Saturday, March 7, 2026

(PREVIEW) Hands-on with Saint Slayer - an Awesome Looking Blood Soaked 8-Bit Homage to Old School Castlevania

by Gamatroid 🕹️ 



The year is 1698. A mysterious figure named Father Pacer has shattered the peace negotiated after the War of the Grand Alliance, obsessively and violently stealing Catholic relics throughout the Holy Roman Empire. Can the ex-soldier-turned-farmer Rudiger protect his people from a power-mad priest and his horde of monsters and minions? 

Can he become Saint Slayer?


You play as Rudiger, a 17th-century soldier-turned-farmer who picks up a spear to defend the Holy Roman Empire from a relic-stealing, power-mad priest. It’s a blood-soaked homage to the 8-bit era that doesn't just copy the aesthetic, it embraces the beautiful "stiffness" of retro game design.

 GAME FACTS

  • TITLE: Saint Slayer - Spear of Sacrilege
  • EXPECTED RELEASE: 4/20/2026
  • MSRP: $9.99
  • DEVELOPER: Lillymo Games
  • PUBLISHER: Lillymo Games
  • PLATFORMS: Xbox, PlayStation, Switch and PC



VIBES

This is "crunchy" retro-styled gaming at its finest. The high-contrast pixel art creates a grim, gothic atmosphere that feels heavy and dangerous. The soundtrack is a standout, featuring high-energy chiptunes that drive the action forward. 

Controlling your character feels meaningful and there’s no "air control" here; once you jump, you’re committed. This makes the platforming feel like the old school games we know and love, rather than a modern reflex test. 

While most of it seems like a direct influence from old school Castlevania, there will be some differences like:

The Pogo-Spear: Wielding a spear looks to provide a different rhythm than the traditional whip, and the ability to bounce off enemies’ heads adds a verticality that will likely help diversify the gameplay and keep things fresh. 

 

Two-Player Bloody Co-op: It’s rare to find a high-fidelity 8-bit platformer that supports local co-op, let alone one that includes "friendly fire." I'm sure all the times you hit your friend will be "accidental". LOL. 

There may be additional twists but these are two I saw mentioned so far. 


 

HERITAGE

The DNA here is pure old school Castlevania (1986), but the developer, Barry Johnson, has also cited influences from DuckTales for the movement. 



The overall vibe is very much inspired by Castlevania


Elements like the "pogo" ability were clearly influenced by DuckTales

With writing by Colin Moriarty, the game aims to fit into the "modern retro" space alongside titles like Bloodstained: Curse of the Moon or Shovel Knight.




IMPRESSIONS

I had a chance to get hands-on with a demo of Saint Slayer on Steam, and it's looking really good. Graphics appear NES accurate at first, but then you notice an extra level of polish that goes beyond Nintendo's original 8-bit powerhouse, to this game's benefit. 

The controls are tight and the action feels just right. The story is just detailed enough to keep you interested but not drawn out so you're mashing the skip button. Castlevania inspirations are apparent but the game isn't nearly as punishing to play. I had a great time with the demo and you should check it out if you get a chance.




HYPE LEVEL: 5/5 


It is nice to see a developer lean into the limitations of the 8-bit era to create a specific type of experience and challenge. With a demo already showing off impressive polish, a killer soundtrack, and the addition of two-player co-op (with friendly fire!), this is a day-one priority for anyone who still has their NES hooked up to a CRT.

Saint Slayer looks like it’s going to be a masterclass in "stiff" action-platforming. It’s unapologetic about its roots, and for my type of gamer, April 20th can't come soon enough.



You can watch my demo playthrough on PC in the YouTube video below:


For upcoming game previews, like this, I'm trying out a new "Hype Level" approach that is a call back to game reviews of old (I'm sure you can guess the inspiration). 




It's cheesy I know, but... what can you do? lol

Monday, March 2, 2026

(DEALS) My Favorite Video Game Sales of the Week (3/2/26)

by Gamatroid 🕹️ 



Let's face it, gaming can be an expensive hobby. So I try and keep an eye out for great deals whenever I can, and even better if they are retro-related.

In my searches for games on sale this week I came across some pretty great deals you might want to check out. 

I've listed some of my favorites below.

PlayStation Store Deals


$4.99 ($19.99
75% off (sale ends 3/12/26)



$3.99 ($19.99)
80% off (sale ends 3/12/26)



$4.99 ($19.99)
75% off (sale ends 3/12/26)


Xbox Store Deals


$4.99 ($19.99)
75% off (sale ends ??? - no date listed)





$2.49 ($24.99)
90% off (sale ends 3/9/26)



$1.49 ($14.99)
90% off (sale ends 3/9/26)


Switch Store Deals



$1.99 ($19.99)
90% off (sale ends 3/8/26)





$1.99 ($15.99)
87% off (on sale until 3/5/26)




$1.99 ($19.99)
90% off (on sale until 3/5/26)



$1.99 ($14.99)
86% off (on sale until 3/8/26)


Sunday, March 1, 2026

(REVIEW) Resident Evil Requiem is a REturn to Greatness

by Gamatroid 🕹️ 


 
A new era of survival horror arrives with Resident Evil Requiem, the ninth title in the mainline Resident Evil series. Experience terrifying survival horror with FBI analyst Grace Ashcroft, and dive into pulse-pounding action with legendary agent Leon S. Kennedy. Both of their journeys and unique gameplay styles intertwine into a heart-stopping, emotional experience that will chill you to your core.

 GAME FACTS

  • TITLE: Resident Evil Requiem
  • RELEASE DATE: 2/27/2026
  • MSRP: $69.99
  • DEVELOPER: Capcom
  • PUBLISHER: Capcom
  • PLATFORMS: Xbox, PlayStation, Switch 2 and PC
  • PLAYED ON: PlayStation 5


 
Experience the series' classic survival horror through combat, investigations, puzzles and resource management. Gameplay allows you to freely switch between first and third-person views to face the horrors in a way that suits your playstyle.
 



RETRO ROOTS

Resident Evil started way back on the very first PlayStation, and it was the reason I had to get a PS1. Most games before that weren't truly scary, and I was more than ready for the next generation of more mature games.



Resident Evil Requiem is the latest entry in this long running game series, and incorporates a lot of features that intend to bring the series back to its roots. One feature, is the game's inclusion of "mansion-like" environments in a clear nod to the original Spencer Mansion in Resident Evil 1. (I didn't see any dogs jump through windows, but Requiem has it's own share of jump scares.)



The original Resident Evil was cheesy like an 80s horror movie, but it was also creepy, bloody and more mature than anything else we had seen to that point. Gamers who had grown up playing since childhood were now in their teen years, or older, and were more than ready for something less childish.

Check out the image below of the review scores EGM gave it back in the day. Almost everyone loved the first Resident Evil. Only "Andy" seemed to have any issues, and clearly he was a Nintendo fan boy from his Mario RPG review, so what can you expect?




REVIEW


Gameplay & Mechanics

The gameplay is defined by its dual-protagonist system, featuring the seasoned Leon S. Kennedy and the newcomer Grace Ashcroft. This structure creates a compelling mechanical rhythm; while Leon’s segments lean into the refined, kinetic third-person combat seen in the Resident Evil 4 remake, complete with tactical parries and a new, weightier hatchet mechanic, Grace’s chapters pivot toward a tense, first-person survival experience. Her lack of military training necessitates a reliance on environmental manipulation, stealth, and the innovative "Blood Collector" system to manage the terrifyingly persistent Blister Heads. 

Controls feel exceptionally responsive across both perspectives, allowing for fluid movement that never sacrifices the "heft" necessary for horror. The balance of challenge is finely tuned, rewarding players who master the parry timing or the intricacies of the hemolytic injector crafting loop. With various difficulty modes and a plethora of post-game unlocks, the game offers substantial replay value that encourages multiple runs to optimize routes and uncover every secret. 




Visuals & Art Direction 

Resident Evil Requiem is damn beautiful to look at. Visually, the RE Engine continues to push boundaries, delivering a hauntingly beautiful presentation of the Rhodes Hill Chronic Care Center. The technical quality is staggering, with next-level environmental persistence and visceral gore effects that make every encounter feel impactful. 

The art direction leans heavily into the franchise's gothic and industrial roots, using a muted, oppressive color palette that heightens the sense of dread in the derelict hospital wings. This aesthetic is perfectly complemented by the narrative, which serves as a poignant "requiem" for the series' history. 



Story & Narrative

The story is surprisingly emotional, focusing on Grace’s personal search for her mother, Alyssa Ashcroft, while Leon grapples with his own trauma as he hunts the shadowy Victor Gideon. The dialogue feels more grounded and less campy than previous entries, though Leon’s signature wit remains intact, delivered through cinematic cutscenes that are as polished as the gameplay itself.



Audio & Music

The immersion is further deepened by a stellar audio design that turns every creaking floorboard or distant, muffled breath into a threat. The musical score is atmospheric and adaptive, swelling during Leon’s bombastic set pieces and receding into a minimalist, unnerving hum during Grace’s more vulnerable moments. 


Technical Performance

On a technical level, the game is remarkably stable, featuring near-instant load times and high-performance modes that maintain a rock-solid 60fps even during complex boss fights. The user interface remains clean and intuitive, ensuring that inventory management, a series staple, never feels like a chore. 



Innovation & Originality

While the game largely relies on perfected versions of existing mechanics, its innovation lies in how seamlessly it weaves these disparate styles together, setting a new industry standard for dual-protagonist narratives. 


Value vs Price

Even at $69.99, given the density of the 12-hour campaign and the high quality of the production, Resident Evil Requiem offers immense value for its price, standing as a polished, definitive celebration of survival horror. No reason to wait on a sale for this one. Just go get it! 


VERDICT


Resident Evil Requiem is a return to form for the series, which had found great success in its recent Ethan Winters entries, but had gotten away from the core characters we know and love. After the disaster that was Resident Evil 6, and the side stories explored in 7 and 8, it's great to see Leon, the T-Virus and Raccoon City return in such a splendid way. Grace is a great character as well, balancing vulnerability with effectiveness in a way that almost makes me forget about the disaster that was Ashley in Resident Evil 4 (almost). Resident Evil Requiem is sure to please both series veterans and newcomers alike. I'm glad to see Capcom return the series to greatness, and makes me eager to see where they go next.




CRITIC CONSENSUS


For greater context, take a look at our rating versus ratings that other critics are giving Resident Evil Requiem across different popular platforms:


You can watch my beginning gameplay on PS5 in the YouTube video below:



You can read about how our reviews work here




Saturday, February 28, 2026

Enter A.I.sha - Xbox's Next Chapter Will Be All About AI

by Gamatroid 🕹️ 




Ok, I thought I had said all I had to say on the topic of Microsoft Gaming / Xbox's new CEO, Asha Sharma, but then I heard the recent Podcast Unlocked episode from IGN, and some of the discussion was so... optimistic, I felt compelled to point out a few things about Asha's appointment (although I think they were trying to be optimistic and had the best intentions in how they led their discussion).

Just to recap, on Friday, February 20th, Microsoft announced that Phil Spencer was retiring and Asha Sharma would be the new head of Microsoft Gaming. Prior to her new role, Asha was most recently head of Microsoft's CoreAI division, tasked with putting Copilot in as many places as possible. 

Now she's Xbox's new CEO. Coincidence? Not on your life.



Microsoft is sending a very clear message about the future of their gaming endeavors, and while we don't know exactly how it will play out, AI is certain to have a front row seat.

That's the only reason they would put a non-gamer, AI executive, in the captain's chair. There is no other reason.

Just to level set, if it needs to be said, being CEO of Microsoft Gaming is a big deal. It's a top CEO job, and probably highly sought after. You don't get a job like that by mistake. There were a ton of qualified candidates. Microsoft could have even chosen to poach someone from Sony if they thought PlayStation had a winning playbook. Or they could have elevated someone within the current Xbox team. Or they could have hired from any number of places for that role. Believe me, almost anyone would have jumped at the chance. But they gave it to someone who isn't from gaming (that's clue number 1) and someone who is all about AI (that's clue number 2). Cyberdyne's (oh sorry, Microsoft's) message couldn't be clearer.

I'm not a doomer. I just like to make fun of AI using images from Terminator.

AI will be an integral part of the next generation of Microsoft gaming.

If you're wondering what AI integrated into hardware looks like, check out this AI-enabled PC article from Microsoft.

This could be the reason we see a new Xbox sooner rather than later from Microsoft. It didn't integrate AI into the hardware of the Series consoles, but you can bet they will in the next generation, whether we get a meaningful boost in power for gaming or not.

But this isn't really news for anyone who's been paying attention to what's been happening in tech and AI in general. 

AI is the next frontier and every tech company is chasing it. Just last year, Microsoft invested roughly $80 billion into data centers. Just to put that into perspective, the Activision/Blizzard acquisition was $68.7 billion. Where do you think their priorities are?

So AI is a given. It's coming whether we like it or not, and A.I.sha is the perfect CEO to cram AI into the next generation of Xbox consoles and the Microsoft Gaming ecosystem.



But it was coming no matter what, and I don't say this meaning to throw any shade at Asha. She might do an amazing job and truly help usher in the next great generation of Xbox. But trying to pretend AI won't be front and center in the next generation is silly. That would have happened regardless of who the next CEO was.

So how could A.I. being integrated into Microsoft Gaming and the next generation of Xbox hardware look like?

I have some thoughts...

I can see at least 3 key areas where AI could realistically be utilized in the next console generation:
  1. Game development - traditional
  2. Game engine rendering
  3. Game dialogue generation
What do I mean? Let's briefly dive into each one.

A.I. in traditional Game Development

Like it or not, AI can be used in a variety of ways to speed along asset development for traditional games (I'll get into the distinction of what is tradition versus not in a moment). It can be used to:
  • generate textures and select in-game scenery
  • write draft outlines of certain game scenarios
  • refine drafts of game dialog
  • write game dialog
  • generate certain sound effects and select spoken in-game dialog
This of it like A.I. being used to generate all the background, NPC, not core assets used in a video game. For the foreseeable future I see core, important aspects of game development staying human-generated. For example:
  • Core game character dialog and voice acting
  • Core game character models and textures
  • Core environment design and texture mapping
  • Overall game script and roadmap
Basically, all the most important aspects of a game, the things core to the overall experience, will likely continue to be human made for the next generation, but all the ancillary things that are kind of just in the background or used to fill out a game environment, but wouldn't have had a lot of time spent on them anyways, will start to be more and more AI generated.

And sadly, this will result in work-force reductions. Not because they have to happen, or because the people don't have value to add in other parts of a game's production, or that they could then spend even more time on the human-generated parts of the games, but they won't. There is a general expectation that the introduction of A.I. will result in workforce reductions, like there is an expectation when two companies join together that there will be "synergies" and work force reductions. Do there have to be? No. But there will be.

A.I. in Game Engine Rendering

Another area I can see A.I. immediately helping with is direct rendering of environments and assets inside of a game engine, on the fly. Imagine a game like Minecraft, that is already procedurally generated. It creates new game worlds each time you begin, based on rules that its designers created. Now, what if, you had a game like that, but instead of the same rulesets being designed in advance, an A.I. engine had a set of parameters to follow and created new game worlds on the fly as you entered them? What if every tree texture in Minecraft had slight variations so that they didn't all look like cookie cutter elements? What if enemies and NPCs had slight variations so that no two looked identical, but it all mostly still looked like the Minecraft you know and love. A.I. can basically help with that today, and I'm assuming if you built A.I. into the hardware itself, that could run some of these game engine renderings locally, although you might not need to.

Now imagine this in a game where an entire library of base game assets had been created by a human designer, and now A.I. simply iterates on what has been created to produce variations in the game world. In theory, no two NPCs would need to look the same. 

In theory this could be cool, but in practice we'll have to see what kinds of experiences are created. 

A.I. in Game Dialog Generation

Similar to the idea of Game Engine Rendering, game dialog could also be rendered by A.I. real-time as you interact with an environment. Ideally, human writers would create a base script and a lot of samples of dialog for the A.I. to build off of, but then while you are playing the game, it would create unique dialog based on the character you are interacting with and the evens that have occurred in the game so far. This could truly create a different experience for every person playing a game, and create a different experience every time you went back to play a game. Sure, the story would be the same overall, but the unique aspects of character dialog would be slightly different each time. 

Maybe you think this sounds great, or maybe you think it sounds awful and terrifying, but I can definitely see it coming.




I'm sure there are a lot of other areas A.I. could be used in game creation and generation, but based on my own experience, these are the areas I can practically see it working in the near term.

Ideally, all of this will lead to shorter development cycles, lower costs, and faster game releases. This is practically an expectation, and I'm sure Microsoft Gaming will do everything in its ability to ensure it happens. 

So in the end, A.I. is coming to Xbox whether we want it or not. There will be more job destruction along the way, and likely some slop we'll have to put up with in the near term. We'll just have to see exactly how it all plays out.

Tuesday, February 24, 2026

(REVIEW) Console Archives: Ninja Gaiden II The Dark Sword of Chaos

by Gamatroid 🕹️ 


 
And once again, the battle of the Dragon Ninja begins... "NINJA GAIDEN II: THE DARK SWORD OF CHAOS" was released by TECMO in 1990 for an 8-bit home console. In this side-scrolling action game, the Dragon Ninja, Ryu Hayabusa, fights with his clan's legendary Dragon Sword against Ashtar and his Sword of Chaos to stop the resurrection of an evil god.
 

 GAME FACTS

  • TITLE: Console Archives: Ninja Gaiden II
  • RELEASE DATE: 2/5/2026
  • MSRP: $7.99
  • DEVELOPER: HAMSTER
  • PUBLISHER: HAMSTER
  • PLATFORMS: PlayStation and Switch
  • PLAYED ON: PlayStation 5
 

 
The title gained worldwide popularity for the thrill of conquering demanding stages with ninja actions, combined with cinematic "Tecmo Theater" cutscenes that look just like a movie.
 
 
 
Gameplay revolves around a 2D cinematic puzzle-platformer structure with no traditional side-scrolling. Progression occurs screen-by-screen, often requiring leaps of faith between static scenes. The core loop combines precise platforming (jumping, climbing, grabbing ledges), environmental puzzles (manipulating valves, lifts, steam vents), high-tension chase sequences from robotic enemies, and hacking mechanics. 
 
 
 

RETRO ROOTS

Ninja Gaiden II: The Dark Sword of Chaos was originally released for the Nintendo Entertainment System in May 1990 in North America (slightly earlier in Japan). 



I can't recall when I first played it, but I think it must have been a rental. I remember falling in love with the cutscenes and the overall story. I swear I had the Nintendo Power strategy guide at some point, but I don't have it anymore.



I remember the actual gameplay being fairly painful and very difficult, but I loved the cutscenes so much I would put up with the rest of the game in order to unlock the next part of the story.

All these years later though, I love the game itself too, although I still love the cutscenes more.

But I wasn't the only one who loved it. Critics were also in love with Ninja Gaiden II. Just look at the below review from EGM back in the day:




REVIEW

This is a critique of the overall quality and accuracy of the game port, not the original game itself. 


Gameplay & Mechanics

Mostly the controls work just as you would expect, with a slight lag to the input that is common in many emulations of classic games. Not terrible mind you, but not as snappy as the original NES interface (I went back to play my original NES version just to verify). But if you haven't played an original NES in a while you won't notice the difference.

 

Visuals & Art Direction 

If you've ever played an Arcade Archives release, you know what to expect from the various screen filters. The "A" set of filters apply varying degrees of blurring and scanlines, while the "B" filters also apply scanbars, which I really don't enjoy. I think I tend to stick to either the A2 or A3 filter, if that helps narrow it down for you. Other than the filters, everything else look accurate.


Story & Narrative

No changes here. All is just as great as the original you know and love.


 

Audio & Music

Audio is mostly exactly as you remember it, except... there is an audio channel that is oddly more pronounced in this release than in any other release I've played, including online emulation, and it also sounds slightly different than the NES original. I play this game a lot though, so I immediately picked up on it. If you haven't played in quite a while you likely won't even notice.


Technical Performance

From what I can tell the game performs amazingly, with all the same flicker and slow down you experienced in the NES original. Trust me this is a good thing.

 

Innovation & Originality

As far as originality for an emulation release, all of the Arcade (and now Console) Archive games seem pretty lacking in this regard to me. I would never expect an Atari 50 Digital Eclipse-style treatment for every game released, but including scans of actual manuals instead of simple onscreen text would be nice, as would scans of the original box art and other little touches like that. Other than the standard scanline filters, and common QoL stuff like save states, this is a pretty straightforward release. Not bad mind you, but not pushing the envelope either.

  

Value vs Price

For $7.99, the game feels a bit barebones. For full price you still get one of the greatest games ever released on the NES, and you also get the Japanese version as well (although the game is virtually identical except you can't understand the text in the cutscenes). I certainly think the game's full price is at the top of what they should be able to charge for games like this, but if you aren't dying to play the game immediately you might wait for a sale. To me, it's a much better bargain at $4.99 or below (although I did pay full price for it.)



VERDICT


For one of the very first Console Archive releases, Ninja Gaiden II: The Dark Sword of Chaos is certainly a competent release. Everything is just as you would expect if you ever played an Arcade Archives release.

The retail price is just a bit higher than I would feel comfortable with, given the barebones nature of this release, but that's a small complaint. 

The only thing that's a bit strange is that accentuated audio channel that doesn't sound like that in any other release of the game I've played. Honestly I forgot about it after playing for a bit, but if you play other versions of it regularly, you will likely notice it right away. Not terrible mind you, but just odd that it's not 100% accurate. Maybe they'll patch it out one of these days. 

Overall, this is one of the greatest video games ever made, and if you don't have another way to play it, you should pick this up.


You can watch my beginning gameplay, and a brief walkthrough of the menu options, of Console Archives - Ninja Gaiden II: The Dark Sword of Chaos on PS5 in the YouTube video below:



You can read about how our reviews work here