Community MetaSteam | February 2026 - Romeo and Rogue: Dead Citadel Requiem



With the fact that Epstein was involved in 4chan leadership and creation of the /pol board AND pushing for CoD MTX
Not only are the crazy conspiracy theories true.

No, they even made their own ludicrous conspiracy theories to make a joke of and undermine the whole concept of conspiracy theories and healthy mistrust in elites.

"There is an group of pedophiles that caters to the elite"
"Lol, get real. What are you, a 4chaner? Ridiculous."
 


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I'm feeling pretty pleased with myself.

Managed to set up Xbox Remote Play and PlayStation Remote Play on my Xbox Ally X (with Bazzite). Had a little bit of trouble with Greenlight on Bazzite, but Xstreaming worked perfectly.

In terms of lag and IQ, chiaki-ng outperforms the PS Portal.

Battery life stomps the original ROG Ally Z1 Extreme, and ergonomically it's nicer than the Deck (and only a smidge heavier).

About the only thing I'm really missing is the OLED from the Deck, and frankly I don't care that much. I can tell the difference between OLED and LCD, but I've never really cared that much about it.

But essentially I've been able to consolidate my Steam Deck OLED, ROG Ally Z1 Extreme and PS Portal into one device, and get improved performance and battery life out of it. I was worried this consolidation would be a case of "jack of all trades", but I've actually had significant quality improvements while having fewer devices.
 
Everyone (thus far) being some sort of damage dealer with their own FFXIV job gauge reminds me of Robin Walker's commentary on TF2's class design, where they wanted "teamwork" to come from everyone individually pursuing their own goals, rather than explicitly requiring cooperation. You can have everyone do their skill rotations and things just kinda work out. Luminas can make characters more specialized or enable synergies between them, but it seems like everyone's still going to spend most of their turns attacking regardless. I can't help but feel like it also might be a consequence of the parry system, since the need for dedicated support roles is dampened when there isn't much need for damage mitigation.
Being much further into the game, I don't think this fully holds true later on when you have a ton more options for skills and Luminas and Pictos. If you want to maximize your party effectiveness / damage output, you'll frequently have one or even two characters more in a support role to make sure that another can carry out their optimized damage rotation. E.g. by generating AP, relinquishing turns, generating debuffs, and buffing. This also means that you can stack specific high-value Pictos to, for example, get that main DPS character to 100% crit rate early (and then combine that with triggering tons of effects on crits).

Of course, none of that is really necessary, since a fully planned out and executed "smart" build is complete overkill for all story content -- even at expert, and even if you are bad at parrying; but that is an issue basically as old as the JRPG itself.


Overall, I think the game has some really good systems for building interesting combinations to enact interesting plans on a party level. The biggest issue I see, at my current point in (late, at least I assume) act 2 is that, if you even put a little thought/effort/preparation in your attacks, basically everything caps out at 9999. Which then means that realistically, your meaningful "main DPS" skill selection is limited to the skills that do tons of individual hits.
However, even within that constraint there are still lots of interesting options, which shows how solid the systems are.
 
So how has my Cairn experience been you may ask?
Let's just say I was free climbing a wall, almost at the top, noticed a nest with a few eggs, grabbed them and the mama bird promptly knocked me out of the mountain and I fell a good 150m or so. Basically it's going great.

Genuinely not mad, I'm still grinning ear to ear thinking about how those mad men coded something like this. Systemic gameplay is great.
 
Being much further into the game, I don't think this fully holds true later on when you have a ton more options for skills and Luminas and Pictos. If you want to maximize your party effectiveness / damage output, you'll frequently have one or even two characters more in a support role to make sure that another can carry out their optimized damage rotation. E.g. by generating AP, relinquishing turns, generating debuffs, and buffing. This also means that you can stack specific high-value Pictos to, for example, get that main DPS character to 100% crit rate early (and then combine that with triggering tons of effects on crits).

Of course, none of that is really necessary, since a fully planned out and executed "smart" build is complete overkill for all story content -- even at expert, and even if you are bad at parrying; but that is an issue basically as old as the JRPG itself.


Overall, I think the game has some really good systems for building interesting combinations to enact interesting plans on a party level. The biggest issue I see, at my current point in (late, at least I assume) act 2 is that, if you even put a little thought/effort/preparation in your attacks, basically everything caps out at 9999. Which then means that realistically, your meaningful "main DPS" skill selection is limited to the skills that do tons of individual hits.
However, even within that constraint there are still lots of interesting options, which shows how solid the systems are.

I'm very curious how you find the Act 2->3 transition and I don't mean any story thing. I don't want to say more right now.
 
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I've never heard of this, can you share some impressions?
Sure!

Many great tactics games have stellar gameplay, and this is, of course, true in Reverse Collapse. First and foremost, it has a 60-hour+ campaign (if you are smart) with around 40 handcrafted maps. Every stage has both main objective and side objectives which determines the final rank, skill points and experience given for building up the characters. I spent over 110 hours to obtain S-rank on every stage. Stages are mainly divided into combat and stealth stages: in combat you have total freedom to choose how to carefully tackle the enemy offense, whereas the stealth stages act like elaborated puzzles where you need to sneak through enemy defense.

I don't say this lightly, the level design is nearly perfect. Every stage has at least 1 new gimmick. In combat stages, enemy number and placement, special tiles (which raises evasion, accuracy etc), traps/gimmicks and even obstacles are all adjusted just right. For example, you might find a great location for sniping, but it locates just inside enemy attack range: so you need to either take the risk or decide to sit back and wait. Meanwhile, all the stealth stages test one's patience to the limit. You need to observe the enemy fixed, indicated routes and carefully squeeze through their detection range. Some players don't like these stages because they are so complex and time-consuming, but I like to look at them in another way: this game was developed for 5+ years, and these elaborated stealth stages are evidence of how much time and effort the developers put into this game.

Not many games have ever made me feel desperate: but in multiple occasions throughout the campaign, the stages in Reverse Collapse are completely overwhelmed with enemies, and I asked myself "wait, am I suppose to kill every enemy here with 5 units?". Yes, I was. These seemingly impossible levels are barely possible to make through. With an action point system, the actions available every turn are limited, so you really need to use every single tool, asset and every bit of brain power to pick away the enemies bit-by-bit. As a result, it also managed to cure my RPG item-hoarding brain: because every consumable item (including turrets, rocket launcher, grenades, EMP...etc), no matter how niche their usage might seem, really matters.

Gameplay makes it a great game, and the narrative elevates it into a masterpiece. The fully-voiced story (in Japanese) spans two days of non-stop action. The main cast of characters has a huge army on their tail and they need to find their way out. Slight spoiler ahead: the main protagonist, Jefuty, aka "Bakery", has a special ability. After death, her memories are transfered (in game, it's called "reverse collapsed") to another Jefuty in a different timeline. Similar to many time loop stories, Jefuty needs to make use of the knowledges (from other decased Jefuty) to find the way out. What's unique in Reverse Collapse is that, (1) it is not a time loop, and (2) the narrative builds into gameplay... well, that is approaching a late-game spoiler, so I will just let you find out how the developers utilize it in the game.

Despite Jefuty's gift (or curse), the escape, like the difficulty of this game, is seemingly impossible. It is filled with bleak and gritty moments. "Never give up" might be a cliché theme, but it just works in Reverse Collapse. It is a story about the unbreakable strength of human. And the ending? Everyone I know who managed to beat the game is both satisfied and unsatisfied at the same time, and we all demand a sequel.

Last but not least, Reverse Collapse is a story taking place in the Girls' Frontline universe. But the story is largely standalone, with an in-game glossary which explains the lore. Extra knowledge outside the game isn't necessary at all.

Oh, and enjoy the opening movie and the theme song.

 
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I know we always say this, having too many games to play, but man I just have too many great games to play, right now Im itching to play Stalker 2, Mewgenics, Relooted, continue with Pathfinder, Alone in the Dark, Slime Rancher 2, Crashlands 2, Clair Obscur, Rogue trader, God of War, all of them seem great!
I try to limit how many games I have started at any given time precisely because of this. Am I done with the previous game? No? Well I don't need to start a new one then. It helps curb impulse buys as well.
 
With the weekend it's likely this will be its final CCU, so let's look at how Yakuza Kiwami 3 did. It's at the bottom of the Yakuza/Like a Dragon ranking (well, outside of the late Kiwami 1/2 and 3/4/5 Remastered ports), but overall I expected worse with all the news that kept coming out. It seems there is a dedicated fanbase for this series that's there at launch no matter what
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I know we always say this, having too many games to play, but man I just have too many great games to play, right now Im itching to play Stalker 2, Mewgenics, Relooted, continue with Pathfinder, Alone in the Dark, Slime Rancher 2, Crashlands 2, Clair Obscur, Rogue trader, God of War, all of them seem great!

Yup, I have so freaking many games to play. So many games I so badly wanna play asap, but are still way down my list.
 
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With the weekend it's likely this will be its final CCU, so let's look at how Yakuza Kiwami 3 did. It's at the bottom of the Yakuza/Like a Dragon ranking (well, outside of the late Kiwami 1/2 and 3/4/5 Remastered ports), but overall I expected worse with all the news that kept coming out. It seems there is a dedicated fanbase for this series that's there at launch no matter what
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Remake or not, this is a mainline game in the series. I don't think Sega/RGG Studio will be happy with these numbers.
 
Just got home from seeing Stardew Valley Symphony of Seasons.

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It was lovely. A live orchestra playing tracks from the game. Really was a good show, they had a big screen with scenes from the game playing. My wife and I took my nieces who loved it.
Mad that one guy made it all.
 
I just had a Mewgenics run with a tank cat equipped with a tire on his head that bounced back enemies that hit me, and a passive that sends all enemies I hit flying back 10 squares (which is basically the whole map as far as I have seen). An enemy walked up to me to attack, hit me for 2, then rebounded back into a tire which bounced him back to me and we ping ponged the enemy back and forth until he died. 10/10 experience. No notes.
 
My brother bought Dark Ages so I started it yesterday. It's amazing how Doom keeps reinventing itself and it's always awesome.

I'm also very impressed with the Megamix mod for Sonic Mania. It's up there with the best Sonic games, even the music.

I'm over the fucking moon with the Kena 2 announcement. I was starting to lose hope.
 
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I just had a Mewgenics run with a tank cat equipped with a tire on his head that bounced back enemies that hit me, and a passive that sends all enemies I hit flying back 10 squares (which is basically the whole map as far as I have seen). An enemy walked up to me to attack, hit me for 2, then rebounded back into a tire which bounced him back to me and we ping ponged the enemy back and forth until he died. 10/10 experience. No notes.

I absolutely adore how you can break the combat system with interactions like this.
Also how almost all abilities, your own and the enemies' are a double edged sword because of that.
 
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Huh, that looks interesting. At first I assumed it'd be a hexagonal Fire Emblem but it looks to be something different with all the factions you can choose. Wishlisted.
Not sure if you know, the previous game is also on Steam and on sale right now.