XSEED Games has revealed that they will be bringing Ys VI and Akiba’s Trip to PCs this coming spring.
Both games were previously PlayStation exclusives, and will be coming up on Steam and GOG with additional features.
You can read the press release for both games and watch the Ys trailer below.
Formerly only available in North America on the PlayStation 2 and PlayStation Portable systems, Ys VI: The Ark of Napishtim delivers a storyline rich with memorable characters and themes on top of engaging hack-and-slash action RPG gameplay that would go on to influence later Ys titles, setting the foundation that series favorites Ys: The Oath in Felghana and Ys Origin were later built upon. Complete with the original high-resolution graphics and full USB controller support, the PC version of Ys VI: The Ark of Napishtim introduces brand-new features exclusive to this PC version that aim to create a modernized gameplay experience more in line with later Ys entries. Among these features are full widescreen support, the ability to warp among checkpoints, and an optional “Catastrophe Mode” in which healing items can’t be purchased or stored and are instead used automatically on pickup.
In Akiba’s Trip: Undead & Undressed, players take an eclectic trip through a meticulous recreation of Tokyo’s “Electric Town” district, Akihabara (Akiba for short), where they will engage in real-time action RPG-style battles against vampiric foes called “Synthisters” who prey on the district’s anime- and game-obsessed patrons. They feast on their victims’ social energy and will to live rather than their blood, and only direct exposure to sunlight can stop them in their tracks. So, naturally, the logical thing to do is strip them down to their skivvies and watch them melt away!
In addition to Steam achievements and USB controller support, the PC edition of Akiba’s Trip: Undead & Undressed offers the built-in “Visual Editor” feature from the PlayStation 4 computer entertainment system version of the game, which makes it possible to completely alter the game’s appearance either through a series of preset visual filters or through individual toggles and sliders for each aspect of the game’s lighting and rendering systems.