BLTC & WvWvW Scoring Issue
A few more updates: The gem store and currency exchange in the Black Lion Trading Co are working, but may be slow to load. The Trading Post is down and will be down while...
THOUGHTBLUDGEON GUILD
A few more updates: The gem store and currency exchange in the Black Lion Trading Co are working, but may be slow to load. The Trading Post is down and will be down while...
UPDATE AUGUST 28th: Suspensions for Offensive Names and Inappropriate Behavior We want to clear up some of the confusion about GW2 name and behavior suspensions. To keep Guild Wars 2 a pleasant place to...
We are aware of issues with server connectivity. We will keep you up to date with our progress. ^DO — Guild Wars 2 (@GuildWars2) August 25, 2012 Join the Forum discussion on this post
Account Linking If you have the first game and the expansion, make sure to check to see if your accounts are linked. So that you may get your reserved names and or hall of...
Random footage of the 3 or so hours spent in WvW. There was a major glitch with most of the animations for charges or leaps. The warrior I was playing had the same issues....
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/af7ce4ec/gta6.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>If you're wondering what games are coming up in 2026, we've put them all in one convenient location. This list will be continually updated to act as a living, breathing schedule as new dates are announced, titles are delayed, and big reveals happen. This should help you plan out your next year of gaming and beyond.</p><p>As the gaming calendar is constantly changing, we highly recommend you bookmark this page. You'll likely find yourself coming back to find out the most recent release schedule for the most anticipated games across PC, consoles, VR, and mobile devices. If you notice that we've missed something, feel free to let us know! <strong>Please note that games will not get assigned to a month until they have confirmed release dates</strong>.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/06/12/9fc492ff/residentevilrequiem.jpg" typeof="foaf:Image" alt> Resident Evil Requiem <h2>February</h2> <a href="https://www.gameinformer.com/product/mewgenics" hreflang="en">Mewgenics</a> (<em>PC</em>) – February 10 <a href="https://www.gameinformer.com/product/tides-of-tomorrow" hreflang="en">Tides of Tomorrow</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) – February 24 <a href="https://www.gameinformer.com/product/resident-evil-requiem" hreflang="en">Resident Evil Requiem</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) – February 27 <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/06/12/c9c2bbde/gtavi.jpg" typeof="foaf:Image" alt> Grand Theft Auto VI <h2>May</h2> <a href="https://www.gameinformer.com/product/grand-theft-auto-vi" hreflang="en">Grand Theft Auto VI</a> (<em>PlayStation 5, Xbox Series X/S</em>) – May 26 <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/2025/05/06/01ea3ba0/fable.jpg" typeof="foaf:Image" alt> Fable <h2>To Be Announced</h2> <a href="https://www.gameinformer.com/product/007-first-light" hreflang="en">007 First Light</a> (<em>PlayStation 5, Switch 2</em>) <a href="https://www.gameinformer.com/product/33-immortals" hreflang="en">33 Immortals</a> (<em>Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/aniimo" hreflang="en">Aniimo</a> (<em>Xbox Series X/S, PC, iOS, Android</em>) <a href="https://www.gameinformer.com/product/aphelion" hreflang="en">Aphelion</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a href="https://www.gameinformer.com/product/archeage-chronicles" hreflang="en">ArcheAge Chronicles</a> (<em>PlayStation 5, Xbox Series X/S, PC</em>) <a 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Midnight</a> (<em>PC, Mac</em>) <p><a href="https://www.gameinformer.com/2025">« 2025 Video Game Release Schedule</a></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/c61df0ef/mixtape_1.jpg" width="800" height="452" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: Xbox Series X/S, PC Publisher: Annapurna Interactive Developer: Beethoven and Dinosaur Rating: Teen
<p>It's rare to find a game with as much personality as Mixtape displays in its opening moments. This coming-of-age story from the developer behind The Artful Escape is stylish and nostalgic, earnest and whimsical, and probably my favorite game I played at Summer Game Fest this year. As I begin the opening moments of the demo, I have the realization every gamer craves: I've never played anything like this before.</p><p>Set in the ‘90s, Mixtape is about a teenager named Stacy Rockford, who has dreams of becoming a Music Supervisor in Hollywood, thanks to her passion for creating carefully curated mixtapes. She addresses the camera Ferris Bueller-style, setting up the game's events and openly breaking the fourth wall. Before you're even playing, characters introduce themselves with bold text on the screen and music propelling the story forward. Cutscenes are built from in-game footage and old stock clips, blurring the line between cinema and game.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f580e11d/mixtape_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>The experience itself is a fusion of a narrative-driven adventure game and playable music videos. Stacy walks around the environment and observes her surroundings in the quieter moments of the game, but whenever the action kicks in, so does the soundtrack. Before each musical sequence, of which there are many, Stacy names the song, the band, and the year it came out, teeing things up perfectly. Like many of the game's stylistic choices, it's just cheesy enough that it works.</p><p>The musical sequences I play are all varied and interesting. In the intro, Stacy and her friends ride down a hill on skateboards, and there are buttons to jump and do tricks, but that's just for fun – there are no points involved. As you ride, "That's Good" by DEVO plays through Stacy's headphones, and all the characters clap along with the claps in the song. </p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/338a6b61/mixtape_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>A later song has the three protagonists rocking out in a car, and you can press a button to make them nod their heads or play an air guitar. As the montage follows their road trip, there are more little ways for them to dance along, like honking the horn, slapping the side of the car, or flashing the lights on and off. It's just one example of how Mixtape is a masterclass in tone, setting such a specific, fun vibe that I can't help but dance along.</p><p>Another sequence is much shorter than the others, and has Stacy reminisce about a kiss she shared with a boy from her past. It starts slow and romantic, but then cuts to a hilarious, bizarre minigame where you control each teen's tongue in the make-out session with one of the joysticks. After about 30 seconds, I'm relieved when a button labeled "That's Enough!" pops up, and I don't have to stress about how weird it looks to the other passersby at SGF.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/dd20a639/mixtape_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>They can also be much more involved, like an intense chase sequence where you avoid police cars by racing down hills in a shopping cart. It starts out as a classic teen adventure where they flee a party to avoid getting busted and turns into a full-on manhunt, complete with helicopters and a live news feed. After an epic, slow-mo jump off the docks and into the water, we cut back to Stacy's friend Slater, who says, "At least, that's how I remember it."</p><p>What's perhaps most impressive about my time with Mixtape is that narrative adventure games are hard to make into demos. I typically enjoy them the most towards their endings when the story pays off, and it's hard to get an introduction that doesn't just feel like flat exposition. The fact that Mixtape impressed me so thoroughly in just half an hour is impressive in and of itself, and it's become one of my most anticipated games of the year.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/viscerally-refreshing">Sword of the Sea</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/12/beautiful-madness">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/ae3e07ae/ninja_gaiden_4-4.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Team Ninja, Platinum Games Release: <time datetime="2025-10-20T12:00:00Z" class="datetime">October 20, 2025</time>
<p>Ninja Gaiden 4 is an exciting meeting of minds for stylish action aficionados. Developed by an action dream team of PlatinumGames with guidance from series masterminds Team Ninja, the game blends the expertise and sensibilities of both studios while retaining the elements that make Ninja Gaiden great. After over a decade away, I’m happy to report the game is already shaping up to be a masterful return to form.</p><p>I played a lengthy demo of the title during Summer Game Fest Play Days. Afterward, I spoke to Ninja Gaiden 4's development leads – Yuji Nakao, producer/director at PlatinumGames, and Masakazu Hirayama, producer/director at Team Ninja – about the genesis of this partnership. According to them, this series return stems from the friendly relationship between Platinum and Team Ninja presidents, who had been interested in collaborating on a game for some time. Xbox head Phil Spencer caught wind of this and was instrumental in making this partnership a reality, though neither designer elaborates on how exactly he achieved this. All we know is that the result of this is that Xbox is publishing Ninja Gaiden 4. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/Orl7x7vUohQ?rel=0&controls=0" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Ninja Gaiden 4 stars dual protagonists: newcomer Yakumo, and series hero Ryu Hayabusa. The demo I play stars the former, letting me see what the upstart ninja brings to the table. As a brand new face, Yakumo was designed from scratch by Platinum, and Hirayama states the character allows Platinum to inject its "unique, stylish approach to action" while retaining the tenets of what makes a Ninja Gaiden game. As for Ryu Hayabusa, fans shouldn't worry that he'll feel any different because another team sits at the steering wheel. "When it comes to Ryu, we're very picky about making sure that Ryu feels right for players who are familiar with the prior games," says Hirayama. </p><p>Despite being developed by Platinum, you’d never guess it after picking up the controller. Ninja Gaiden 4 plays smooth as silk and controls how fans remember and expect, from the lightning-quick swordplay, flashy combos, gravity-defying grapple maneuvers, and tight yet nimble acrobatics. Presentation-wise, everything looks fantastic. I quickly dispatch the first enemies in brutal fashion, slicing apart limbs, separating heads from shoulders, and coating everything around me in blood. Cinematic finishers called Obliteration moves serve as an emphatic exclamation point to a combo string. </p><p>Platinum’s influence comes in the form of the new Bloodraven Form. Eviscerating foes builds a meter to activate Bloodraven moves, executed by holding the left trigger while performing light or heavy attacks. This transforms Yakumo’s sword into an enlarged crimson blade to unleash stronger, slightly more deliberate assaults. The increased length of the Blood sword is great for striking swaths of foes at once, knocking them off their feet for you to quickly pounce on. Since the meter fills quickly, weaving Bloodraven attacks strategically into combo strings is easy. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/4050e7d2/ninja_gaiden_4-5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>A second meter builds towards activating Berserk State. This allows you to perform the Bloodbath Kill, an instant execution that drops certain targets regardless of their health, by charging an attack. Nakao describes this specific feature as another prime expression of Platinum's stylish action sensibilities. On the defensive side, Yakumo can block attacks, perform a split-second dodge to which players can immediately chain an attack, or parry by timing blocks right before impact. Getting a hang of this new bag of tricks is vital because, to the surprise of no one, Ninja Gaiden 4 is a challenging game, often throwing waves of large, aggressive enemy mobs at the player that will quickly take them down if they’re caught lacking. Success requires matching or exceeding that aggression while constantly monitoring your surroundings to evade offense from all sides, and overcoming these odds never ceases to make me feel cool. </p><p>"One of the distinct qualities of Ninja Gaiden is that back and forth between offense and defense, and at PlatinumGames, we try to make sure we really nail that feeling of pressure and release in the gameplay," says Nakao. "So you feel like you're not going to be able to make it, and then there's that cathartic moment where you're able to turn the odds against your enemy."</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/a82acce3/ninja_gaiden_4-2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although a high skill ceiling is part of Ninja Gaiden's appeal (and infamy), Platinum and Team Ninja are cognizant that it's been a decade since the last 3D Ninja Gaiden title, so they want to accommodate newcomers as best they can. To that end, Ninja Gaiden 4 features the return of Hero Mode, the easier difficulty setting first introduced in Ninja Gaiden Sigma 2. Furthermore, players can adjust the game's difficulty anytime during the story mode. </p><p>Yakumo traverses his surroundings in typical Ninja Gaiden fashion, meaning he can wall run and perform the signature wall-to-wall jump to quickly reach higher platforms. He also has a grappling hook called a Caddis line to zip to distant platforms and swing across gaps. The Caddis comes in handy during combat, too. Arenas often have grapple points, which I use to disengage from the action when surrounded or gain higher ground to unleash an aerial assault. You can also pick up side quests, ranging from killing a quota of enemies to collecting strange sentient jars called Gourdys for a peculiar twist. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/472e693d/ninja_gaiden_4-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Ninja Gaiden 4 achieves a tough-to-articulate balance of feeling completely faithful to the previous games while also having a noticeable, if subtle, Platinum touch. As a fan of both studios' works, I love seeing Platinum’s ideas blend harmoniously with Team Ninja’s winning formula, and the partnership appears to have been a mutually beneficial learning experience. </p><p>"We are different studios, but we both make action games, and of course, we have huge mutual respect for each other, and it's really an honor to work with each other on this game," says Nakao. "But with that said, even though we both make action games, we have very distinct and different sensibilities when it comes to how to approach action gameplay. So it's a challenge, but I think it was a big accomplishment that we were able to work really closely together, almost as if we were part of the same studio. And if there was something that I played in the build [Hirayama] didn't really vibe with, he'd be very honest. He wouldn't hold back; we've been very flat with each other and have very honest conversations. So, it was really cool because we were able to use the logic of action game design to have these productive conversations to make this title." </p><p>To reinforce this apparently healthy relationship between the developers, Hirayama quickly adds, "We're really good friends." </p><p>The partnership is paying off, as I’m sold on Ninja Gaiden 4. It looks great and plays like a dream, and I was genuinely disappointed when my demo concluded. It was my favorite game out of all the demos I played at Summer Game Fest Play Days, and I look forward to welcoming the series back with open arms on October 20. </p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/5f4880e9/Steam%20Next%20Fest%20header.jpg" width="800" height="450" alt="Best Demos Steam Next Fest June 2025 PC Gaming Game Informer List Round Up" typeof="foaf:Image" class="image-style-body-default" /></p>
<p>Though we’re all still recovering from the recent onslaught of summer showcases and all the announcements that came with them, it’s time for another Steam Next Fest. Like every fest before it, there are hundreds (probably thousands) of great games to check out free demos for, most of them indies, too. We’re doing our best to wade through these demos and check out games we’re excited for, ones to watch, and ones we had never heard of before playing during Steam Next Fest.</p><p>Below, we have a selection of the best Steam Next Fest demos we’ve played so far, and as the week rolls on, we’ll continue to update it with new games we want to surface to our readers. The current Steam Next Fest started yesterday, Monday, June 9, and will run through Monday, June 16, so keep this page bookmarked as we’ll be updating it daily with demos you need to check out.</p>
Bloodthief
Developer: Blargis
If the 30 minutes of Bloodthief I played during the Steam Next Fest demo are any indication, this is a fantastic ultra-fast first-person melee game that’s about zooming through levels as fast as you can. It's also my favorite demo of the dozens I played during Steam Next Fest this June.
Imagine the speed and precision of Neon White, but through the lens of a bloody first-person PS1 game set in a medi dungeon. Each level takes just a few minutes to complete, if that, and emphasizes fast traversal techniques like wall-running, sliding, slide-jumping, and more to take down foes and reach the end as quickly as possible. It’s immediately a blast.
Your health bar, or your blood, dictates what you can and can’t do. Sliding and slide-jumping requires a stack of blood, so you’ll need to collect blood vials to keep it refreshed between enemy kills, which also gives you some blood. But the twist is that your blood constantly decreases, meaning there is no time to pause or think. You must advance. Like Neon White and other experiences in the ultra-fast family of games, each level is a long puzzle where each run can be optimized with the right string of moves, and the fun is figuring out exactly how to do that. Bloodthief is coming soon, and I know I’ll be playing it on day one. – Wesley LeBlanc
Check out the demo and wishlist here.
Dispatch is likely the most vulgar and hilarious demo I’ll play during Steam Next Fest. With enough F-bombs to make Grand Theft Auto cringe, but delivered perfectly thanks to a voice cast that includes Aaron Paul, Jeffrey Wright, Laura Bailey, Matt Mercer, Erin Yvette, Travis Willingham, and more. This short 20-minute demo showcases some smart and witty writing about the superhero genre, placing players in the shoes of Robert Robertson, formerly the hero Mecha Man, during his first day on the job at a superhero dispatch station. As such, the “gameplay” of the demo is watching a sector of the city for civilian calls for superheroes and delivering the right costumed crimefighter to the job.
If someone needs a public appearance by a hero, send someone with a high charisma stat. If a sneaky entry is needed, send in the hero with high mobility, and so on. The calls come in fast so you must make quick decisions about what the job entails and dispatch the best hero in your roster. All of this is made extra stressful (and fun) by the fact that your team of heroes are ex-criminals and do their best to make every dispatcher they get quit as quickly as possible. Robert is determined to stick around, and I look forward to what shenanigans he and this team will get into as they all learn to work together as a unit. – Wesley LeBlanc
Check out the demo and wishlist here.
Perhaps it comes as no surprise, but Heart Machine, the developer behind Hyper Light Drifter and Solar Ash, is seemingly onto something great with its upcoming game, Possessor(s). After a meaty Steam Next Fest demo, Heart Machine’s signature action and style have slid in nicely to the Metroidvania genre Possessor(s) is in. You control a character who teams up with a demon – or in other words, lets the demon possess them – so that they might live during an apocalyptic scenario in the city they call home. It seems there’s a once-innocuous company behind the city’s undoing, and the demon you meet wants your help defeating them.
That sends you on the Metroidvania journey into and throughout the city. From there, all the pieces fall into place. It’s a 2D game with a large map to uncover, doors and other barriers preventing your forward progression until you have the correct item or ability, and demon enemies, which possess all manner of mundane objects, to defeat. Combat feels great, and I like how different everyday objects, like kitchen knives and a computer mouse, become weapons in your arsenal. Even better, chaining combos together like punching a demon, hitting them into the air with the computer mouse, and yanking them back down to the ground with my whip for some heavy damage feels great. I hope Heart Machine tweaks the movement between now and release because it feels a little slow, but there’s enough style and substance elsewhere in the game to make up for it for now. – Wesley LeBlanc
Check out the demo and wishlist here.
Danchi Days is a cute and quaint little adventure game set in a small Japanese apartment complex, hence the “Danchi” (a Japanese word for a large set of apartments or multistory houses) in the title. You control Hoshino, a young girl enjoying the summer with a young boy and her grandma. The grandmother has Alzheimer's, but that doesn’t stop her from enjoying the sunny days with you and teaching you new things, like using your senses to take in the environment around you.
You can use the game’s mechanics to look at things, feel things, and more – so far, everything I’ve done in the demo is based around minigames that speak to the senses of Hoshino. However, there’s more to the game than what’s in this demo, if trailers are any indication, like some neighborhood exploration, website surfing, and more. Danchi Days is very cute, and, given it’s about a young girl’s dream to make her grandma smile again, is a game I’m sure will tug on heartstrings when it launches next year. – Wesley LeBlanc
Check out the demo and wishlist here.
Downhill is an action-RPG starring Fade, a woman who, after a strange and seemingly catastrophic event, gains the ability to jump into the Nightworld. This Nightworld allows Fade to progress through places blocked by a black tar-like substance that prevents everyone else from moving forward in the regular realm. It’s also useful for combat, as it stops time and frees Fade from worldly restraints so that she can hack and slash enemies freely, without danger of taking damage herself.
She can also blink forward, a special dash move with i-frames that comes in handy during the game’s challenging combat. It boasts a pretty pixel-art visual style, a seemingly dark world with many characters to meet, and more. I especially like that the player controls the thoughts of the spectral entity that lives within Fade, allowing you to select dialogue options that add flavor to this relationship. There’s no release date announced for Downhill, but I look forward to seeing what else Sisterhood Games has in store in this unique RPG. – Wesley LeBlanc
Check out the demo and wishlist here.
And just like that, I have one of my favorite demos from this June 2025 Steam Next Fest. Fresh Tracks is an extremely unique rhythm game where you ski through a beautiful Scandinavian landscape while jumping, crouching, and slashing your way to the rhythm of certified bops. You can lean left and right while moving along three tracks on your skis, and while managing all that, you can also slash at trees to the beat of the song. During all this, a calm voice narrates your actions without veering into annoyance (they even remarked I needed a break when I paused the game), giving it an extra layer of fun.
The game’s difficulty escalates quickly, too, which I appreciated as someone pretty good at rhythm games. I promptly went from easily finishing songs without taking damage to struggling to complete a few marked with a more complex challenge. So far, I’ve only heard poppy Tetris Effect-like songs (and if you know Tetris Effect, you know that’s a massive compliment), but I’ve seen trailers that promise different genres like metal, and I look forward to seeing what other kinds of music are in the final game. There are multiple gods whose favor you must win, and each is a god of a genre, so I’m sure pop is just the beginning. Fortunately, Fresh Tracks will launch on August 12 because I don’t want to wait much longer. – Wesley LeBlanc
Check out the demo and wishlist here.
Wow. After roughly 30 minutes with MIO: Memories In Orbit, which appeared on stage during the SGF showcase this year, all I can say is, "Wow." It is a gorgeous, hand-drawn Metroidvania with the juice, if the current Steam Next Fest demo is anything to go by. It looks like someone sketched a hauntingly beautiful and abandoned space ark, placed some enemies on it, and dropped an adorable lil android into it to survive. All the standard Metroidvania tells are there – a mysterious world, pathways you can’t yet go down, abilities to unlock, and challenging combat and platforming that requires precision.
It feels great to control MIO, made even better by unique traversal twists, like large swaths of icy glass you slide across. You can ramp off the end of these slides to gain additional height, no doubt a key to discovering new locations. I hope different types of traversal play even more of a role in the final game. The small taste of the score teased in this demo is fantastic, too. It’s like developer Douze Dixièmes somehow visited a jazz bar in another galaxy and recorded the set of a keys player (except they’re playing on a moody but plucky synth instead of a piano). I’m impressed with every aspect of MIO; it’s one of the best demos on this list and now one of my most anticipated releases of the year. – Wesley LeBlanc
Check out the demo and wishlist here.
Developer The Outer Zone describes Death Howl as a soulslike deckbuilder, and that premise alone is enough to make me check out your game. Though the Death Howl demo available during Steam Next Fest doesn’t feature the telltale difficulty of a Soulslike, I understand what The Outer Zone is getting at. This mesolithic (6600 BCE) game features the same air of mystery and terror present elsewhere in the genre, with a show, don’t tell approach to storytelling. You control a mother who is trying to bring her son back from the dead, or a spooky realm of existence as far as I can tell.
To do so, she traverses through presumably the opening area, a heavily wooded forest. Within it are wild boar, crows, and more to defeat in grid-based, deckbuilder combat. The combat arenas are built diegetically into the isometric world you explore – stumble upon an enemy and a grid appears, prompting you to select a starting square and begin the fight. From here, it’s a matter of using cards until you run out of orbs that dictate how many plays you can make, then the enemy attacks, and you rinse and repeat. The deckbuilding combat isn’t doing anything super unique this early, and I’m hoping that changes in the final game, but the decrepit world has me sold. I like that the game utilizes in-world storytelling to explain why you can rest at a “bonfire,” though here, it’s a square of stones. When you rest, you regain your health and release the Death Howl trapped within the land, which “frees” and revives all of the enemies you’ve defeated thus far. It’s a unique spin on the ever-growing Soulslike genre, and the same can be said for Death Howl in the deck builder genre, too. Its release is “coming soon,” and I can’t wait for more. – Wesley LeBlanc
Check out the demo and wishlist here.
Henry Halfhead is by far the weirdest demo I’ve played during this Steam Next Fest (complimentary). In it, you control Henry, just a wee baby stuck in his crib… that is, until his parents leave the room, leaving him free to explore and learn about the world around him. To do so, Henry can possess all manner of objects, from building blocks to puzzle pieces to the hanging mobile above him, and more. And as Henry possesses each object, he can learn about what they do and, more importantly, what he can do as that object. In this short and sweet demo, I built towers to satisfy Henry’s desire to stack things, hit a xylophone over and over again, and eventually made my way to the kitchen.
In the kitchen, there are a lot of pots and pans, and as every parent knows, babies love making noise. What better way to make a loud commotion than with pots and pans? I possessed each and created a tune only a baby like Henry could love. As I advanced through the demo, Henry grew up, from a newborn to three years old, setting the stage for the demo’s finale: his birthday party. As a mischievous little 3-year-old, Henry quickly grows impatient waiting for his parents to prepare his party, so he handles it himself; in other words, I moved the cake on to the table (then ate every slice), moved candles onto the plate where the cake should’ve been (even though a 3-year-old shouldn’t play with matches), and helped my parents stack the presents nearby (except Henry’s parents were nowhere near and I also opened every single one). If this Steam Next Fest demo is any indication of the final game, Henry Halfhead will be all about the joy that awaits us throughout every stage of life – we only have to interact with the world around us to find it. – Wesley LeBlanc
Check out the demo and wishlist here.
Mycopunk is looking to capitalize on the drop-pod multiplayer excitement of last year’s Helldivers 2 with its squad-based, cel-shaded alien FPS. And though I only dipped my toes into this demo, I can see the appeal immediately. Reminiscent of the aforementioned Helldivers 2, players prepare at a hub base to select a mission on an alien planet to drop into. Once they arrive, they have one clear objective, like activating a rail gun, though smaller side objectives seem to play a role in completing the major one.
At this point, the game takes an almost hero-shooter approach as the four demo characters have different abilities. They synergize with each other as well, as far as I can tell. The first-person gunplay itself feels great, although it’s a bit floatier than I’d like. And the various alien enemies you shoot present a fun challenge to squads. The world and visual style are the biggest pulls for me, as it’s a visually distinct game with a world poking fun at the challenging and underpaid work of service workers, with Mycopunk, but I look forward to checking out how the team-based FPS gameplay expands in the final game next month. – Wesley LeBlanc
Check out the demo and wishlist here.
Ball x Pit was recently revealed during a special edition of the summer Devolver Direct, where a documentary was released highlighting Ball x Pit and Kenny Sun. It immediately caught my attention, and I’m thrilled to say the Steam Next Fest demo lives up to the hype. Ball x Pit is a roguelite, brick-breaker, base-building survival game – got all that? You dive into runs where you begin with a lackluster set of mini-orbs and one spiked ball that you fire at incoming waves of enemies. As they die, you collect experience, level up, and select new perks and abilities to utilize on this run.
Like any good roguelite, the progression happens fast, and the runs grow more and more chaotic as you upgrade weaponry, discover new perks, and create more synergies. This part of the game is a lot of fun, but it’s only part of the experience. After a run, you return to your base to plant crops, create forestry, and upgrade and harvest these plots of land to gain more resources, expand your base, and rinse and repeat. It has not just one loop of excitement, but multiple, and that’s a sign of the kind of game I will likely lose a lot of time to. – Wesley LeBlanc
Check out the demo and wishlist here.
Ascend to ZERO has quickly shot up on my list of games I’m looking forward to checking out the final release of, and fortunately, I don’t have to wait long, as it’s “coming soon,” according to Steam. In the demo, you control Chrono Child, a cyberpunk-esque character who must save a pixel-art-meets-voxels-hybrid world… in 30 seconds. To do so, Chrono Child picks up a sword and heads through a portal where she’s placed into a long, futuristic hallway filled with enemies. In the first room, I find Level 1 enemies and can quickly dispatch them by clicking on the mouse to kill them. But I must do so quickly as there’s just 30 seconds to do everything I need to do.
I can pause time by pressing the space bar, but I can’t attack during this period. So I utilize this paused time to collect experience after killing every enemy in the room. Chrono Child quickly levels into the 20s, making the next room full of Level 25 enemies easier to kill. I rinse and repeat until I reach the Level 70 room – with just 10 seconds left on the clock, I must strategically use my time-stopping mechanic to collect enough experience to defeat the Elite enemy in this room. Doing so frees Gabriela, an NPC who will now appear at my home base to help with my adventure. In that base, there seems to be additional NPCs to free as they each have stations that will presumably help Chrono Child on future runs. As a roguelike, it features all the stress and excitement I love about this genre, condensed into extremely fast runs. After checking it out, Ascend to ZERO is a game I’ll be watching closely as we near its full release. – Wesley LeBlanc
Check out the demo and wishlist here.
I’ve been tracking Eriksholm: The Stolen Dream since it was first revealed in June last year. With a pedigree of developers who have experience on Mirror’s Edge and Battlefield, I figured it’d be something worth keeping an eye on. After playing through the Steam Next Fest demo, I’m thoroughly impressed and excited for more. It’s nothing like the game you’d expect from developers who worked on Mirror’s Edge and Battlefield, which makes it all the better. Set in the fictional city of Eriksholm in the 1900s, it follows three protagonists, though the demo is focused on one named Hanna. She’s an adolescent orphan searching for her brother, Herman. After a lengthy and beautifully rendered opening cinematic, I’m thrown into a stressful escape where I must crawl and sneak my way through a warehouse.
Doing so is as simple as clicking where you want to go on the screen, using the WASD keys to move the camera, Q and E to rotate, and the mouse scroll to zoom in and out. Utilizing the camera is critical to successfully escaping because this stealth game leaves little room for mistakes. I appreciate this challenging approach to the stealth genre as it forces me to really pay attention to enemy sightlines, their pathways, and the floor beneath me (since specific types of floors are louder than others). The city of Eriksholm, as presented in this demo, is gorgeous and sunny, and it’s fun engaging with a stealth-heavy, isometric game in such an otherwise bright environment. It launches next month on July 15, and I can’t wait to see what the other protagonists are up to in Eriksholm. – Wesley LeBlanc
Check out the demo and wishlist here.
Consume Me might be the cutest-looking game on this list of Steam Next Fest demos, but don’t let that fool you – the team behind it is tackling some heavy themes in the game. Centered around a girl who struggles with food and weight, and a mom who shows no mercy or grace and ridicules her because of it, Consume Me is a non-traditional point-and-click narrative experience. Everything I did in the demo was completed with just one hand and by clicking on the mouse. It’s straightforward in that regard, but a lot is happening on-screen.
In this short demo, I worked out, purchased diet magazines and study guides, walked the dog, folded laundry, talked to a boy, got yelled at by my mom multiple times, ate food, snuck into the kitchen for a late-night snack, and more. These tasks are completed with short, simple, and sweet minigames, enhanced by a cute art style and boppy soundtrack. Everything you do is tracked via a calendar and a journal to track your bites (basically calories), energy, stomach fullness, mood, and more. It all coalesces into a fun time and something very unique in the video game space. I look forward to seeing how this game further tackles this heavy and relatable topic narratively and mechanically when the full game launches this September. – Wesley LeBlanc
Check out the demo and wishlist here.
Escape From Duckov, despite what its name implies, is not a multiplayer extraction shooter starring ducks. It is, however, a single-player top-down shooter where you play as a customizable duck who is looking to escape from the clutches of other birds. It’s also a looter shooter and looting is necessary as you begin each run with nothing to your name. You must collect weapons, bandages, and other items like chocolate milk if you plan to survive, all while sleuthing through hallways, buildings, towns, and more. You can take out enemies in close-range combat using melee weapons, but you’ll need to utilize your duck’s ability to sprint and dodge roll away from enemy attacks because dying comes easy in Escape From Duckov.
But as you progress, you’ll find stronger weapons, including guns, that make killing other ducks easy. Though I only gave Escape From Duckov about 30 minutes (there are lots of other demos to check out, y’all), developer Team Soda promises 8 hours of content in this Steam Next Fest demo. There’s base building, NPCs to befriend, plenty more weapons and items to loot, and more. If you’re looking for a fun spin on the looter shooter genre, give Escape From Duckov a try. – Wesley LeBlanc
Check out the demo and wishlist here.
Bandit Trap could be your friend group’s next multiplayer hang as it’s a charming, simple to pick up and play, and ultimately, fun game about setting traps in a location to prevent other players from stealing treasures. In each round, it’s one Trapper vs. three Bandits. The Trapper has two minutes to place traps throughout a location, like a punching boxing glove, bomb, flamethrower, or something else into various pieces of furniture in the demo’s house location, for example. After the two minutes are up, three Bandit players rush in to secure as much treasure as possible by looting things around the house.
As the Trapper, you must sneak around the place to reach trap towers, from which you can activate your traps and inflict damage upon the Bandits. Take down their health bars and their treasure looting days are done (for the round). But they can also take you out, so you must be careful when sneaking around, utilizing Trapper-specific pathways to escape their sight lines. It’s the kind of game that will provide more laughter than a competitive edge, as the stakes don’t seem high. Nonetheless, I had a great time with the demo and recommend checking it out with some homies. – Wesley LeBlanc
Check out the demo and wishlist here.
Immersiv Games comprises just one developer, and they reached out to me on social media to introduce their game. Now, that’s not a surefire way to get me to check out your game – in fact, I’d say most of the time this won’t work because my plate of games to check out is often already full – but I was intrigued by Arcadian Days’ minimalist exploration and sun-kissed visuals. After checking out the full Steam Next Fest demo, I’m excited to see what kind of chill vibes await in the full game. As Miela, you and your family arrive at a new homestead in a gorgeous mountain valley. After completing a few tasks, which are quick and simple like collecting plants for a crop or wood for a shed, I’m transported to a hill amongst mountains, with the sun falling behind beautiful clouds before night arrives.
The tasks I have already completed and the ones awaiting me on this hill, which include finding a basket of carrots in a field for soup, aren’t all that exciting. They aren’t difficult either, but based on the game’s “non-linear, relaxing” exploration premise, I think that’s by design. The writing is barebones, and it could use some optimization, but so far, Arcadian Days seems like a game worth slowing down for, just a little. – Wesley LeBlanc
Check out the demo and wishlist here.
Playing Pirate Outlaws 2: Heritage’s new Steam Next Fest demo bummed me out… because it made me realize I completely missed out on the great deckbuilder Heritage must be a sequel to; which is a roundabout way of saying I thoroughly enjoyed the Heritage demo. In this game, which features cute but high-quality 2D visuals reminiscent of a premium board game, you select a captain, a deck, and hit the rogue high seas searching for treasure, elite targets, and more. I found this pirate setting particularly inviting to the deckbuilder roguelite formula, as the themed cards are easy to understand and combat is quick and satisfying.
Instead of set turns, you play cards in accordance with available ammo and by paying attention to enemy clocks. When their clocks run out, they attack, but because their clocks are on-screen at all times, you can strategize around incoming offensive maneuvers they might make and react accordingly. The cards are themed around pirate maneuvers and weaponry, as are the enemies, and the map is simple but enticing enough to make each run feel unique and varied. Heritage has shot up high on my list of indies to keep an eye out for, and not just because I love pirates – it’s a really fun time. – Wesley LeBlanc
Check out the demo and wishlist here.
Moonlighter 2: The Endless Vault trades in the first game’s pixel art style for a cartoon-ish 3D presentation that breathes a lot of new life into this adventure game. You play as Will, a trader who has seemingly lost his touch but is now ready to dive back into the merchant game. Like the first Moonlighter, the loop consists of traversing out into the wild to defeat enemies and collect a backpack full of treasure before returning to your shop to sell the items you discovered.
I enjoyed bartering with customers, adding bonuses to improve the sale, and getting a peek at what’s to come in my shop’s future. The combat in the demo is one-note but satisfactory, and I expect that aspect of the game to be greatly expanded in the final release. For now, the chill vibes of being a merchant – not the hero that saves the day – is a fun change of pace, much like the first Moonlighter. The Endless Vault appears in town to challenge Will to deliver more gold than it can contain to obtain a special reward, and I’m excited to see what this premise means for the full game when it launches later this year. – Wesley LeBlanc
Check out the demo and wishlist here.
With Ninja Gaiden 4 out later this year, Blasphemous series developer The Game Kitchen created a little throwback treat to help the wait in Ninja Gaiden: Ragebound. In this side-scrolling entry, players control a ninja named Kenji Mozu (at least in the demo), whose teacher is none other than series protagonist Ryu Hayabusa. With gorgeous pixel art visuals, a stellar soundtrack, and platforming action that feels right at home in this classic series, Ragebound is a game I absolutely cannot wait for more of when it launches next month.
The Guillotine jump move allows you to jump off of incoming projectiles, and it feels great every time. Couple it with fast-paced sword action that rewards aggression and various traversal mechanics that keep things moving, Ragebound is go, go, go in the best way. It’s stressful and challenging – like the rest of the Ninja Gaiden series – but this Steam Next Fest demo eases players into it, no doubt withholding the toughest challenges for the final game. Nonetheless, Ninja Gaiden, Blasphemous, and throwback platformer fans should not miss this demo. – Wesley LeBlanc
Check out the demo and wishlist here.
Developer Wombat Brawler’s idle fishing game, Cast n Chill, has been on my radar since last month’s excellent Six One Indie Showcase. It’s a gorgeous pixel-art fishing game that’s less about objectives (though there are some) and more about enjoying the great outdoors, the serenity of water, great company in the form of man’s best friend, and the sport of fishing. It’s a simple game – move your boat to where you want to fish, cast your line, and reel in a fish when you land one. Fishing itself is basic, but it mixes well with the relaxed nature of Cast n Chill. Finding a spot to fish is about the types of fish you’re after (and adding them to your fishing log), but more than that, it’s about finding a beautiful place to drop a lure and chill. There are plenty of different species of fish, lures, rods, and boats, each with some fun backwoods country descriptions, and coins to collect to buy additional fishing licenses. Those licenses allow you to boat further throughout the game’s beautiful landscape, unlocking more fish to catch. Cast n Chill is, as the name implies, chill, and Wombat Brawler knows this. There’s even an Idle Mode, which lets you keep it open and running beautifully in the background. – Wesley LeBlanc
Check out the demo and wishlist here.
Into The Grid is a run-based deckbuilder set within the virtual grid of a cyberpunk society. After a wedge is driven between a former-netrunner-turned-mother and her daughter, the daughter is driven towards working for a dangerous company. She needs a rescue, so in steps mother. After shaking off the virtual rust in a short tutorial, I played through the game’s first run. In the virtual grid, you interact with various nodes to gain currency, extract new and rare cards, or gain items that can automatically open up new rooms, take down security nodes, and more. As you interact with this virtual grid, though, the security takes notice and sends various sentinel enemies to attack.
From here, the isometric view disappears and you’re brought to a first-person combat arena with an enemy before you. To attack, you select cards that are drawn each turn. You can go on the offense to take down enemy integrity (health), use defensive cards to increase your barrier (shield), or utilize special cards that increase your VIM, which determines when you can use Commands. Commands allow you to draw additional cards, add more Clock, which determines how many cards you can use each turn, and more. It was fun synergizing my moves around what Commands I wanted to build toward. The most unique aspect of Into The Grid is that each turn, your hand is wiped and you draw a new set of cards, meaning you must build new strategies every turn. It’s a fun, if stressful, change to the traditional deckbuilder formula and one I so far enjoy. – Wesley LeBlanc
Check out the demo and wishlist here.
Reikon Games describes Metal Eden as an “adrenaline-rush sci-fi FPS,” and that’s right on the money. It reminds me of Ghostrunner, but there’s no katana here – just guns. As you advance to the objective, you dodge, jetpack, punch, and shoot through enemies in slick cyberpunk industrialist hallways. There’s wall-running, ziplines, and all the other movement tech you expect in a fast-paced FPS. While enemies are dispersed throughout each level, combat primarily happens in wave-based arenas, where you must utilize your surroundings, enemy cores you can explode, and skill cooldown management to survive. Metal Eden is tough – I played on Normal, the easiest option, and died several times in the demo’s hour of content – but definitely a game to keep an eye on if you’re into stylish futuristic shooters. – Wesley LeBlanc
Check out the demo and wishlist here.
This top-down, twin-stick roguelike is a delightfully weird fusion of The Binding of Issac, Spelunky, and Pokémon. You play as a little mouse who can turn into Morsels, odd little creatures like a grub, pile of dung, or sunflower with abilities to help you fight back against oppressive cats. Play as a Morsel enough and it'll evolve, but if you level one up too much, it dies. Morsels also don't share health, so there are simultaneously different sets of abilities and numbers of lives. You can have up to three Morsels in your roster at once, so it's an interesting balancing act to swap between them to get a strategic team. After making it to the end and defeating the first boss, I can't wait to play the full game and collect as many weird guys as I can get my hands on. – Charles Harte
Check out the demo and wishlist here.
I was shocked that I hadn’t yet heard of Davey X Jones as the games industry’s self-proclaimed number-one pirate aficionado. After roughly 40 minutes with the Davy x Jones demo available during Steam Next Fest, I’m excited to see what the final product looks like, though cautious as well. In Davy x Jones, you play as a beheaded Davy Jones, betrayed by pirate lords across the seven seas and their leader, Edward Teach aka Blackbeard. It’s Teach who is responsible for you not having a head, but fortunately, your lifeless body discovers this head once more and together, this unlikely duo heads off on a quest for revenge.
I like that Davy’s soulless body grunts his name repeatedly, while Davy's floating skull handles all the talking. But the two also amusingly interact with each other, with some nice voice acting too. Everything going on in this world, from the visuals to the storytelling and more, is great and I’m legitimately excited for more. However, I hope the team can use feedback from this demo and the time between now and its unannounced release date for polish. Of course, this is a demo of an in-development game so it naturally could use work, but so far, the first-person gun-and-swordplay feels a little floaty, lacking the weight I’d expect from the scourge of the seas. It’s not optimized well either, but again, it’s a demo, so I won’t hold developer Parasight’s feet to the fire, err, raging seas over this. Nonetheless, Davy x Jones has lots of promise and I look forward to the final release. – Wesley LeBlanc
Check out the demo and wishlist here.
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/43ef65e8/sword_of_the_sea_1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, PC Publisher: Giant Squid Developer: Giant Squid Release: <time datetime="2025-08-19T12:00:00Z" class="datetime">August 19, 2025</time>
<p>"What if you had a sword, but there was nobody to fight?"</p><p>Matt Nava, creative director for Sword of the Sea, says this is one of the main themes of his studio's next project. A sword is a weapon designed to kill, but there's no attack button in Giant Squid's upcoming game. In the 30-minute demo I played at Summer Game Fest in Los Angeles this year, there wasn't any combat at all, and I can't say for certain, but I wouldn't be surprised if the game is devoid of violence entirely.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/9d311ec7/sword_of_the_sea_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>Instead, your sword is a hoverboard, carrying the player, also known as the Wraith, on an adventure across a field of seemingly endless dunes. From my first moments playing, I can feel the care that went into making the traversal feel good, and it's a joy to ride up and down the desert's rippling, sandy mounds. You can charge jumps to get huge amounts of air and press the button again before you hit the ground to do tricks. As far as I can tell, the tricks grant no advantage to gameplay, and yet I do one basically every time I get in the air. It is, in the purest sense of the word, play.</p><p>I quickly realize why it's not a game called "Sword of the Sands" by interacting with a glowing blue orb and triggering a magical eruption of blue energy. The liquid-like sand becomes straight-up water, and a river forms in the middle of an endless desert. Not only that, but fish float in the air above the water, seemingly able to breathe and fly just by being near it. Especially in a world that is otherwise notably devoid of other wildlife (save for the occasional old bones of a long-dead creature), creating fish from thin air is a sight to behold.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/38e61e2f/sword_of_the_sea_3.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>You generally progress by following the water, which is so vibrant and blue that I found myself desperate to drink it. Rehydrating the landscape in Sword of the Sea is viscerally refreshing, and though the game never uses text to say that the goal is to bring the sea back to this desert, it's an incredibly clear direction based on nothing other than visual design.</p><p>Aside from the occasional pop-up telling you what buttons do, the screen has no text and no UI, which Nava says was done to make the player forget they're even playing a game. While the lack of waypoints leaves me mildly lost once or twice, I'm always able to find the right path eventually, thanks to subtle guidance from the world's design. The same principles apply to gameplay; Nava says that in addition to explicit tutorialization, they teach the player things through secret tutorials, too.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/01607115/sword_of_the_sea_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>"There's no place in the game that tells you that you can use a little pulse ability to smash the pots," Nava says, referring to small piles of vases you can destroy to get currency. "But people just figure that out because we put pots next to other things that we did tutorialize, 'Oh, you have to interact with this.'"</p><p>Immediately after gathering my first currency, little golden triangles, a nearby masked creature sucks the coins into a large barrel on his back, granting me the ability to do more tricks. </p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f8f037ae/sword_of_the_sea_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>As I approach the demo's end, I rehydrate certain parts of the world to activate these huge green chains that open a door for me to progress to the next area. After playing for a while, the ground has become a gorgeous, patchwork fusion of sand and sea. After grinding on the giant chains skateboard style, the Wraith heads into the newly opened door, only to pause as a mysterious figure appears on the rock behind them. By the time they turn around, the figure is gone, but one thing is certain: this mysterious character has a sword of their own, and they weren't riding it. They were gripping the hilt like it was a weapon.</p><p>I'm eager to get to the bottom of that mystery, along with the others in Giant Squid's gorgeous desert, when it comes out in just a few months.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/one-of-sgfs-greatest-hits">Mixtape</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/11/hands-on-with-capcoms-mysterious-sci-fi-adventure">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/88221efe/sgf_spine_01.jpg" width="800" height="450" alt="Spine preview Summer Game Fest" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Nekki Developer: Nekki Release: TBA Rating: Mature
<p>The Batman Arkham series has arguably the most satisfying melee combat ever. The John Wick movies may have the most entertaining hand-to-hand action in all of film. Spine takes both of these influences and smashes them together to form what it hopes to be an inspired blend of free-flowing counter-focused “gun fu”, and after playing the game during Summer Game Fest Play Days, it’s trending in the right direction.</p><p>This single-player action game is set in a cyberpunk world with players controlling Redline, a rebellious graffiti artist who can fight as well as she can paint. She’s implanted with a Spine, essentially a metallic device on her back that also houses a sentient AI. Together, they’ll push back against an oppressive AI-powered regime and will look pretty cool doing it.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pZbHDdd5drA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>As I enter the first room full of goons, my Batman Arkham instincts immediately kick in as I throw a haymaker at the nearest target. I wail on them with a simple combo until a button prompt appears, signaling the trigger of a cinematic takedown. With one down, I’m on another guy in the blink of an eye, and the free-flow combat design means I can easily interrupt my combos to quickly dodge incoming gunfire (indicated by a laser sight) before resuming my beatdown. Whenever someone else tries to cut into my dance, telltale signals over their heads tip me off to perform a smooth counter, in which I flip over them. Redline can also perform a melee parry, allowing her to punish attackers with a debilitating counter.</p><p>I can’t stress enough how similarly Spine plays like Batman, and that’s a compliment. Although this alpha build still has some early rough edges surrounding some animations and parry timing, zipping around the battlefield to systematically dismantle entire mobs feels fluid and incredibly cool. Though unavailable in my demo, developer Nekki tells me that combat will also incorporate the environment. Attacking foes near interactable objects will allow Redline to automatically integrate them into her attacks. This description gives Spine’s combat the added vibe of a classic Jackie Chan film, and I’m hoping it winds up being as cool as it sounds.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/8193e84e/sgf_spine_03.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The big difference between Redline and the Dark Knight, however, is her willingness to blast foes using guns. Redline uses pistols to keep foes at bay or interrupt their attacks. She’ll also just blast people’s heads in mid-melee combo à la John Wick. Pistols aren’t super powerful when simply aiming and shooting – if they were, you would never punch anyone. However, pistols deal helpful chip damage, and enough concentrated fire can drop a target. Larger firearms, such as shotguns, pack a bigger punch and end foes in one shot, but unlike pistols, shotguns and other weapons have limited ammo.</p><p>After punching, kicking, and flipping my way through grimy cyberpunk bars and alleyways, I encounter the demo’s boss, Edda Kopp. This nimble, ninja-like warrior is as quick on her feet as I am, if not faster, and she can also cloak herself to become invisible. If that’s not enough, she regularly sics several spider-like drones that double as proximity mines, exploding if I enter their radius. This battle becomes a frantic dance of parrying Edda’s combo strings while regularly flipping out of the way of an incoming spider-bot, waiting for the brief windows of opportunity to get some hits in. The fight is functionally fine, though it’s also the roughest section of my demo. The lack of polish is most evident in a loose camera that wildly spins during melee exchanges, often obscuring my view. But I can see what Nekki is going for, and hopefully, more time in the oven will help this battle reach its full potential.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/600449e6/sgf_spine_02.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although previous trailers showed off parkour-style traversal, I didn't get to sample this aspect of the game in my demo. That's okay, because combat is Spine’s bread and butter. While the jury’s out on whether the story is engaging, I’m not coming to this game for a compelling narrative. I’m there to kick ass and chew bubble gum, and I’m all out of the latter. Spine has a lot of promise to fill the bat-sized hole in the action genre formed in the decade since the last Arkham game. Here’s hoping it can rise to the occasion. </p><p>Spine has no release window, but it's slated to launch for PlayStation 5, Xbox Series X/S, Switch 2, and PC.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/d30e19c7/thelegendofzeldatearsofthekingdomnintendoswitch2edition_06.jpg" width="800" height="450" alt="Other Nintendo Switch 2 Games To Play Reviews Impressions Mario Kart World" typeof="foaf:Image" class="image-style-body-default" /></p>
<p>The Nintendo Switch 2 is finally here, and <a href="https://www.gameinformer.com/tech/2025/06/09/switch-2-review-a-safe-but-effective-bet">you can read our full thoughts on the console here</a>! Second to the excitement of a new Nintendo console is the anticipation around Mario Kart World, the Switch 2’s marquee launch title and Nintendo’s first open-world approach to its fabled kart racing franchise. <a href="https://www.gameinformer.com/review/mario-kart-world/roam-if-you-want-to">You can read our full review of it here</a>, but in short, it’s very good. But what else should you play on your fancy new console when your time with Mario Kart World ends (or rather, when you need a break because let’s be honest, we’ll be racing around this Mushroom Kingdom for years to come)?</p><p>While my colleagues put the Switch 2 and Mario Kart World through their paces, I tackled the objective of finding the best games to play on Switch that don’t feature everyone’s favorite Italian plumber. So, without further ado, here are the other games you should check out on Switch 2. </p>
The Legend of Zelda: Breath of the Wild and Tears of the Kingdom
Let’s begin with the Divine Beast in the room: Nintendo’s open-world Legend of Zelda games, Breath of the Wild and Tears of the Kingdom, are already two of the most superb games ever created. The definitive experience of both is now exclusive to Switch 2, thanks to the $9.99 upgrade (free with Nintendo Switch Online + Expansion Pack) that brings a gorgeous 60 frames per second to both games alongside improved resolution and textures. Put simply, 60 FPS is transformative for these games. Factor in the new Zelda Notes app, which includes voice notes from Zelda, player-specific navigational guides, and more in Tears of the Kingdom, and you have two of the best Zelda experiences ever on Switch 2. – Wesley LeBlanc
The most recent mainline Pokémon games delivered on Game Freak’s promise to give us a true open-world RPG, and it did so admirably from a content and design perspective. However, the terrible technical performance of those 2022 releases poisoned their reputations forever. Now, three years later, these open-world entries in the Pokémon franchise are finally worth returning to thanks to free Switch 2 upgrades. The steady 60 frames-per-second performance, improved resolution, and reduced pop-in make the games feel new. But actually, it’s just the experience that should have launched in 2022. Still, those who stuck with the original version despite its technical hitches will tell you that buried beneath all of those problems is one of the best Pokémon adventures to date. It’s still not perfect, but now that those technical issues are largely resolved, we can wholeheartedly recommend this as a top-tier Pokémon game without that massive qualifier. – Brian Shea
If you missed out on the original Bravely Default on Nintendo 3DS back in 2012 and are a fan of classic JRPGs, you owe it to yourself to check out this excellent remaster. It’s probably the number one “new” game I’d recommend to Switch 2 players because Flying Fairy HD Remaster, like the original game it’s based on, is a nostalgic great time. There are crystals, unique turn-based battles, and a loveable (if trope-y) cast of characters to meet and control – sound familiar? This remaster brings a gorgeous update to the painterly visuals, improved framerate, and additional optional content. It’s not one to miss. – Wesley LeBlanc
I’m not sure what wizardry CD Projekt Red and Nintendo performed – beyond Nvidia’s custom DLSS – but Cyberpunk 2077 on Switch 2 is a sight to behold. The entire Cyberpunk 2077 package, including its great Phantom Liberty expansion, is a delight on Switch 2. Though its 1080p/30 FPS handheld mode isn’t the most stable, the 720p/40 FPS handheld mode works great – and trust me, on the Switch 2’s vibrant LCD screen, 720p is satisfactory. It all runs even better docked, too, and thanks to the new mouse features of the Joy-Con 2 and Switch 2 specific gyro motion control, Cyberpunk 2077 offers players plenty of unique on-the-go action you can’t get any other way. You can also transfer your save from another platform with little hassle, so you won’t have to start over (unless you want to). It’s worth checking out for the sight of it running on Switch 2 alone, but it helps that Cyberpunk 2077 is now, after years of many updates, an excellent game in its own right. – Wesley LeBlanc
Hitman: World of Assassination consists of three excellent immersive-sim sandbox games from IO Interactive, and surprise! Playing these on the Switch 2 is a dream. The frame rates fluctuate between the range of 30 FPS and higher (rarely dipping below 30 FPS), and there are some clear texture downscales, especially in the Hitman 3 levels, but having these games on the go is a fair tradeoff. I love these games, and see myself making my way through these fantastic hand-crafted sandboxes once more on Switch 2. – Wesley LeBlanc
I loved Kunitsu-Gami: Path of the Goddess when I played it on Steam Deck last year. Unfortunately, I’m a bit spoiled by that version of the game, which runs at a smooth 60 FPS. There’s a noticeable downgrade on Switch 2, with 30 FPS and some blurry visuals, and it can be a little hard to get past that. But, even so, Kunitsu-Gami is still a sleeper hit from 2024 and one everyone should check out. It blends tower defense strategy with fun and flowy action combat in a gorgeous Japanese setting. It’s far too overlooked. Though Switch 2 isn’t the ideal place to play it, if you haven’t yet and are looking for a unique game on the console, look no further than Capcom’s Kunitsu-Gami. – Wesley LeBlanc
If you missed this combo package last year, which combines a remastered version of Sonic Generations and a new Shadow the Hedgehog-focused campaign, Switch 2 is an excellent place to give it a go. With 60 FPS gameplay in Performance Mode, a noticeable increase from the Switch’s 30 FPS, and improved visuals, these games have never looked better on the go – especially Sonic Generations. Just make sure to switch to Performance Mode, because it defaults to Quality Mode, which isn’t ideal. – Wesley LeBlanc
The original Survival Kids launched on the Game Boy Color in 1999 (and was recently added to the Game Boy Switch Online library). It received a number of sequels, but the Switch 2 launch game is the first time Konami has revisited the franchise in some time. This entry feels different than the past with its focus on fast-paced co-op, but it offers quick and satisfying gameplay sessions and is an early adopter of Switch 2’s GameShare feature. That means playing with a friend who has their own Switch 2, but doesn’t own the game, is a totally viable option. You and your friends must work together to explore small islands to gather food and materials in order to survive and move on to the next island. The game is not overcomplicated, and you won’t feel the sting of starvation and exhaustion as you watch the sun set, as is typical for the survival genre, but it’s a charming and vibrant game to play on your new Switch 2 with friends that isn’t called Mario Kart. – Kyle Hilliard
With the Switch 2 comes the GameCube library for Nintendo Switch Online + Expansion Pack subscribers, and though the launch lineup is small, it packs a punch. There’s The Legend of Zelda: The Wind Waker, F-Zero GX, and Soulcalibur II. Though Wind Waker isn’t the massively improved HD remaster version that launched back on Wii U, playing through this island adventure on a handheld console is still a treat. F-Zero GX remains a GameCube hit, and maybe if enough people check it out, Nintendo will finally make a brand new F-Zero (one can hope). And finally, there’s Soulcalibur II. As someone who adored the PlayStation 2 version, it was fun jumping into the GameCube version, and this will likely be the first GameCube game on Switch 2 I will roll credits on. Playing as Link, this version’s guest fighter, is awesome. Back on PS2, I only got Tekken’s Heihachi Mishima (cool, but he ain’t no Link). – Wesley LeBlanc
If you’re tired of losing your lead to poorly timed Blue Shells, Fast Fusion from Shin’en might be exactly what you’re looking for. The sequel to Switch launch title Fast RMX racers, you compete in high-speed, adrenaline-fueled races around the world where your futuristic vehicle can scream down the track at several hundred miles per hour. The ability to jump and lean complements the extraordinarily tight handling as you collect boost tokens, search for shortcuts, and bounce between two vehicle phases to correspond with the boost pad you’re hoping to use. Fast Fusion outputs at 4K and 60 frames per second in HDR, taking full advantage of the extra oomph Switch 2 brings to the table. It may not have the bells, whistles, or grand scale of Mario Kart World, but it delivers a technically impressive and mechanically sound racer that fans of F-Zero and Wipeout should not miss. – Brian Shea
Technically the sixth entry released in the franchise, Yakuza 0 is a fan-favorite for many reasons, the most important being that it is a good game. Developer Ryu Ga Gotoku Studio had become very practiced at making Yakuza games by the time it released, but it is also, arguably, the best entry point for the series since it is a prequel that takes place in the ‘80s and follows long-time series protagonist Kazuma Kiryu’s earliest adventure. To have a dedicated version for Switch 2 is welcome, but it is a port of a 10-year-old game, and sometimes you can tell. It just feels a little outdated in the face of the series’ recent entries. But the essential parts are here. The game looks good and runs well on Switch 2, and there are new cutscenes and an online cooperative brawling mode. Those bonuses are probably not enough to justify a replay for those familiar with the game, but for newcomers late to the series who want something good for Switch 2, you can’t go wrong hanging out with Kiryu. – Kyle Hilliard
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/6565a76e/wuchang_sgf25_3.jpg" width="800" height="450" alt="Wuchang: Fallen Feathers preview" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: 505 Games Developer: Leenzee Games Release: <time datetime="2025-07-24T12:00:00Z" class="datetime">July 24, 2025</time> Rating: Mature
<p>During a hands-on demo during Summer Game Fest Play Days, publisher 505 Games describes Wuchang: Fallen Feathers to me as “Chinese Bloodborne," a lofty comparison but not completely unwarranted. This Souls-like action game’s focus on aggression and evasion, rather than blocking, is certainly reminiscent of From Software’s 2016 classic. Still, developer Leenzee Games is striving to carve out a unique identity for the title. </p><p>The titular Wuchang is a pirate living in China during the waning years of the Ming Dynasty, while the country is ravaged by a supernatural ailment known as the Feathering. She becomes infected, which causes her to sprout feathers on her left arm, hence the game’s name. The Feathering slowly transforms infected into mindless, man-eating beasts, and those bearing the telltale feathers are ostracized or attacked on sight by the frightened populace. But in Wuchang’s case, the Feathering bestows otherworldly abilities she utilizes to battle human and demonic enemies in search of a cure and the truth behind the phenomenon.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/5WahZ_6pcU4" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The core of Wuchang’s combat will be familiar to Souls fans, with light and heavy attacks mapped to the right shoulder buttons and a stamina meter to monitor. However, evading damage builds up points called Skyborn Might, a limited mana pool spent to activate magic spells, such as firing dagger-like energy blasts or conjuring a fiery spectral hammer. This creates a fun strategy where evasion rewards repeated access to spells, and 505 states skilled players can topple bosses simply by dodging and firing spells from afar without raising their weapon. You don't have to encourage me to get out of the way of incoming attacks, but this perk makes successful evasions feel even more rewarding. </p><p>Not that you shouldn’t swing Wuchang’s absurdly long katana, or other weapons, including short swords, clubs, axes, and polearms. Combat feels fine but is more deliberate than I expected, and my initially small stamina meter meant I couldn’t execute many successive strikes before backing off to recover. Every weapon has a unique style and skills tied to the left shoulder buttons. For example, you can’t block inherently, as that’s an ability only a large hammer provides. Left bumper executes a weapon skill, such as a graceful dance of wide-reaching slashes in the case of Wuchang’s starting katana. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/1d7bd3de/wuchang_sgf25_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Taking damage and dying builds a status called Madness. The higher your Madness, the more damage you both deal and absorb. If you die when this meter is full, you can’t recover your fallen XP, called Red Mercury; instead, you must face off against Wuchang’s inner demon, a spectral swordswoman who spawns where you last died. This entity attacks you and any surrounding enemies indiscriminately, and defeating it allows you to recover your fallen Red Mercury. However, failing means losing it for good. It’s an interesting risk/reward system that 505 Games teases will gradually build towards Wuchang obtaining and mastering new special powers. I only encountered the inner demon once and defeated it somewhat easily, so it proved to be little more than a minor nuisance. </p><p>Wuchang gains new abilities by unlocking skills from a massive tree. 505 compares the size of the skill tree to Path of Exile’s, meaning it has dozens of passive upgrades, special moves, and more to let you build highly specialized builds. Some skills can be earned the old-fashioned way by grinding and spending XP, but others require specific items to unlock, often found in chests or by defeating more formidable adversaries. Needless to say, I barely scratched the surface of these upgrades during my hour-long demo, so I have no idea how many abilities players can expect to sift through.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/b5681042/wuchang_sgf25_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Wuchang: Fallen Feathers is a very competent, good-looking action game entering an increasingly crowded genre. While it’s got a few neat ideas, it’s tough to tell if it has the long-term depth and originality to stand out. Nothing about the game blew my mind during the hour I spent with it, but it also didn't offend me; it's sitting firmly in the "solid good time" camp. With its July 24 release just around the corner, I’m hoping it proves to be more than just “another good one of those” and something that sets its sights much higher. </p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/2893614e/razer_header.jpg" width="800" height="450" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default" /></p> <p>I’ve always admired the attempts to make mobile gaming feel comparable to my experience gaming on consoles with a controller in hand. I have the Riot PWR controller that mimics the Xbox gamepad, a couple of Backbones, and some other random ones, but none have ever given me the impression I was doing anything more than just making it work. I’m always left wanting something better, something more premium. With Razer’s latest controller, the Kishi V3 Pro, I finally have the controller I’ve always wanted when gaming on my iPhone.</p><p>Let’s get some caveats out of the way before I dive into what I love about the Kishi V3 Pro: It is far and away the most expensive mobile gaming controller out there, closer in price to PlayStation’s DualSense Edge and more costly than PlayStation, Xbox, and Nintendo’s baseline controllers. It’s available worldwide today for a whopping $149.99. It is also only available with a USB-C connection, meaning you’ll need one of Apple’s newer iPhones (if you have an Android phone, you’re likely set) or an iPad Mini to use it. There’s a non-Pro version lacking some of the better features of the Pro for $99.99, and Pro XL version for $199.99, if you want to use a full-sized iPad with it.</p><p>While that price is exorbitant for a mobile controller, once you bite the bullet, you will not regret it.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/57fc61f1/kishi_promoted.jpg" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default"> <p>Immediately upon opening the box, you’re greeted with premium packaging with a blocky foam insert to ensure the controller stays secure. With the controller I received – the Pro – there was another set of analog sticks to connect to the controller: rounded bump sticks and traditional concave sticks. I like the latter on the left side for movement and the former on the right side for faster aiming. Swapping these sticks is as easy as pulling them off with a little bit of force, but it doesn’t feel terrifying to as though you’re breaking the device. You’ll also find a couple of gummy plastic inserts that provide different bumper sizes to the top of your phone, the left side (or top), which isn’t connected to the USB-C connection port. The box is so lovely that I’ve been using it as the controller’s “case” when not in use, and I appreciate Razer’s Apple-like presentation with the packaging. If people are expected to pay $150, every aspect, including the box, needs to feel worth that price tag.</p><p>Prompted to download the Razer Nexus app, I do so and am happyit’s free, because it’s a really nice game launcher that groups together mobile games, ones available in the App Store (which pairs nicely with the free 3 months of Apple Arcade the controller includes), and Xbox PC games available for cloud streaming or remote play. In my briefing with the Razer team before actually receiving a Kishi V3 Pro, it emphasized that Nexus is free and will remain free, making sure to subtly shade “other” mobile controller apps that aren’t free, cough cough, Backbone+, which costs $50 a year after a free year trial.</p><p class="inline-rich-content-placeholder"> </p><p>Even if Nexus didn’t exist, the Kishi V3 Pro is still an excellent controller. Its design feels most similar to an Xbox controller and has enough girth to feel premium, versus something that feels like it’s doing its best to mimic a standard controller but missing the mark. Razer says the USB-C connection promises little to no latency, though admittedly, I’ve never had latency issues on any of the mobile controllers I’ve used.</p><p>There’s much customization under the hood, too, even beyond the swappable thumbsticks and phone bumpers. The triggers can be switched to an Analog or Digital mode, allowing you to customize their feel, how much you need to press before registering an input, and more. The two back “pedal” buttons are circles that your hands grip around the controller, and they feel similar to clicking a mouse. I haven’t used them too much, but I can imagine the possibilities with shooters, strategy games, and other genres where a mouse click is often more competitive than triggers.</p><p>The Tunnel Magnetoresistance (or TMR) thumbsticks are apparently longer-lasting and more precise than other types, including Hall Effect thumbsticks, according to Razer, and while I’ll need more time to put these to the test, I can say they feel incredible. The same goes for the Hall Effect triggers, 8-way d-pad, and face buttons. There are even two additional buttons up top by the bumpers for more customization. The entire package is lifted by Razer’s Sensa HD Haptics, which do feel quite premium, especially for a mobile controller. Though haptics have never been the gamechanger controller makers boast them to be, I would compare the Sensa HD haptics with Nintendo’s Joy-Con and PlayStation’s DualSense haptics technology.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/8aa22ba2/kishi_v3_pro_6.jpg" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default"> <p>If you aren’t familiar with the mobile gaming controller market, these are features you won’t find in other controllers. Instead of taking the more casual approach to designing a controller for use with phones, Razer has treated this device like something for the market of gamers the DualSense Edge or Xbox Elite controllers appeals to – it’s for the gamers who want to tinker and toy with small customizable options, the players who don’t want caveats just because they’re using their phone to game. The Riot PWR controller works, the Backbone works, and so do all of my other random devices, but none feel as intentional as the Kishi V3 Pro. It feels like a controller that will become an integral piece of my gaming rotation rather than something I only use on planes or as a quick fix, which is what the Backbone has been for me as of late. Admittedly, this is my first Kishi, so perhaps this line of controllers has always been this way. Still, I imagine this is the company’s best swing yet.</p><p>At the end of the day, though, it’s still a mobile gaming controller. If you play a lot of mobile games, there is no better controller than the Kishi V3 Pro, unless you believe fake gamer and also my boss, Kyle Hilliard. If the feeling of gaming via your mobile device has always hampered your desire to do so, this controller could change that, but if mobile gaming just isn’t for you, this controller likely won’t. Nonetheless, the Kishi V3 Pro blows every other mobile controller I’ve tried out of the water. It is the best controller for my iPhone I’ve ever used, and I look forward to taking more of my games (and this controller) with me on the go.</p><p>The Razer Kishi V3 Pro is available starting today for $149.99. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/b4771b66/kishi_v3_pro_claw_grip.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/6f873acb/kishi_v3_pro_wired_pc_play.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/553de06f/kishi_v3_pro_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/e37c3c7a/kishi_v3_pro_5.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/e5bcafb8/kishi_v3_pro_2.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/c97ec907/KONAMI_bloober_SH%20%281%29.jpg" width="800" height="450" alt="Silent Hill remake " typeof="foaf:Image" class="image-style-body-default" /></p> <p>The big news from Konami’s Press Start presentation today is the tease of a new Silent Hill remake. Bloober Team, the developer behind last year’s <a href="https://www.gameinformer.com/review/silent-hill-2/engrossing-and-unsettling">Silent Hill 2 remake</a>, is back at the helm and appears to be tackling the first entry in the series. </p><p>Konami announced the game was in development with nothing more than a simple graphic. Although the publisher doesn’t specify which entry is being remade, all signs point to the first Silent Hill, released for the PlayStation in 1999, given that the game’s main theme song plays during the teaser. You can see the teaser at the tail end of the Press Start presentation at the 35:28 mark. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/NXaDgU72gRI" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>This is likely exciting news for fans; Bloober Team’s remake of Silent Hill 2 was generally well-received, earning an 8.75 out of 10 from <em>Game Informer</em>. It’s unclear when this remake will arrive, given that Bloober Team is currently developing <a href="https://www.gameinformer.com/xbox-games-showcase/2025/06/08/bloober-teams-sci-fi-horror-cronos-the-new-dawn-launches-this-fall">Cronos: The New Dawn</a>, slated to launch this fall. </p><p>The first Silent Hill centers on Harry Mason, who searches for his missing adopted daughter in the foggy streets of the eponymous town. The game has no direct narrative connection to its recently remade sequel beyond the setting. If you've never seen Silent Hill in action, you can watch GI editors Kyle Hilliard and Marcus Stewart play the entire game in our six-episode <a href="https://www.gameinformer.com/super-replay/2023/01/20/super-replay-silent-hill">Silent Hill Super Replay</a>. Be sure also to check out the latest trailer for <a href="https://www.gameinformer.com/state-of-play/2025/06/04/silent-hill-f-gets-release-date-alongside-creepy-new-gameplay">Silent Hill f</a>, the series' next mainline entry, which launches on September 25. </p>
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed some players not being able to start Friends Only servers
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Re-enabled all players to be able to use voice commands and party chatAdded more detailed options for server visibility and privacy when creating a serverThe "Use Steam Networking" checkbox has been replaced with a dropdown, allowing the creation of Local, Friends Only, Unlisted and Listed servers -- defaulting to UnlistedUsing map command by default will no longer create a join-able gameFixed a crash on exit under Linux
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed HUD scope animation exploit (GitHub fix from mastercoms)Fixed case where the door model for Match Status HUD wasn't initialized before setting the submodel (GitHub fix from rabscootle)Fixed money not automatically being collected in Mann vs. Machine respawn rooms (GitHub fix from mastercoms)Fixed stuck Mann vs. Machine bots sometimes causing spawn softlocks (GitHub fix from Mentrillum)Fixed Mann vs. Machine ammo canteens not affecting energy weapons (GitHub fix from Mentrillum)Fixed 'Shell Extension' achiemevent not working for energy weapons (GitHub fix from Mentrillum)Fixed not being able to deploy parachute after landing and becoming airborne without jump button (GitHub fix from FlaminSarge)Fixed some heap allocated KeyValues leaks (GitHub fix from Dmitry Tsarevich)Relaxed in-game chat restrictions for certain accounts
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing string for the PNG filter when using the Decal ToolAdded missing newline to the 'Unable to initialize sound capture' console messageAdded IsNextBot() method (GitHub fix from Bitl)Added support for custom mission briefings in vsh and zi game modes (GitHub fix from Gamer_X)Added convar to control max Mann vs. Machine robots (GitHub fix from ficool2)Added prediction for Thermal Thruster + self-stun (GitHub fix from wgetJane)Fixed crash with game_round_win in KOTH (GitHub fix from doclic)Fixed Mann vs. Machine status HUD not using the mini boss background for enemies in the Support groupFixed Medi Mode Auto-RP not matching lowercase input unless it begins with an 'a'Fixed backpack page buttons putting the 'New' label behind the buttonFixed character info panel not being positioned correctlyFixed The Front Runner using the wrong team color for the headset on the Stylin' styleFixed Announcer VO with static at the end of the sound (community fix from Lindon)Fixed missing lightwarp setting for the Conniver's Kunai and The Half-Zatoichi (community fix from Lindon)Fixed The Bazaar Bargain's scope being painted when using the Elfin Enamel war paintFixed commentary text not displayingFixed TFBot VScript methods SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetMission, SetPrevMission, GetMission, GetPrevMission, and HasMission using 'unsigned int' by mistakeFixed overlapping internal font names causing one font to overwrite the other for Linux clients (GitHub fix from RoseyLemonz)Fixed Casual late-joiners seeing Competitive logo on Match Status HUD doors (GitHub fix from rabscootle)Fixed Spy bots using human voice lines in Mann vs. Machine (GitHub fix from John Kvalevog)Fixed crash on VGUI menu bar button cursor entrance (GitHub fix from RGBACatlord)Fixed Mann vs. Machine bomb carrier voice line playing during normal CTF with bots (GitHub fix from mastercoms)Fixed organ props spawning from non-Vita-Saw damage (GitHub fix from Thomas Kain)Fixed uninitialized field use in CParticleEffectBinding (GitHub fix from Thomas Kain)Fixed type cast warning caused by pointer size mismatch (GitHub fix from SanyaSho)Fixed typo in Mann vs. Machine score calculation (GitHub fix from HalfMatt)Fixed missed break in logging character field save data causing incorrect logging (GitHub fix from Dmitry Tsarevich)Fixed Engineer bots soft locking on CTF maps (GitHub fix from AwfulRanger)Fixed middle mouse kicking you in PASS Time (GitHub fix from ficool2)Fixed radial fog not being enabled in 3D sky on official maps (GitHub fix from ficool2)Fixed PLAYER_FLAG_BITS truncating m_fFlags sent to clients (GitHub fix from copperpixel)Fixed prediction for jumping when The Huntsman is charged/released (GitHub fix from wgetJane)Fixed prediction for Force-A-Nature jumps (GitHub fix from wgetJane)Increased PLAYER_FLAG_BITS to 32Removed temporary player jingle files if tf_delete_temp_files (GitHub fix from AndrewBetson)Removed MFC dependency in the launcher exe (GitHub fix from Slartibarty)Updated the ConTracker 'Back' button to accommodate longer localization stringsUpdated plr_hacksaw_eventFixed erroneous and asymmetric clipping across the mapFixed pumpkin bomb quota being too low
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments