two much more popular games today. The EWC performance was the second highest for StarCraft this year, with only IEM Katowice (77,200) surpassing it in terms of metrics.

Tekken 8

Tekken 8 Esports World Cup
Image credit: Esports World Cup

With 60,500 peak viewers and 33,500 average viewers, Tekken 8 at the Esports World Cup performed much worse than Street Fighter, the other FGC game at the event. Still, the Tekken tournament saw decent numbers for a fighting game that does not have as robust of a scene as its competitor. Overall, the EWC tournament is seventh in terms of viewership for the game this year.

The Tekken tournament at the EVO Las Vegas is the game’s most popular this year, with 275,000 viewers.

Teamfight Tactics

Riot Games’s auto battler Teamfight Tactics is still a popular esports title despite the genre’s drop in popularity in recent years. 

However, TFT did not perform as well as fans would’ve expected at the EWC, recording a peak of just 35,000 viewers. This places the game 10th in terms of TFT events this year, significantly behind the title’s most popular tournament, Inkborn Fables Tactician’s Crown (149,500).

Rennsport

Despite having two separate tournaments with prize pools amounting to more than £1m, new simulation racing game Rennsport saw just over 10,000 peak viewers at both events combined. The Driver Championship had 5,461 viewers at peak and 4,530 viewers on average, while the Team Championship saw 5,748 viewers at its peak but 3,866 on average

It has to be said that the game was also featured at Gamers8 last year, where it had around 13,600 peak viewers. Despite these low figures, the number is somewhat in line with ESL R1 2024 Spring (6,508), the game’s highest-viewed event this year.

Ivan Šimić

Ivan comes from Croatia, loves weird simulator games, and is terrible at playing anything else. Spent 5 years writing about tech and esports in Croatia, and is now doing it here.

Gundam Breaker 4 Review – Steam Deck, Switch, and PS5 Tested

Back in early 2016 when I was looking for import-friendly games on PS Vita, I used to often see Gundam Breaker mentioned. If you’ve never heard of the series before, think of them as hack and slash action games with RPG elements, deep customization, and a pure unadulterated love of Gunpla. Around the time I was looking into the series, Bandai Namco announced an Asia English release for Gundam Breaker 3 on PS4 and PS Vita, and I decided to buy both versions. I ended up loving it as my first Gundam game. Since then, I’ve imported and played Gundam Breaker 1 and 2 on PS Vita, and also gotten basically every Gundam game released in English across platforms. To see Gundam Breaker 4 announced earlier this year and confirmed for a global multi-platform simultaneous release remains one of 2024’s biggest surprises. Fast forward to today and Gundam Breaker 4 is finally here on Steam, Switch, PS4, and PS5. Having put in about 60 hours across platforms, I adore Gundam Breaker 4, but it has a few issues right now.

Gundam Breaker 4 is a very important release not only because of the game itself, but because of how far we’ve come with the series in the West. So what makes Gundam Breaker 4 a big deal? Gone are the days of waiting for an Asia English release to import. Gundam Breaker 3 was an Asia English release not released in the West, and just on PlayStation. I can’t recall the last Gundam game that had an English dub option, but here we are with a dual audio option and multiple subtitle options (EFIGS and many more). But what about the game itself and the different platform versions? I’m going to cover all of that in this extended review that will also take you on a journey of me starting my first Master Grade Gunpla (Gundam Plastic Kit if you’re new to this) after building some High Grade (easier and smaller kits) before.

Gundam Breaker 4’s story ranges from getting the job done to some highs and lows. The lows are when I felt like certain pre-mission dialog was going on a bit too long, and the highs were in the latter half of the game when there are interesting character reveals and also more interesting dialog. If you’ve not played a single game in the series before, Gundam Breaker 4 still does a good job of bringing you up to speed, but you might wonder why the appearance of certain characters is a big deal later on. The embargo only allows me to talk about the first two chapters of the story, and it feels like a straightforward affair during those two. I ended up liking the main characters quite a bit by the end, but my two favorite characters appear much later in the story.

The real draw of Gundam Breaker 4 is not the story though. It is building your own perfect Gunpla, improving it over time, getting better gear, and becoming stronger to tackle higher difficulties and more quests. When you begin, you get the basics, but what the team really underold in the promotion is the customization aspect. It is incredible. Not only can you adjust individual parts like left and right arms, but you can also adjust ranged weapons for each arm, melee with dual wielding, and adjust the individual part size and scale. This means you can even use SD (super deformed) parts on your normal Gunpla and either have it look like this weird frankenstein suit or scale things to your liking.

Beyond the actual parts for each main category in assembly, the customization in Gundam Breaker 4 takes things further with builder parts that let you add even more things to your Gunpla. Some of these even have their own skills. Speaking of skills, you have EX and OP skills to use in combat. These depend on your parts and weapons. Later on, you also unlock ability cartridges that have their own specs that give you buffs or debuffs.

As you go through the missions breaking parts and earning S-rank reward parts, you also get materials. These can be used to level up your parts. Each mission in Gundam Breaker 4 usually has a recommended parts level indicating how suitable it is for your current gear. In addition to materials you earn to upgrade parts, you start earning materials to increase part rarity later on. This lets you upgrade for more skills as well, and you can use older or lesser part skills when you upgrade and cannibalize those older parts.

During the main story, I spent a bit of time on the optional quests to earn money or parts, but feel like the game is balanced enough where you won’t really need to grind during the main story on the standard difficulty at least. Speaking of the difficulty, you unlock three higher difficulties as the main story progresses, and these up the challenge and part level recommendation quite a bit. If you do plan on skipping most of the optional quests during the main story, make sure to keep an eye on the new unlocks because some of the optional quest types are a lot of fun, especially the survival mode.

Outside of all of this, you can also adjust the paint of your suit which lets you color schemes you’ve unlocked through progression or from DLC. If you put time into Gundam Breaker 4, there’s a ton of stuff for you to get out of it, and I’m floored by how much has gone into this. When you’re done with paint, you can work with decals and weathering effects as well. Gundam Breaker 4 is the real deal for Gunpla enthusiasts, but does it play well?

Having enjoyed everything Gundam Breaker 4 has to offer in its gameplay through story missions, side content, and boss fights aside from one specific mission type, I think the team nailed it. I never got bored of combat even though the normal difficulty is on the easier side. I kept swapping out weapons and trying the various types before settling on a greatsword style weapon for the rest of my playthrough. Everything feels varied enough, and the individual skills and stats make for a fresh experience throughout.

When it comes to the bosses and minibosses, I love having them appear on the stage in the Gunpla boxes and then breaking out before fighting you. This never gets old, and seeing one of the Gunpla kits I built appear as a boss later on was awesome. Most boss fights involve targeting weak points, damaging the many health bars, destroying shields, and the usual. I did have trouble with one particular boss’ weak points using specific weapons, but I changed to a whip and sorted it immediately. The only real hard boss fight in the story was dealing with two of a specific boss at once. I won’t get into details for spoiler reasons, but I did struggle with the AI in one specific fight.

Visually, Gundam Breaker 4 ranges from great to fine. The environments look lacking early on, but I found the variety good overall. Most of the work went into making sure the Gunpla kits and animations look the best, and it shows. The developers clearly weren’t trying to go for a realistic art style here, so don’t expect something like Gundam Evolution or even how some bits of Gundam Breaker 3 looked. The aesthetic in Gundam Breaker 4 works well and it scales as it should on lower end hardware. The effects look great, and the scale of many boss fights is awesome.

The music in Gundam Breaker 4 ranges from forgettable tunes you won’t think of outside the game to a few really great songs in specific story missions. I am disappointed in no way to set music from the various anime and movies here. Usually we’d see some anime music pack DLC or a premium bundle for Asia and Japan, but I’ve not seen any of that yet in the game or announced. I also don’t see a way to load custom music like in Mobile Suit Gundam Extreme Vs Maxiboost ON on PS4.

The voice acting has been a pleasant surprise. I played through the game completely with English on one save, and also spent about a dozen hours with the Japanese voice option on another platform save. Both were very good and I found myself liking the English more during missions because I hate reading small subtitles during action battles when I’m focusing on fighting enemies.

So far, aside from one mission type really annoying me (thankfully not too prevalent) and a few bugs, I’ve had no real issues with Gundam Breaker 4. If you are new to this series and aren’t a fan of replaying missions to grind out better gear and drops, you may find things repetitive. I’ve always viewed Gundam Breaker like Earth Defense Force and Monster Hunter where after finishing the story, I spend time building my perfect Gunpla.

As for bugs, I ran into one where certain names wouldn’t save or two I think are Steam Deck-specific. The first is that returning to the title screen from in-game takes way too long. The second is one specific mission that crashed for me only when playing on my monitor. I replayed it on the Deck itself and it was fine. It might just have been relating to the performance penalty I see in some games docked, but I can’t say for sure.

The one aspect I’ve not touched on so far is the online. Pre-release I managed to play a good amount of the network test on PS5 and Switch, but I only managed to test a bit of the retail release on PS5 with a friend who is reviewing that version. The PC version’s servers have not been online pre-launch at all, so I cannot test if the online works fine on Steam Deck yet. I will be updating this once servers go online and I’ve managed testing the PC version on Steam Deck with friends online.

At this point, you’re probably wondering about the Gunpla I was building. I made some progress and got through 5 sets of runners, but made a mistake with one small part. I panicked and almost broke it while trying to separate things. This is where my guitar pick came into the picture and saved me. I ended up stopping with my RG 78-2 MG 3.0 about halfway done. Once the review embargoes of this week are over, I’ll get back to it and finish it.

Now let’s get to the platform differences and features.

Gundam Breaker 4 PC port controls – keyboard, mouse, and controller support

Gundam Breaker 4’s on PC is the only version of the game that supports above 60fps. The PS5 version is capped at 60fps and the Switch version hovers around the 30fps mark. The Gundam Breaker 4 PC release also has mouse and keyboard support in addition to controller support with multiple button prompt options.

When playing on the Deck itself, it displayed Xbox button prompts. When using my DualSense controller over the Dock on my monitor, Gundam Breaker 4 showed PlayStation prompts correctly. It also auto switches between keyboard mouse and controller prompts based on your input. The only controller-related issue I ran into is the game not correctly detecting when I’ve reconnected a controller. I tested this on my DualSense and 8BitDo Ultimate controllers wirelessly.

Gundam Breaker 4 ships with three controller presets and a custom option. You can adjust the keyboard mouse and controller settings independently.

One setting I recommend changing immediately or after you try out the first few missions is camera sensitivity and distance. You can do this in Player Mode from the game settings. I found the default too slow and close.

Gundam Breaker 4 PC graphics settings and display options

Gundam Breaker 4 supports multiple resolutions and frame rate caps. On the Steam Deck itself, it sadly doesn’t support a full 800p and runs at 720p and 16:9. On the frame rate side, it can go from 30fps to 360fps and unlimited on PC. I set it to 120fps when playing on Steam Deck since I played it almost exclusively on my Steam Deck OLED. You can also toggle v-sync.

On the graphics side, you can adjust the quality of textures, anti-aliasing, post-processing, shadows, effects, and also adjust brightness and toggle motion blur.

Gundam Breaker 4 Steam Deck performance – does it work out of the box?

I played Gundam Breaker 4 with Proton Experimental (bleeding edge) as I normally do for untested games, but I also tested it on the default Proton. It works perfectly out of the box and even invokes the on-screen keyboard for text input. I have confidence in this being Steam Deck Verified pre-launch or soon after. The 35 hours I put into it on just my Steam Deck OLED prove that.

When playing with all settings at High aside from shadows, Gundam Breaker 4 easily hit 60fps, but I wanted more. For this, I turned things to medium and played at 80-90fps almost across the board. A few late-game missions saw drops to the high 60s during gameplay, but otherwise I had no issues in actual gameplay. In-engine cut-scenes do take a hit to performance and run in the 50-70fps range for me on Steam Deck. I did run into one issue where the assembly section suddenly dropped to 1-3fps for a few seconds before shooting back up to 90fps. This didn’t happen more than three times total, but I couldn’t figure out what caused it. If this is a Proton related issue, I hope Valve can fix it.

The only visual issue I had when playing on the Deck itself is some of the icon glyphs and menus had either smaller than expected fonts, or they weren’t as crisp as they should’ve been. I noticed this even on Switch so it likely is an issue with the game being designed for a higher res and bigger screen. Not a dealbreaker, but worth pointing out.

Gundam Breaker 4 Switch vs PS5 – what to buy?

On the console side, I didn’t have time to test Gundam Breaker 4 on my PS4, so I focused on the Switch (Lite and OLED) and PS5 versions. Gundam Breaker 4 on PS5 looks amazing and runs basically perfectly at 60fps in the time I put into it, but I didn’t reach the few missions in the story towards the end that were more visually demanding. I also didn’t reach here on Switch, but I put nearly two dozen hours into the Switch version to see enough of how it runs there. Check out a comparison of the opening tutorial mission on PS5 and Switch in the screenshot comparison below:

The biggest downgrades on Switch aside from the performance are with resolution, detail, and reflections. This applies not only to the stages, but also the Gunpla parts. During the network tests, a friend of mine pointed out how the Switch version looked like an HG Gunpla while the PS5 version looked like an RG in some scenes. If you built Gunpla you will understand this, but for everyone else, it just means Gunpla in the Switch version ends up lacking in many details like decals, lining, and even weathering effects in specific situations. They do appear, but I think the lower resolution and draw distance makes it so that they are invisible sometimes. This is one of those changes you won’t realize until you see the game outside Switch.

I honestly expected this to run at 120fps on PS5 given the visuals. Playing Megaton Musashi at 120fps was good as a recent release. Maybe the developers capped this to 60fps for multiplayer reasons with the PS4 version, but I’m not sure. Aside from the 60fps cap, Gundam Breaker 4 has decent rumble support and even has PS5 Activity Card support to load into your save quicker. Since the review embargo prevents me from showing anything beyond chapter two in the story, the screenshot below is from when I just began playing showing the Activity Card implementation for story mode. I hope this supports online play and lobbies in the future as well.

Speaking of loading, the Switch load times are really long compared to PS5 and Steam Deck. Even running the game off the SD card on my old Steam Deck LCD had much faster load times than Switch.

If you only care about portability, you obviously won’t bother with the PS5 version, but the Switch port currently has one major issue that makes me hesitate to recommend it. The assembly section and diorama mode feel very sluggish. While the main lobby or hub is also sluggish, the performance in missions is better albeit still not a perfect 30fps. I saw drops even in early missions from 30fps, but again, this is a lot better than I expected given some recent Switch ports.

I would be ok with this given the hardware if the assembly section ran better considering you will be spending a lot of time there after each mission. Diorama mode also needs more optimization on Switch with how sluggish it feels. If you played Gundam Breaker 3 on PS Vita, you will be more than fine with the Switch version, but I was hoping for a better port all things considered. Since there are more content updates planned, I hope we see some optimization on this front.

For those who own multiple platforms, I only recommend the Switch version if you exclusively want to play portably and don’t own a Steam Deck. Speaking of portable play, I enjoyed Gundam Breaker 4 on my Switch Lite aside from the text size in some menus. Gundam Breaker 4 is also sadly the final game I reviewed on it before the screen developed some LCD-related issues.

Is the Gundam Breaker 4 Ultimate Edition worth it?

I had access to some of the DLC included in the Gundam Breaker 4 Deluxe Edition and Gundam Breaker 4 Ultimate Edition. I can’t comment on the story DLC yet since it isn’t available, but the early unlocks aren’t game changing. You get level 1 parts for the suits listed on the store page, but I found the builders parts to be better as early DLC to help you get started.

Beyond that, the Diorama content doesn’t seem to be fully available right now, but there is some content from the DLC I had access to, and it was really good for posing Gunpla and using the cel-shaded filter as well. Having tried the Diorama mode a lot across my playthroughs on all platforms, photo mode enthusiasts and those who enjoy those kinds of modes in games will find a lot to love here. Having more items and accessories in this mode will be good, but you could get those separately I assume. I love how Gunbarrel Strike Gundam – Gundam Breaker Ver looks, so having those parts was nice. I liked the design enough to order the collector’s edition the moment pre-orders went up as well.

Is Gundam Breaker 4 worth it for the story?

I’ve seen some folks excited to play Gundam Breaker 4 for its story, and while it is a fine story, you really are here for customization, battles, and building your ideal Gunpla. If you want a story-focused game instead, look at Megaton Musashi. Both games have their strengths and weaknesses, but I ended up clicking with the gameplay in Gundam Breaker 4 more as a fan of the older games.

When I got my review codes for Gundam Breaker 4, I had a fun idea of starting the MG 78-2 Version 3.0 kit and building it alongside the game to finish both at the same time, but sadly there are too many other games releasing for me to be able to do that.

Not only was it great to play a new Gundam Breaker alongside building my newest Gunpla kit, but there’s a new found appreciation I have for the work that goes into designing these kits now after moving to an MG and also an RG from HG kits. I’ve also been lucky enough to have some friends who are super helpful with Gunpla tips for decals, panel lining, and also what to do when stuck. I look forward to finishing this kit and then working on my RG next.

The wait for Gundam Breaker 4 has been super long, and I didn’t even think we’d see a new game in the series after New Gundam Breaker, but here we are. Gundam Breaker 4 is real and it is spectacular in almost every way. It is my favorite Steam Deck game this year since Shin Megami Tensei V Vengeance, and one I look forward to playing online and offline over the coming months with all the DLC planned.

Gundam Breaker 4 Steam Deck review: 4.5/5

Gundam Breaker 4 Review – Steam Deck, Switch, and PS5 Tested

Back in early 2016 when I was looking for import-friendly games on PS Vita, I used to often see Gundam Breaker mentioned. If you’ve never heard of the series before, think of them as hack and slash action games with RPG elements, deep customization, and a pure unadulterated love of Gunpla. Around the time I was looking into the series, Bandai Namco announced an Asia English release for Gundam Breaker 3 on PS4 and PS Vita, and I decided to buy both versions. I ended up loving it as my first Gundam game. Since then, I’ve imported and played Gundam Breaker 1 and 2 on PS Vita, and also gotten basically every Gundam game released in English across platforms. To see Gundam Breaker 4 announced earlier this year and confirmed for a global multi-platform simultaneous release remains one of 2024’s biggest surprises. Fast forward to today and Gundam Breaker 4 is finally here on Steam, Switch, PS4, and PS5. Having put in about 60 hours across platforms, I adore Gundam Breaker 4, but it has a few issues right now.

Gundam Breaker 4 is a very important release not only because of the game itself, but because of how far we’ve come with the series in the West. So what makes Gundam Breaker 4 a big deal? Gone are the days of waiting for an Asia English release to import. Gundam Breaker 3 was an Asia English release not released in the West, and just on PlayStation. I can’t recall the last Gundam game that had an English dub option, but here we are with a dual audio option and multiple subtitle options (EFIGS and many more). But what about the game itself and the different platform versions? I’m going to cover all of that in this extended review that will also take you on a journey of me starting my first Master Grade Gunpla (Gundam Plastic Kit if you’re new to this) after building some High Grade (easier and smaller kits) before.

Gundam Breaker 4’s story ranges from getting the job done to some highs and lows. The lows are when I felt like certain pre-mission dialog was going on a bit too long, and the highs were in the latter half of the game when there are interesting character reveals and also more interesting dialog. If you’ve not played a single game in the series before, Gundam Breaker 4 still does a good job of bringing you up to speed, but you might wonder why the appearance of certain characters is a big deal later on. The embargo only allows me to talk about the first two chapters of the story, and it feels like a straightforward affair during those two. I ended up liking the main characters quite a bit by the end, but my two favorite characters appear much later in the story.

The real draw of Gundam Breaker 4 is not the story though. It is building your own perfect Gunpla, improving it over time, getting better gear, and becoming stronger to tackle higher difficulties and more quests. When you begin, you get the basics, but what the team really underold in the promotion is the customization aspect. It is incredible. Not only can you adjust individual parts like left and right arms, but you can also adjust ranged weapons for each arm, melee with dual wielding, and adjust the individual part size and scale. This means you can even use SD (super deformed) parts on your normal Gunpla and either have it look like this weird frankenstein suit or scale things to your liking.

Beyond the actual parts for each main category in assembly, the customization in Gundam Breaker 4 takes things further with builder parts that let you add even more things to your Gunpla. Some of these even have their own skills. Speaking of skills, you have EX and OP skills to use in combat. These depend on your parts and weapons. Later on, you also unlock ability cartridges that have their own specs that give you buffs or debuffs.

As you go through the missions breaking parts and earning S-rank reward parts, you also get materials. These can be used to level up your parts. Each mission in Gundam Breaker 4 usually has a recommended parts level indicating how suitable it is for your current gear. In addition to materials you earn to upgrade parts, you start earning materials to increase part rarity later on. This lets you upgrade for more skills as well, and you can use older or lesser part skills when you upgrade and cannibalize those older parts.

During the main story, I spent a bit of time on the optional quests to earn money or parts, but feel like the game is balanced enough where you won’t really need to grind during the main story on the standard difficulty at least. Speaking of the difficulty, you unlock three higher difficulties as the main story progresses, and these up the challenge and part level recommendation quite a bit. If you do plan on skipping most of the optional quests during the main story, make sure to keep an eye on the new unlocks because some of the optional quest types are a lot of fun, especially the survival mode.

Outside of all of this, you can also adjust the paint of your suit which lets you color schemes you’ve unlocked through progression or from DLC. If you put time into Gundam Breaker 4, there’s a ton of stuff for you to get out of it, and I’m floored by how much has gone into this. When you’re done with paint, you can work with decals and weathering effects as well. Gundam Breaker 4 is the real deal for Gunpla enthusiasts, but does it play well?

Having enjoyed everything Gundam Breaker 4 has to offer in its gameplay through story missions, side content, and boss fights aside from one specific mission type, I think the team nailed it. I never got bored of combat even though the normal difficulty is on the easier side. I kept swapping out weapons and trying the various types before settling on a greatsword style weapon for the rest of my playthrough. Everything feels varied enough, and the individual skills and stats make for a fresh experience throughout.

When it comes to the bosses and minibosses, I love having them appear on the stage in the Gunpla boxes and then breaking out before fighting you. This never gets old, and seeing one of the Gunpla kits I built appear as a boss later on was awesome. Most boss fights involve targeting weak points, damaging the many health bars, destroying shields, and the usual. I did have trouble with one particular boss’ weak points using specific weapons, but I changed to a whip and sorted it immediately. The only real hard boss fight in the story was dealing with two of a specific boss at once. I won’t get into details for spoiler reasons, but I did struggle with the AI in one specific fight.

Visually, Gundam Breaker 4 ranges from great to fine. The environments look lacking early on, but I found the variety good overall. Most of the work went into making sure the Gunpla kits and animations look the best, and it shows. The developers clearly weren’t trying to go for a realistic art style here, so don’t expect something like Gundam Evolution or even how some bits of Gundam Breaker 3 looked. The aesthetic in Gundam Breaker 4 works well and it scales as it should on lower end hardware. The effects look great, and the scale of many boss fights is awesome.

The music in Gundam Breaker 4 ranges from forgettable tunes you won’t think of outside the game to a few really great songs in specific story missions. I am disappointed in no way to set music from the various anime and movies here. Usually we’d see some anime music pack DLC or a premium bundle for Asia and Japan, but I’ve not seen any of that yet in the game or announced. I also don’t see a way to load custom music like in Mobile Suit Gundam Extreme Vs Maxiboost ON on PS4.

The voice acting has been a pleasant surprise. I played through the game completely with English on one save, and also spent about a dozen hours with the Japanese voice option on another platform save. Both were very good and I found myself liking the English more during missions because I hate reading small subtitles during action battles when I’m focusing on fighting enemies.

So far, aside from one mission type really annoying me (thankfully not too prevalent) and a few bugs, I’ve had no real issues with Gundam Breaker 4. If you are new to this series and aren’t a fan of replaying missions to grind out better gear and drops, you may find things repetitive. I’ve always viewed Gundam Breaker like Earth Defense Force and Monster Hunter where after finishing the story, I spend time building my perfect Gunpla.

As for bugs, I ran into one where certain names wouldn’t save or two I think are Steam Deck-specific. The first is that returning to the title screen from in-game takes way too long. The second is one specific mission that crashed for me only when playing on my monitor. I replayed it on the Deck itself and it was fine. It might just have been relating to the performance penalty I see in some games docked, but I can’t say for sure.

The one aspect I’ve not touched on so far is the online. Pre-release I managed to play a good amount of the network test on PS5 and Switch, but I only managed to test a bit of the retail release on PS5 with a friend who is reviewing that version. The PC version’s servers have not been online pre-launch at all, so I cannot test if the online works fine on Steam Deck yet. I will be updating this once servers go online and I’ve managed testing the PC version on Steam Deck with friends online.

At this point, you’re probably wondering about the Gunpla I was building. I made some progress and got through 5 sets of runners, but made a mistake with one small part. I panicked and almost broke it while trying to separate things. This is where my guitar pick came into the picture and saved me. I ended up stopping with my RG 78-2 MG 3.0 about halfway done. Once the review embargoes of this week are over, I’ll get back to it and finish it.

Now let’s get to the platform differences and features.

Gundam Breaker 4 PC port controls – keyboard, mouse, and controller support

Gundam Breaker 4’s on PC is the only version of the game that supports above 60fps. The PS5 version is capped at 60fps and the Switch version hovers around the 30fps mark. The Gundam Breaker 4 PC release also has mouse and keyboard support in addition to controller support with multiple button prompt options.

When playing on the Deck itself, it displayed Xbox button prompts. When using my DualSense controller over the Dock on my monitor, Gundam Breaker 4 showed PlayStation prompts correctly. It also auto switches between keyboard mouse and controller prompts based on your input. The only controller-related issue I ran into is the game not correctly detecting when I’ve reconnected a controller. I tested this on my DualSense and 8BitDo Ultimate controllers wirelessly.

Gundam Breaker 4 ships with three controller presets and a custom option. You can adjust the keyboard mouse and controller settings independently.

One setting I recommend changing immediately or after you try out the first few missions is camera sensitivity and distance. You can do this in Player Mode from the game settings. I found the default too slow and close.

Gundam Breaker 4 PC graphics settings and display options

Gundam Breaker 4 supports multiple resolutions and frame rate caps. On the Steam Deck itself, it sadly doesn’t support a full 800p and runs at 720p and 16:9. On the frame rate side, it can go from 30fps to 360fps and unlimited on PC. I set it to 120fps when playing on Steam Deck since I played it almost exclusively on my Steam Deck OLED. You can also toggle v-sync.

On the graphics side, you can adjust the quality of textures, anti-aliasing, post-processing, shadows, effects, and also adjust brightness and toggle motion blur.

Gundam Breaker 4 Steam Deck performance – does it work out of the box?

I played Gundam Breaker 4 with Proton Experimental (bleeding edge) as I normally do for untested games, but I also tested it on the default Proton. It works perfectly out of the box and even invokes the on-screen keyboard for text input. I have confidence in this being Steam Deck Verified pre-launch or soon after. The 35 hours I put into it on just my Steam Deck OLED prove that.

When playing with all settings at High aside from shadows, Gundam Breaker 4 easily hit 60fps, but I wanted more. For this, I turned things to medium and played at 80-90fps almost across the board. A few late-game missions saw drops to the high 60s during gameplay, but otherwise I had no issues in actual gameplay. In-engine cut-scenes do take a hit to performance and run in the 50-70fps range for me on Steam Deck. I did run into one issue where the assembly section suddenly dropped to 1-3fps for a few seconds before shooting back up to 90fps. This didn’t happen more than three times total, but I couldn’t figure out what caused it. If this is a Proton related issue, I hope Valve can fix it.

The only visual issue I had when playing on the Deck itself is some of the icon glyphs and menus had either smaller than expected fonts, or they weren’t as crisp as they should’ve been. I noticed this even on Switch so it likely is an issue with the game being designed for a higher res and bigger screen. Not a dealbreaker, but worth pointing out.

Gundam Breaker 4 Switch vs PS5 – what to buy?

On the console side, I didn’t have time to test Gundam Breaker 4 on my PS4, so I focused on the Switch (Lite and OLED) and PS5 versions. Gundam Breaker 4 on PS5 looks amazing and runs basically perfectly at 60fps in the time I put into it, but I didn’t reach the few missions in the story towards the end that were more visually demanding. I also didn’t reach here on Switch, but I put nearly two dozen hours into the Switch version to see enough of how it runs there. Check out a comparison of the opening tutorial mission on PS5 and Switch in the screenshot comparison below:

The biggest downgrades on Switch aside from the performance are with resolution, detail, and reflections. This applies not only to the stages, but also the Gunpla parts. During the network tests, a friend of mine pointed out how the Switch version looked like an HG Gunpla while the PS5 version looked like an RG in some scenes. If you built Gunpla you will understand this, but for everyone else, it just means Gunpla in the Switch version ends up lacking in many details like decals, lining, and even weathering effects in specific situations. They do appear, but I think the lower resolution and draw distance makes it so that they are invisible sometimes. This is one of those changes you won’t realize until you see the game outside Switch.

I honestly expected this to run at 120fps on PS5 given the visuals. Playing Megaton Musashi at 120fps was good as a recent release. Maybe the developers capped this to 60fps for multiplayer reasons with the PS4 version, but I’m not sure. Aside from the 60fps cap, Gundam Breaker 4 has decent rumble support and even has PS5 Activity Card support to load into your save quicker. Since the review embargo prevents me from showing anything beyond chapter two in the story, the screenshot below is from when I just began playing showing the Activity Card implementation for story mode. I hope this supports online play and lobbies in the future as well.

Speaking of loading, the Switch load times are really long compared to PS5 and Steam Deck. Even running the game off the SD card on my old Steam Deck LCD had much faster load times than Switch.

If you only care about portability, you obviously won’t bother with the PS5 version, but the Switch port currently has one major issue that makes me hesitate to recommend it. The assembly section and diorama mode feel very sluggish. While the main lobby or hub is also sluggish, the performance in missions is better albeit still not a perfect 30fps. I saw drops even in early missions from 30fps, but again, this is a lot better than I expected given some recent Switch ports.

I would be ok with this given the hardware if the assembly section ran better considering you will be spending a lot of time there after each mission. Diorama mode also needs more optimization on Switch with how sluggish it feels. If you played Gundam Breaker 3 on PS Vita, you will be more than fine with the Switch version, but I was hoping for a better port all things considered. Since there are more content updates planned, I hope we see some optimization on this front.

For those who own multiple platforms, I only recommend the Switch version if you exclusively want to play portably and don’t own a Steam Deck. Speaking of portable play, I enjoyed Gundam Breaker 4 on my Switch Lite aside from the text size in some menus. Gundam Breaker 4 is also sadly the final game I reviewed on it before the screen developed some LCD-related issues.

Is the Gundam Breaker 4 Ultimate Edition worth it?

I had access to some of the DLC included in the Gundam Breaker 4 Deluxe Edition and Gundam Breaker 4 Ultimate Edition. I can’t comment on the story DLC yet since it isn’t available, but the early unlocks aren’t game changing. You get level 1 parts for the suits listed on the store page, but I found the builders parts to be better as early DLC to help you get started.

Beyond that, the Diorama content doesn’t seem to be fully available right now, but there is some content from the DLC I had access to, and it was really good for posing Gunpla and using the cel-shaded filter as well. Having tried the Diorama mode a lot across my playthroughs on all platforms, photo mode enthusiasts and those who enjoy those kinds of modes in games will find a lot to love here. Having more items and accessories in this mode will be good, but you could get those separately I assume. I love how Gunbarrel Strike Gundam – Gundam Breaker Ver looks, so having those parts was nice. I liked the design enough to order the collector’s edition the moment pre-orders went up as well.

Is Gundam Breaker 4 worth it for the story?

I’ve seen some folks excited to play Gundam Breaker 4 for its story, and while it is a fine story, you really are here for customization, battles, and building your ideal Gunpla. If you want a story-focused game instead, look at Megaton Musashi. Both games have their strengths and weaknesses, but I ended up clicking with the gameplay in Gundam Breaker 4 more as a fan of the older games.

When I got my review codes for Gundam Breaker 4, I had a fun idea of starting the MG 78-2 Version 3.0 kit and building it alongside the game to finish both at the same time, but sadly there are too many other games releasing for me to be able to do that.

Not only was it great to play a new Gundam Breaker alongside building my newest Gunpla kit, but there’s a new found appreciation I have for the work that goes into designing these kits now after moving to an MG and also an RG from HG kits. I’ve also been lucky enough to have some friends who are super helpful with Gunpla tips for decals, panel lining, and also what to do when stuck. I look forward to finishing this kit and then working on my RG next.

The wait for Gundam Breaker 4 has been super long, and I didn’t even think we’d see a new game in the series after New Gundam Breaker, but here we are. Gundam Breaker 4 is real and it is spectacular in almost every way. It is my favorite Steam Deck game this year since Shin Megami Tensei V Vengeance, and one I look forward to playing online and offline over the coming months with all the DLC planned.

Gundam Breaker 4 Steam Deck review: 4.5/5

‘Ouros’ Mobile Review – Relaxing Puzzle Brilliance

Back when I reviewed Ouros ($2.99) from Michael Kamm on Steam Deck, I enjoyed it a lot, but thought it was better suited to playing on iOS since it was best with touch controls on Valve’s handheld. Fast forward to today, the spline-based puzzler about forming curves has hit mobile, and I’ve been enjoying replaying it on my iPhone and iPad. Even though this isn’t close to the same style of puzzler, it reminded me of the classic Osmos and its elegance when I started playing, and Ouros is one of the best mobile puzzlers of the year despite a few issues.

Ouros has a very smart way of onboarding and introducing new mechanics. You begin with just the most-basic level of the first chapter where you are taught to drag an orb to move a curve on top of numbered objects. Your aim is to have the rotating orb on said curve follow a path in a specific order, and that’s where the puzzle aspect comes into the picture. How you interact with the orbs, the level changes, obstacles, and even the direction of movement change how you tackle the puzzles. Ouros isn’t a difficult game, but it does have some levels that had me wanting hints.

Right now, Ouros ships with more than 120 puzzles, and I love that you don’t have to solve every single one to move forward. Some levels introduce mechanics that completely change up the game as well, but I love how it never loses sight of being an elegant and relaxing puzzle game even when the levels get a lot more complex later on with different path requirements and obstacles. There’s always the hint system, but it isn’t a direct answer for later levels with you still having to think about forming the curve correctly.

The accessibility of Ouros isn’t just related to it being on the easier side when it comes to puzzle solutions or the hint system, but also in its controls. Ouros is a simple game about dragging orbs with responsive controls to correctly align different curves. You aren’t forced into any pixel perfection or to worry about timers. Think of this as a nice game to chill with when you have a few minutes to kill time and want to do something to keep your brain working.

Visually, Ouros is very pleasing. I love the animation work, sped-up movement when you’ve solved a puzzle, and also the transitions between levels. Even situations where you make an error are accompanied by a delightful little animation. All of this is accompanied by very good performance on every iOS device I tested it on: iPhone 15 Pro, iPhone 12, and iPad Pro (2020). I have almost no complaints with the iOS version, but the lack of iCloud save support is disappointing. If you plan on playing Ouros on iOS, stick to one device right now.

Since I was testing it on both devices, I ended up liking it more on iPad than iPhone. It looks and runs great on both, but I enjoy these kinds of games more on the larger screen. I had the same feeling with World of Goo though that requires faster inputs. If you do have the option to play on both, I recommend doing the first three levels and seeing how you feel before settling on a specific device. I would also recommend it on iOS over Steam because these games are better off with full touch controls, and an iPad is more comfortable for a touchscreen game than Steam Deck.

Aside from the lack of iCloud save sync, a few of the later puzzles hold Ouros back a bit, but there’s little wrong with this otherwise creative, elegant, and relaxing puzzle game. Given how it controls perfectly with touch controls, I didn’t bother using a controller.

Ouros was already well worth the asking price on Steam earlier this year, and the lower price on mobile makes it an even easier recommendation. If you enjoy relaxing puzzle games, Ouros is an essential. I hope we see more from developer Michael Kamm in the puzzle space in the near future.

‘Ouros’ Mobile Review – Relaxing Puzzle Brilliance

Back when I reviewed Ouros ($2.99) from Michael Kamm on Steam Deck, I enjoyed it a lot, but thought it was better suited to playing on iOS since it was best with touch controls on Valve’s handheld. Fast forward to today, the spline-based puzzler about forming curves has hit mobile, and I’ve been enjoying replaying it on my iPhone and iPad. Even though this isn’t close to the same style of puzzler, it reminded me of the classic Osmos and its elegance when I started playing, and Ouros is one of the best mobile puzzlers of the year despite a few issues.

Ouros has a very smart way of onboarding and introducing new mechanics. You begin with just the most-basic level of the first chapter where you are taught to drag an orb to move a curve on top of numbered objects. Your aim is to have the rotating orb on said curve follow a path in a specific order, and that’s where the puzzle aspect comes into the picture. How you interact with the orbs, the level changes, obstacles, and even the direction of movement change how you tackle the puzzles. Ouros isn’t a difficult game, but it does have some levels that had me wanting hints.

Right now, Ouros ships with more than 120 puzzles, and I love that you don’t have to solve every single one to move forward. Some levels introduce mechanics that completely change up the game as well, but I love how it never loses sight of being an elegant and relaxing puzzle game even when the levels get a lot more complex later on with different path requirements and obstacles. There’s always the hint system, but it isn’t a direct answer for later levels with you still having to think about forming the curve correctly.

The accessibility of Ouros isn’t just related to it being on the easier side when it comes to puzzle solutions or the hint system, but also in its controls. Ouros is a simple game about dragging orbs with responsive controls to correctly align different curves. You aren’t forced into any pixel perfection or to worry about timers. Think of this as a nice game to chill with when you have a few minutes to kill time and want to do something to keep your brain working.

Visually, Ouros is very pleasing. I love the animation work, sped-up movement when you’ve solved a puzzle, and also the transitions between levels. Even situations where you make an error are accompanied by a delightful little animation. All of this is accompanied by very good performance on every iOS device I tested it on: iPhone 15 Pro, iPhone 12, and iPad Pro (2020). I have almost no complaints with the iOS version, but the lack of iCloud save support is disappointing. If you plan on playing Ouros on iOS, stick to one device right now.

Since I was testing it on both devices, I ended up liking it more on iPad than iPhone. It looks and runs great on both, but I enjoy these kinds of games more on the larger screen. I had the same feeling with World of Goo though that requires faster inputs. If you do have the option to play on both, I recommend doing the first three levels and seeing how you feel before settling on a specific device. I would also recommend it on iOS over Steam because these games are better off with full touch controls, and an iPad is more comfortable for a touchscreen game than Steam Deck.

Aside from the lack of iCloud save sync, a few of the later puzzles hold Ouros back a bit, but there’s little wrong with this otherwise creative, elegant, and relaxing puzzle game. Given how it controls perfectly with touch controls, I didn’t bother using a controller.

Ouros was already well worth the asking price on Steam earlier this year, and the lower price on mobile makes it an even easier recommendation. If you enjoy relaxing puzzle games, Ouros is an essential. I hope we see more from developer Michael Kamm in the puzzle space in the near future.

‘Garou: Mark of the Wolves ACA NEOGEO’ Review – The Last Howl For Mobile Arcade Archives?

It’s been a long while, hasn’t it? For a while there, we were getting new Arcade Archives NEOGEO releases on a near-weekly basis, and I tried to review as many of them as I could. Then, they stopped. Fair enough: most of SNK’s catalog had been covered. But there was one big omission, and it baffled me that it was left undone. Sure, Dotemu had made a version for mobile before, but that hasn’t stopped Hamster and SNK in the past. That game is, of course, Garou: Mark of the Wolves ($3.99). It’s one of SNK’s very best fighters, and given who we are talking about, that is saying something. But how is this version?

As mentioned, we have already seen a mobile release of this game courtesy of Dotemu, and it is still available on the App Store as Garou: Mark of the Wolves ($3.99). The price is exactly the same, and it was updated a couple of years ago. I imagine it won’t be updated again now that this new version has made the scene, but here and now I suppose there is a very real question as to which is better and whether you need the ACA NEOGEO version if you already have the Dotemu one.

The answer is a familiar one, friends. But to get everyone up to speed, the answer is that while Dotemu’s version still functions and hasn’t even gone that long without an update, it’s outdated in a lot of ways. The UI was built for different screen sizes and ratios, and the virtual buttons reflect that. There is support for local wifi multiplayer, which is something it has over Hamster’s version. It also offers its own set of modes, and since it is built on the AES version of the game it has all the features and settings consistent with that home version. But it just doesn’t play well anymore thanks to that messed-up UI, and I think if that bit isn’t working right, nothing else matters.

The ACA NEOGEO version of Garou: Mark of the Wolves is similar to all of the other releases. It has both Japanese and International MVS versions of the game, a timed Caravan Mode, and a Score Attack mode. There are online leaderboards, a bevy of options that allow you a great deal of granular customization, and support for controllers. The only multiplayer happens on one device, and requires multiple external controllers to be of any real use. Since this is a fighting game, you’d ideally want to be able to play against someone else. Well, if nothing else, it’s easier than ever to find at least a couple of controllers that are compatible with iOS.

Garou: Mark of the Wolves first released on the NEOGEO in 1999, which makes it one of the later releases from the pre-Aruze SNK. While the naming is clear with the Japanese titles of the games, Western players might need some clarification that this is a mainline Fatal Fury game. In some ways, it works as SNK’s reply to Capcom’s Street Fighter 3. Like that game, it features a mostly-new roster, an all-new art style, and a new blocking system that strongly rewards players who master it. Also like that game, Mark of the Wolves was a big hit with the hardcore fighting crowd. I think it’s terrific. One of SNK’s finest, as I said in the opening. It looks and sounds great, the roster is interesting and well-balanced, and it’s truly satisfying to play thanks to its combination of upfront accessibility and deeper mechanics to master.

The usual ACA NEOGEO extra modes aren’t all that fitting here, as is generally the case with fighting games in the line-up. You can mess around with them for a while, but you’ll probably end up topping out the play value of trying to compete on those leaderboards relatively quickly. For most people who don’t have an extra person and/or controllers to use, that means the standard single-player story mode is going to be the go-to. Is that good enough? You know, for four measly dollars, I think it is. Sure, the usual SNK difficulty spikes are here, especially if you’re aiming for the true last boss. But I think if you play around with the options, you can get it so that a good chunk of the game is doable for just about anyone. It really is a fun fighter, and a mark of that is how even in less than optimal form it is quite enjoyable.

This is nowhere near the best way to play Garou: Mark of the Wolves, and I would hope anyone who enjoys this mobile version will seek out a version on a more suitable platform. With that said, you can still get your share of good times out of this ACA NEOGEO release of the stone-cold classic, and it effectively replaces the aged Dotemu release that is still on the store. If this is where the ACA NEOGEO line ends, at least it’s going out on one of the best possible notes.

‘Garou: Mark of the Wolves ACA NEOGEO’ Review – The Last Howl For Mobile Arcade Archives?

It’s been a long while, hasn’t it? For a while there, we were getting new Arcade Archives NEOGEO releases on a near-weekly basis, and I tried to review as many of them as I could. Then, they stopped. Fair enough: most of SNK’s catalog had been covered. But there was one big omission, and it baffled me that it was left undone. Sure, Dotemu had made a version for mobile before, but that hasn’t stopped Hamster and SNK in the past. That game is, of course, Garou: Mark of the Wolves ($3.99). It’s one of SNK’s very best fighters, and given who we are talking about, that is saying something. But how is this version?

As mentioned, we have already seen a mobile release of this game courtesy of Dotemu, and it is still available on the App Store as Garou: Mark of the Wolves ($3.99). The price is exactly the same, and it was updated a couple of years ago. I imagine it won’t be updated again now that this new version has made the scene, but here and now I suppose there is a very real question as to which is better and whether you need the ACA NEOGEO version if you already have the Dotemu one.

The answer is a familiar one, friends. But to get everyone up to speed, the answer is that while Dotemu’s version still functions and hasn’t even gone that long without an update, it’s outdated in a lot of ways. The UI was built for different screen sizes and ratios, and the virtual buttons reflect that. There is support for local wifi multiplayer, which is something it has over Hamster’s version. It also offers its own set of modes, and since it is built on the AES version of the game it has all the features and settings consistent with that home version. But it just doesn’t play well anymore thanks to that messed-up UI, and I think if that bit isn’t working right, nothing else matters.

The ACA NEOGEO version of Garou: Mark of the Wolves is similar to all of the other releases. It has both Japanese and International MVS versions of the game, a timed Caravan Mode, and a Score Attack mode. There are online leaderboards, a bevy of options that allow you a great deal of granular customization, and support for controllers. The only multiplayer happens on one device, and requires multiple external controllers to be of any real use. Since this is a fighting game, you’d ideally want to be able to play against someone else. Well, if nothing else, it’s easier than ever to find at least a couple of controllers that are compatible with iOS.

Garou: Mark of the Wolves first released on the NEOGEO in 1999, which makes it one of the later releases from the pre-Aruze SNK. While the naming is clear with the Japanese titles of the games, Western players might need some clarification that this is a mainline Fatal Fury game. In some ways, it works as SNK’s reply to Capcom’s Street Fighter 3. Like that game, it features a mostly-new roster, an all-new art style, and a new blocking system that strongly rewards players who master it. Also like that game, Mark of the Wolves was a big hit with the hardcore fighting crowd. I think it’s terrific. One of SNK’s finest, as I said in the opening. It looks and sounds great, the roster is interesting and well-balanced, and it’s truly satisfying to play thanks to its combination of upfront accessibility and deeper mechanics to master.

The usual ACA NEOGEO extra modes aren’t all that fitting here, as is generally the case with fighting games in the line-up. You can mess around with them for a while, but you’ll probably end up topping out the play value of trying to compete on those leaderboards relatively quickly. For most people who don’t have an extra person and/or controllers to use, that means the standard single-player story mode is going to be the go-to. Is that good enough? You know, for four measly dollars, I think it is. Sure, the usual SNK difficulty spikes are here, especially if you’re aiming for the true last boss. But I think if you play around with the options, you can get it so that a good chunk of the game is doable for just about anyone. It really is a fun fighter, and a mark of that is how even in less than optimal form it is quite enjoyable.

This is nowhere near the best way to play Garou: Mark of the Wolves, and I would hope anyone who enjoys this mobile version will seek out a version on a more suitable platform. With that said, you can still get your share of good times out of this ACA NEOGEO release of the stone-cold classic, and it effectively replaces the aged Dotemu release that is still on the store. If this is where the ACA NEOGEO line ends, at least it’s going out on one of the best possible notes.