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  1. Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PC Publisher: IO Interactive Developer: IO Interactive Release: May 27, 2026 (PlayStation 5, Xbox Series X/S, PC), 2026 (Switch 2) Rating: Teen James Bond has a long history in video games, but his quality missions are far fewer and farther between. I’m happy to report that 007 First Light can join the ranks of successful outings, offering a new and original take on the character that is both fresh and rooted in a deep understanding of the man and the fiction. While the game mostly features enjoyable interactive ideas, its mechanics occasionally threaten to dampen the excellent cinematic flow. But even then, the charm of this spy thriller carries it forward with a can’t-put-down quality that Bond movie makers would be wise to learn from. In this origin story, we witness Bond’s rise into his vaunted numerical designation from the relative beginning. Laying that storytelling groundwork, along with a hefty selection of player skills, takes time and makes the opening hours feel elongated. Between stealth, melee, gun combat, gadget use, driving, puzzle-solving, social encounters, and environmental traversal, there are a lot of moving parts here, and a lot of tutorials to memorize. Thankfully, those early, slower hours also lay the groundwork for excellent storytelling. IO Interactive gets what works in the Bond mythology and nails a pitch-perfect reimagining that captures the character's suave wit, endless double entendres with the ladies, and his uncompromising moral compass. The surrounding cast keeps pace, turning in consistently standout performances aided by a dependably clever script. It’s one of the most fun Bond narratives in memory – games or otherwise. Gameplay rolls back and forth between slow-paced infiltration play and punctuated moments of explosive action and set-piece bombast. Many of the slower-paced sequences are a lot of fun, especially those that see Bond navigating complex social scenes with dozens of people, carefully piecing together clues or sneaking into places he shouldn’t be. Over the impressive variety of missions, some of these slower sequences feel exceedingly so, with puzzles that feel overly prescriptive, or lengthy stretches where the sense of tense spy shenanigans becomes mundane. Yet again, it’s the great performances, gorgeous visual presentation, and highly listenable music and vocal work that carry the player through and keep things moving along. It took me some time to warm to the frenetic pacing of the faster action sequences. Whether in punchouts, in a pitched gun battle, or even in occasional driving sequences, everything is focused on constant mobility, changing tactics, and quick reactions. With time, I reveled in the speed demanded while switching weapons and charging headlong into danger. I also enjoy the increasing variety of amazing gadgets from Q that might blind foes with a laser, fire a micro-missile from a pen, or poison an unsuspecting target with a toxic phone dart. Like the best films from the canon, First Light features several memorable (if sometimes outlandish) moments of wild action; I love the way the game consistently one-ups itself as Bond’s seeming indestructibility carries him from one harrowing situation to the next. Like many of the best spy adventures, 007 First Light keeps you guessing as you roll inexorably forward; more than once, it feels like everything is wrapping up, only for the game to unveil new twists that keep the story hurtling in a new direction. When it all finally wrapped up, the campaign left me satisfied. Players can tackle many encounters using alternative tactics or routes, adding replayability to a second playthrough. A robust selection of challenges further enhances that replayability, as does an entirely separate tactical simulation game mode. Aspiring spies shouldn’t skip that menu option, as TacSim lays out some rewarding scenarios of escalating difficulty, and an impressive array of cosmetic unlocks for your trouble. IO Interactive swung for the fences with 007 First Light, stuffing in a ton of ideas, mechanics, and systems. And while I encountered a few notable moments of frustration navigating Bond’s new escapade, the takeaway was one of deep satisfaction; this team knows why and how this setting can be fun, and they absolutely nail the execution of that vision. First Light presents a take on James Bond that works in all the ways that matter, setting up strong potential for more sneaky infiltrations, amorous encounters, pitched battles, and world-saving fun in the future. Score: 8.75 About Game Informer's review system View the full article
  2. Destruction AllStars, the multiplayer vehicular arena combat game, was among the PlayStation 5’s first exclusive titles, and now it’s time to bid it farewell. The game is shutting down this Fall and has already been removed from sale. Players are receiving emails from PlayStation notifying them that, as of today, Destruction AllStars has been delisted from the PlayStation Store along with its Destruction Points virtual currency. Additionally, the game’s multiplayer services have been disabled for good. However, owners can still play the game’s single-player modes until November 25, when, at 11:00 a.m. ET, all server support will cease. After this date, Arcade Mode single-player challenges will remain playable, though PlayStation warns that its functionality and the overall experience may be impacted by the server shutdown. Remaining Destruction Points owned by players can be redeemed in the available single-player modes until November 25. Destruction AllStars launched on February 2, 2021, and was developed by Lucid Games. The game lets players step into the driver’s seats of wacky vehicles to battle other drivers in over-the-top destruction derby matches. In addition to using the car as a weapon, the driver could exit vehicles to roam freely and even steal an opponent’s car. It was pretty nuts, and we liked it enough to score it an 8 out of 10 when it launched, with reviewer and former GI editor Jeff Cork writing, “Even if the novelty of vehicular mayhem isn’t enough to sustain my interest for many more long-haul sessions, I’m looking forward to taking it for a quick spin every now and again.” Unfortunately, Destruction AllStars is far from the only multiplayer game having its lights turned off this year. For related stories, read about how Bungie is ending active development for Destiny 2 in June, then read about the total shutdowns of Spellcasters Chronicles and Highguard. View the full article
  3. I don't like video game tutorials. They're important, don't get me wrong – I'd rather be told how to play a game than stumble through a complex control scheme – but it always feels like a chore. It is remarkable, then, that I can't stop thinking about a tutorial montage in the early moments of 007 First Light. It's one of the most engaging and effective tutorials I've ever played, and it's all thanks to what it pulls from popular action movies. The scene in question comes when Bond is thrust into training camp with other trainees in the 00 program. For reasons I won't spoil, Bond joins late, skipping the earlier parts of the training that others had to suffer through. To catch him up to speed (and as a sort of punishment), the leader of the program tells two other recruits that they've only got two weeks to get Bond ready for his basic tests. It's a trial by fire, a movie trope I quite enjoy, and by taking cues from a different medium, IO Interactive makes a surprisingly exciting sequence. Bond learns to climb, drive, shoot, and fight in rapid succession, with each tutorial quickly cutting to the next. A fellow trainee hands you a gun and challenges you to shoot three targets. The second your bullet hits the third, the game jumps forward in time. Now, you're in a car speeding through a training course. The second you cross the finish line, the camera cuts over to a push-up sequence, then an obstacle course, and then a wrestling ring, where you learn to counter punches. The montage continues bouncing around until you've learned all the controls for each of these sections, which takes about nine minutes. There are a few reasons why this works so well. First, chopping up activities you've done a million times in other games keeps them feeling novel. You don't learn every part of the driving control scheme at once, instead returning to that section every fourth tutorial or so, implying that time has passed and Bond, like you, is improving. And the pace is refreshingly relentless. I know how to aim a gun in a video game, so I don't need a tutorial on shooting, but it's still exciting to drop into a scene, hit five targets in rapid succession, and immediately jump out. It helps that the tutorial is also diegetic, meaning the montage is real to both the player and the character. I often prefer a non-diegetic tutorial, typically communicated by on-screen text when you first take control of a character. Most games have this – when you come out of a cutscene, you'll get a pop-up that says "use the left stick to move," and when you get to a gap, it says, "press A to jump." On the other hand, diegetic tutorials usually happen when another character tells you what to do, often disguised with in-world lingo. I usually like this less, because threading the instructions into dialogue takes a bit more work and makes the whole process take longer. 007 First Light is a great exception, however, and presents the speed of the former method with the narrative justification of the latter. Most importantly, the diegetic approach puts the player in James Bond's shoes. It's ultimately why we want to play games based on our favorite characters – it's fun to do the things they do, to feel like we've accomplished the over-the-top stunts they pull off. This is the moment in the game I've felt the most like Bond, because we were both learning and trying to prove ourselves to the other people in the camp in near-equal measure. The final reason it's so cool is that it's the exact sort of training montage you'd find in an action movie, but that begs another question: why are training montages so fun in action movies? It's simple: because it condenses the buildup to make room for the most exciting moments. Action movies, like 007 First Light, have priorities. As much as I need character development and moving performances, I come to action movies for the huge set pieces and explosions you see in the trailers. Everything else in the screenplay functions to make those big moments as fun, intense, and satisfying as possible. For example, it's important that we see what happens to John Wick's dog at the start of the story, but in the realm of the action movie, it's all about getting audiences emotionally invested for the next few hours, when he mows down enemies with fast-paced gun fu. IO Interactive understands that I, the player, need to be told which buttons allow me to counter a punch or throw an opponent. It also understands that I didn't boot up the game to learn: I booted it up to play. It wants to literally cut to the chase – to cut away from the training and head right to the high-octane car chases. 007 First Light respects my time and knows what I want in a way I've never seen a game do before. And after playing it, I hope to see other developers follow suit. For more 007 First Light, stay tuned for our review of the game, which will drop in the coming days. In the meantime, you can learn about the game's development by reading our exclusive cover story coverage from earlier this year right here. View the full article
  4. This weekend, Unreal Engine 6 was unexpectedly revealed during the Rocket League Paris Major. The announcement coincided with a teaser for what was described as the future of Rocket League. The teaser trailer showed off real-time footage of Rocket League cars rendered in Unreal Engine 6. Whether this gameplay represents a wholly new Rocket League title or an update to the existing 2015 game (built in Unreal 3) is unclear. The teaser does not provide any more details for Unreal 6, and Epic’s website has not elaborated either. The reveal of Unreal Engine 6 comes six years after Unreal Engine 5’s initial 2020 reveal and four years after its 2022 launch. The current engine has essentially become the de facto engine for many games, especially in the AAA space. It's unknown when Unreal Engine 6 is expected to launch, but if its build-up is anything like Unreal 5's, expect more, hopefully lengthier tech demos in the coming year or so. View the full article
  5. PlayStation has revealed the Plus games lineup for June, and it includes Xbox's Grounded, Warhammer 40,000: Darktide, and Nickelodeon's All-Star Brawl 2. All three of these games will be available to download for PlayStation Plus Essential, Extra, and Premium subscribers starting Tuesday, June 2, and you have until Monday, July 6, to do so. Alongside these three games, PlayStation has extended the download duration for EA Sports FC 26 on PlayStation Plus. It is available to download today and will remain available for subscribers until June 16. You can read Game Informer's EA Sports FC 26 review here. For more, read Game Informer's behind-the-scenes look into Grounded 2, and then read Game Informer's Nickelodeon All-Star Brawl 2 review. After that, check out the PlayStation Plus May 2026 additions. Which of these games are you most excited to check out? Let us know in the comments below! View the full article
  6. Bitsummit 2026 set a new attendance record this weekend, rising 17% to 68,208 visitors at Miyako Messe in Kyoto, in Japan. Read more View the full article
  7. Honkai: Star Rail publisher HoYoverse will reportedly invest up to $14.6 billion in AI over the next three years. Read more View the full article
  8. Nintendo reportedly plans to increase Switch 2 hardware production to 20 million units, a 20% rise, despite previously forecasting a sales decline from 16.9% to 16.5 million units for the next fiscal year. Read more View the full article
  9. Microsoft will pay $250 million to settle a 2022 class action lawsuit filed by Swedish pension fund Sjunde AP-Fonden AP7, which aimed to block Microsoft's $69 billion acquisition of Activision Blizzard. Read more View the full article
  10. Whether they're roguelikes, roguelites, or just rogue games, there's no denying the popularity of the run-based genre that's become ubiquitous in recent years. Whether you're fighting your way out of hell, you're trapped in a time loop, or you're tasked to infinitely rebuild a deck of magical cards (this last one happens a lot), the category of games has absolutely earned its praises. It's hard to beat the satisfaction of a good power crawl, the condensed structure, or the urge to play just one more run, even after the most devastating losses. Still, that structure can take many forms, and an explosion of popularity can make it difficult to separate the trendsetters from the trend-chasers. What roguelike should you play today? Here are our 10 favorites, listed in alphabetical order. Absolum PlayStation 5, Xbox Series X/S, Switch 2, PlayStation 4, Switch, PC The beat 'em up genre has had a revival in recent years, and Absolum is one of the greatest examples of that renaissance, thanks to how it repurposes the classic combat style and slots it perfectly into a roguelike formula. It also does so with high-fantasy aesthetics, with characters seemingly plucked from the pages of a graphic novel, with all of them twisting familiar tropes just enough to feel and fight uniquely. Combat plays excellently as well. Elemental modifiers encourage players to switch up their playstyles each run, and the ability to parry enemies with your heavy attacks is a satisfying, dramatic inclusion we can't get enough of. The world, characters, soundtrack, and animations are also absolutely beautiful, and it's all even better with a friend by your side in co-op. | Our Review Balatro PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, Mac, iOS, Android This poker-flavored card game is more than meets the eye. On the surface, especially in an early run, it might appear to be a simple poker simulator, complete with pairs, flushes, and straights, but it doesn't take long to see just how quickly the gameplay devolves into card combo insanity. With 150 run-altering joker cards, tarot decks, planet cards, and more, what begins as a game to play the best hand becomes a strategic sandbox, enabling all sorts of synergies and loadouts to claw your way to victory. It's also very approachable, as its turn-based nature and use of the standard 52-card deck allow for a wider audience to play at their own pace and start with a base understanding of the mechanics. Its mobile port is especially great for this reason, though there's one downside: having Balatro in your pocket makes it tough to put down. | Our Review Blue Prince PlayStation 5, Xbox Series X/S, Switch 2, PC, Mac Blue Prince is undeniably a roguelike. You start each day with a fresh start, exploring your late great uncle's manor of shifting rooms, picking the right floorplan to hopefully encounter the fated Room 46. That said, much of the game's appeal comes from factors that are unusual for the genre. While the mansion's layout doesn't persist, your memory does, and there are many clues you can begin to piece together as you explore and keep your eyes peeled. The truth is that Room 46 is just the tip of the iceberg, as Blue Prince has a much deeper, compelling mystery to unravel. And both elements are exciting and unique in their own ways while still being complementary. Unveiling mysteries makes it easier for you to progress in future runs, and progressing through the mansion unlocks more pieces to the game's overall puzzle. It's a marvel of game design, and while I recommend going in blind, it's packed with so many mysteries and puzzles that you're bound to discover something new regardless. | Our Review Hades II PlayStation 5, Xbox Series X/S, Switch 2, Switch, PC Given that it's the only roguelike to score a 10 from Game Informer, it's perhaps a no-brainer that Hades II would appear on this list. It's an improvement on the original game in just about every way, with new weapons, multiple routes, and an intoxicating number of variables that keep each run feeling distinct, but exciting. With so many avenues to upgrade Melinoë and her allies, Hades II is consistently rewarding, either due to the satisfaction of victory or the thrill of unlocking yet another ability, weapon, arcana card, incantation, or something else. Its story also expands the world of the first game in compelling and interesting ways, and developer Supergiant even amended (and improved) the ending after some fans were dissatisfied with the outcome. It's not just a fantastic roguelike, but one of our favorite games of all time. | Our Review Monster Train 2 PlayStation 5, Xbox Series X/S, Switch, PC Fundamentally, Monster Train 2 doesn't change much about the prior game's formula. As the titular locomotive journeys through a hostile land, you still place friendly units in your train cars to keep enemies from advancing. What it does improve, however, is the sheer number of variables. Monster Train 2 has five completely new factions to unlock, new card types, and new enemies. Once you make it through the base unlocks, there are dozens of ways to start a run alone, and that's before you even make decisions about upgrades, paths to take, and actions to perform in combat. Combine that with an excellent challenge mode, which adds custom runs with wacky rulesets, and Monster Train 2 is not only a blast, but it feels endlessly replayable. | Our Review Returnal PlayStation 5 This PlayStation 5 exclusive is an atmospheric nightmare ride though sci-fi horror, and it’s enchanting and enthralling every step of the way. Returnal brilliantly veils much of the permanent progress that you’re making from run to run, ensuring that your tension levels stay taut and realized as you dive into majestic bullet-hell boss fights. Prevail, and mysteries unravel as your weapons gain incredibly powerful bonuses and perks. If you have the means to play it, Returnal is a roguelike masterstroke that should be experienced. | Our Review Saros PlayStation 5 Housemarque's follow-up to Returnal had huge shoes to fill, so it does something smart – it fundamentally alters combat by adding a shield, and tells an original story in an unrelated world. The resulting game is novel, but still comfortable to Returnal fans. Rahul Kohli gives a memorable performance as Arjun, the tortured soldier on an alien planet, and it's generally a stunning game to look at. It's also one of the few to make full use of the DualSense controller, and serves as a touchpoint for just how powerful the PlayStation 5 is. | Our Review Slay the Spire PlayStation 4, Xbox One, Switch, PC, iOS, Android Within the roguelike genre, the deckbuilder has become an incredibly popular subgenre, bringing a deluge of titles to Steam (and other platforms!) with a dizzying frequency. Much of this can be attributed to Slay the Spire, a game that begins utterly simple – but delivers massive depth over time. As you unlock new characters, new cards, and new possibilities, tinkering with each deck archetype and wild artifact combination becomes an obsession; a one-more-run compulsion that’s a ton of fun and difficult to put down. Do you want to try to cut your entire deck down to a single rotating hand? Do you want to bloat a titanic pile that gets bonuses from a large stack? Poison? Defense? Magical lightning ball blasts? Choices are yours and the journey is a blast. | Our Review And while it's still a work in progress, we heavily recommend Slay the Spire 2 as well. We prefer to wait for games to achieve a proper 1.0 launch before including them in our Best Of lists, but Slay the Spire 2 adds so many thoughtful mechanics and twists on the already fantastic formula that we'd be remiss not to endorse it. Spelunky 2 PlayStation 4, Switch, PC It’s like Indiana Jones, except you die a lot. Distinct biomes and secret treasures keep the adventure alive, death after death, run after run. Even if you get annihilated by some mistimed inputs, you’re back in the saddle within seconds and back on the next attempt. The loop is engaging and you’re always looking to see what’s going to be discovered next in your dive down to danger and riches. Oh, and this one has mounts. | Our Review Vampire Survivors PlayStation 5, Xbox Series X/S, Quest 3, Quest 2, PlayStation 4, Xbox One, Switch, PC, iOS, Android It is equal parts admirable, exciting, and terrifying how effectively developer poncle condensed the roguelike formula in Vampire Survivors. No run can be more than 10 minutes, so the power creep has to fit entirely within that time frame, and the feeling of having your power grow at an exponential rate is exhilarating. Players inhabit one of several gothic fantasy heroes (with some not-so-subtle inspiration from the Castlevania series) and use items like axes, whips, garlic, and magic crosses to automatically attack the surrounding, pixelated enemies. The loop is short and simple, but there are tons of characters, maps, and upgrades to unlock. Plus, the game is very cheap – $4.99 at the time of writing – with many similarly priced DLC packs if you want to augment your game with even more content, including crossovers with Contra, Castlevania, and even Balatro. The height of a run borders on overstimulating, but that intensity is not only thrilling: it's the secret sauce that makes Vampire Survivors so good. | Our Review To keep this list updated and modern, we've replaced some classics with some more recent favorites. These are the games cut from the list, though they've still got a special place in our hearts: Rogue Legacy 2 | Our ReviewHades | Our ReviewThe Binding of Isaac | Our ReviewDead Cells | Our ReviewChildren of Morta | Our ReviewMonster Train | Our ReviewInto the Breach | Our Review View the full article
  11. Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Bandai Namco Developer: Rebel Wolves Release: September 3, 2026 Rating: Mature For this Game Informer issue cover story, we traveled to Warsaw, Poland, to visit Rebel Wolves, a studio co-founded by The Witcher 3 director Konrad Tomaszkiewicz, to learn all about the company's debut game, The Blood of Dawnwalker. During the trip, we spent plenty of time drilling into how the team is capitalizing on the choice-driven style of gameplay that various members of the studio delivered with masterpieces like The Witcher 3: Wild Hunt and Cyberpunk 2077. As it turns out, Rebel Wolves may be taking the concept of player choice even further than those landmark games. For Tomaszkiewicz, after leaving CD Projekt Red following the release of Cyberpunk 2077 and founding Rebel Wolves in 2021, he knew exactly the type of game he wanted to make. As a fan of vampire media like Dracula, True Blood, Vampire: The Masquerade – Bloodlines, and Legacy of Kain, Tomaszkiewicz saw an opportunity to capitalize on the immortality facet of the bloodsuckers and tell a saga that could expand over the course of different time periods. However, he also knew that player choice needed to be a massive part of whatever he and his new team at Rebel Wolves did. In examining his previous work, Tomaszkiewicz realized how integral into the overall experience and impactful seemingly optional content ended up being for players. The Witcher 3 masterfully folded sidequests into the main storyline, allowing players to chart their own path through an overarching narrative. Fast forwarding 11 years from the release of The Witcher 3, Tomaszkiewicz wanted to take that concept to the next level. "We felt in the past that the sidequests are more rewarding and better than the main quest," he says. "When we talked about it, we decided that we want to step in another direction with our game, and we want to create the structure of it differently. We don't have the main story, which is quest after quest leading us to the end; we created it differently. We call it narrative samples. What it means is you have one goal, and all the quests around it are satellites, and you can do them in any order you want to, and you can build you own idea of how you want to beat the game and achieve the main goal: You can do that by playing the quests to gather allies, you can build yourself and do it by yourself. You have a lot of other options in the game." Rebel Wolves re-examined the way it approached designing quests for The Blood of Dawnwalker. "Almost every quest in the game is like a sidequest, and they are meaningful," Tomaszkiewicz says. "They are creating one whole experience for the player, but we are closer to a pen-and-paper RPG where the Game Master is deciding how he wants to lead you and deciding what he wants to do. In our game, you create this choice to achieve your goal by yourself." Though The Blood of Dawnwalker takes place over the course of 30 days and 30 nights, similar to games like The Legend of Zelda: Breath of the Wild, one of the choices you can make is to skip all the game's quests and opt to just storm the antagonist's castle. It won't be easy, particularly with no allies and being under-leveled, but you can try. "To finish The Blood of Dawnwalker, all you need to do is storm the antagonist’s castle, face them in combat, and rescue the family," lead quest designer Rafał Jankowski says. "There are no additional requirements or prerequisites that you need to tick off, which means that all the stories that we prepared for the players are somewhat optional. Of course, we do encourage the players to follow these narrative threads, to explore the world, to learn all these stories, to experience what we prepared for them, which will make the attack on the castle much, much more approachable." Rebel Wolves pulled heavy inspiration for implementing choice from pen-and-paper RPGs, as well as CRPGs like the original Fallout games. Despite not having a custom character like most CRPGs, players take control of Coen at a very young age, during an extremely pivotal moment in his life, as he transitions from human to Dawnwalker. Because of this, player agency plays a massive role in how Coen's story progresses. "It inspires a lot of choices in how much freedom we allow you to make Coen your own Coen," creative director Mateusz Tomaszkiewicz says. "There is plenty of wiggle room for you to shape him in the way you want him to be. You can choose how far he goes in terms of the vampire corruption. You can choose to make choices that kind of desensitize him to violence, for example. Or, you can stay true to, 'No, I want this to be a character that stays true to the human side. I want to do good things. I want to avoid delving into this darker side of things.'" But it even goes deeper, as it also tracks how you interact with characters, whether something seemingly low-stakes as dialogue options you choose or high-stakes as attacking them. The Blood of Dawnwalker tracks your interactions through an infamy system, as well as individual relationships based your actions and dialogue towards characters. You can read more on infamy, relationships, and romance here. "We have a number of systems around this; some of them are kind of exposed to you as a player," Mateusz Tomaszkiewicz says. "The system we have in place for that, we call 'infamy.' And this system tracks your actions throughout the game and how known you become to the vampiric court and to the people of Vale Sangora in this negative way. This can be done in multiple ways: If you go on rampages, if you just kill people, if you steal things and people catch you, you, of course, get this bad rep. But also, like, quest choices and just choosing to go after Brencis, his retinue, and their organization will definitely bump you up on their 'bad people' list. There are consequences to this, negative and positive." "We track your choices individually on a more detailed level," Mateusz Tomaszkiewicz continues. "Because of that, we have a lot of reactivity to your choices in the quests. NPCs might remember certain things you do and react to it in other places." In extreme cases, you can kill NPCs (on purpose or accidentally, either through the consequences of your action or inaction, or through not managing Coen's hunger and losing control) resulting in entire questlines being cut off. Your choices and actions truly sound as though they impact not only the trajectory of the story and the characters therein, but the very state of the world. "We have this narrative sandbox structure of the game where we let you out into the world, you have the main goal, and then you have all these different quests and activities – on purpose, we don’t call them main or side quests, just quests – some of them are bigger, some of them are smaller, and they can chain together, or not," Mateusz Tomaszkiewicz says. "If you don’t watch for Coen’s hunger, you might cut off some stuff or kill off some NPC that you actually care about. It can be controversial, but at the same time, what’s really important to us is to make you feel like you actually have to deal with this vampiric hunger all the time. It’s always present with him, and I feel, without it, you’re basically kind of just a superhero with some special traits. I think it adds an additional layer of weight and darkness to his adventure." It all looks and sounds wildly ambitious, particularly for a debut game from a fledgling studio. However, with the pedigree of the talent present at the studio, as well as the hours of gameplay I've seen, Rebel Wolves appears poised to pull it off. For Konrad Tomaszkiewicz, there's really no other way for him at this point in his career; it's basically second nature. "The philosophy of consequences and choices is something we’ve created – or co-created – a lot of times,” he says. “We just know how to do that; I don’t know how to explain that. There is no recipe, like for cake, how you should approach, step by step, to achieve that. I think you need to think about every choice and about every consequence separately and be really aware what you want to achieve with this. You cannot copy this scheme, because if you do more than once, people will be aware of that, and then they start to feel artificial when they’re doing the choices. It’s also important to sometimes surprise players with the consequences of some choices, because I think, with life, you’re doing some choices every day – smaller, bigger – and not always can you predict the outcome.” Everything I've seen of The Blood of Dawnwalker has led us to be more and more excited about it. I can't wait to get my hands on the final product and see all the ways I can craft a vampire story all my own when it comes to PlayStation 5, Xbox Series X/S, and PC on September 3. View the full article
  12. This feature originally appeared in issue 372 (The Outer Worlds 2) of Game Informer magazine. Special thanks to Deltarune’s enthusiastic and creative community for allowing us to highlight a small sampling of their impressive fan art! When I asked Toby Fox, the developer behind the viral hit, Undertale (and now its spin-off Deltarune), if I could interview him, the somewhat reclusive creator questioned if talking to him would be of interest to readers. He told me the way he makes games is pretty “stupid,” so it might not be worthwhile to have a conversation. I found his apprehension surprising, because on the surface, Fox is clearly interview-worthy. He is the creator of Undertale, a commercially successful game that sold millions of copies and inspired a dedicated fandom consisting of meme-lovers and the internet-obsessed. Still, the value of his work reaches far beyond any numerical or monetary accolade. His next game, Deltarune, is a canvas for Fox’s own joyful artistic expression and a delightful romp of an RPG that continues to experiment with incorporating new genres. Even in its current (and incomplete) state, the game feels like a meaningful evolution for a game-maker that could have easily been a one-hit wonder. So when the developer and I finally set up a text interview over email, I pressed him on his hesitancy. “I don’t actually think [the way I make games is] stupid, at least in a totally bad way. Clearly many people are pleased with the result,” Fox wrote. Art by Marcel Mosqi (@mohsqi) Fox explained that the “smart” way to create a game would be to allow the development team to reuse certain mechanics. “For example, in other RPGs, there may be enemies across the games which primarily only use physical attacks,” Fox writes. “The appearance and animations may be different, but aspects like weaknesses, HP, and other statistics can just be altered near instantly in a database. “In Deltarune, we can’t rely on just tweaking numbers. Everything in the game is simply a container for a never-before-seen gimmick. Every enemy has new bullet patterns, new [actions], every area has new puzzles, etc. I don’t necessarily think this is a good or bad thing, after all Final Fantasies are some of my favorite RPG’s... but the method that I have chosen is not very efficient for development.” What Fox gets at in his response is that although his way of working might be inefficient and laborious (and thus stupid), it doesn’t necessarily mean it’s not worthwhile. In the case of Deltarune, this added effort translates to verified gameplay that surprises players in every map, battle, and boss fight. One battle might contain a full rhythm game, whereas another might insert a functional roulette machine as a damage mechanic. Sure, it takes more effort for the team to think of each concept for every fight, but the effort results in a much livelier game. Fox explains why he and the team put so much work into making each battle a unique experience. According to him, there are two large factors. The first reason is it can be more “fun” for both players and creators to try new things. The other has to do with difficulty and the overall enjoyability of the game. Art by @Natalieleif “As far as bosses go – most players are not going to be experts at bullet hell games, so there’s a limit to how reasonable it is to push the difficulty with the regular dodging system,” Fox writes. “By introducing a new gimmick for a boss battle, I can create fresh forms of difficulty that don’t rely on a player’s prior experience with other games.” Fox and his team must decide if the amount of work it takes to add a certain element in the game is worth it in the end. While it might be impossible for the developers to add certain features to Deltarune – the team couldn’t turn Deltarune into a hyper-realistic AAA game overnight – the answer of what to include might not always be clear. I ask Fox how he decides when a certain element is worth the amount of work, and I imagine him shrugging behind his screen as he writes the answer. “I only ask people to do things that I am confident are possible to do, or I have a vague idea of how I would do myself. I think it’s up to the players who waited to decide whether it was worth it.” How long a player is willing to wait and whether or not the final product was worth it depends on the tastes of each fan. If a developer told me they really needed to take three months to elaborately animate a funny poop joke, I would respect that. For me, every new game I get feels like a surprising treat, and not something I am entitled to. However, some fans might lose interest over time, and in the case of Deltarune, its players have been waiting for years to play a slice of the game. Art by Claire Godbold Hilliard The Long Road To DeltaruneThe Long Road To Deltarune I chuckle when I hear people talk about how long fans waited to play another anticipated indie game, Hollow Knight: Silksong. That’s because six years just doesn’t seem like that long when I’ve been sitting around playing Deltarune slowly for even longer. Getting sucked into the toilet bowl flush of Deltarune's prolonged development cycle is easy, so let’s just go over the general dates quickly so you can get an idea of how development progressed. Fox released the demo (which included the first chapter of the game) in fall 2018. Then his team released Chapter Two in the fall of 2021. After that, he delayed the release of Chapter Three, Chapter Four, and Chapter Five several times. In the end, the team didn’t release Chapter Three and Chapter Four until June of 2025. (We still don’t have a release date for Chapter Five.) Fox says there will be seven chapters in total. It’s been more than six years, and roughly half the game is out. To say that development was a slog might be undercutting it a bit. The team shifted its plans several times and players didn’t get any new content for years. To Fox’s credit, he kept players in the loop with wordy developer blogs that updated fans on the process of creating the game. Each blog started with an itemized list of progress where Fox updated players on the minutiae of game development, like what kinds of work was needed to complete certain maps and gimmicks. Art by Wynton Yang (@wyntonyang.bsky.social) In his various developer blogs, Fox cites issues surrounding localization of the game, porting it to other consoles, debugging, and a new game engine feature as barriers throughout development that prolonged shipping earlier chapters of Deltarune. In the spring 2024 newsletter, Fox straight-up told his fans he hired more people to help him make the game. He said his new producer’s mission objective was, “for the fan's sake, let's finish this before we become old and wrinkled.” It struck me because it didn’t seem like the kind of update fans would ever need to know. Why tell people he hired new employees? However, its inclusion highlighted his desire to keep the development process transparent and the importance of the new staff. I ask Fox if there was a certain moment when he knew he needed to beef up the team. He told me it was “more like a continuous miasma,” and he reflects on how it affected development on Deltarune. He told me a benefit to having a larger team is it ensures the game is “possible to make in the first place.” Art by Wynton Yang (@wyntonyang.bsky.social) “It would not be possible to make or release by myself,” Fox writes. “Not only just in terms of sheer hours but also in terms of my physical condition. I still have wrist issues, which, while improved, prevent me from typing for an extended period of time. (I just use voice to text for everything). Also, it can be fun to work with other people and thinking of ideas together.” But for Fox, who maintains a strong directorial role in Deltarune, growing the team also came with challenges. When I ask if Undertale prepared him to make Deltarune, he writes that the games are “similar” so he did learn a lot from making his first game. However, it didn’t prepare him to work with a team. “It’s more like making Deltarune made me ready to make Deltarune," he writes. In a follow-up response, Fox expanded on some of the challenges that came with managing a larger team. Art by @Natalieleif “I’m not sure this matters to players, but not being as involved in the programming means that the individual tastes and execution of the people working on the scenes often ends up coming into play.” Fox writes, “As the director my main concern is whether something is fun and matches my intention for the story. “Basically what I’m saying is that I’m in charge of the kitchen, and other people are in charge of the soup. If I think the soup tastes bad, we need to remake it. If the soup has a slightly different flavor than what I asked for but still tastes good, then I’ll let it go. If the soup has a totally different flavor, like corn cheetos, then it definitely needs to be remade. “That sounds easy, but the problem is that when the soup ‘tastes bad,’ the answer isn’t always necessarily obvious. It could be because I failed to teach them how to make the soup correctly, but it could also be that my recipe is bad in the first place. Basically, when I’m making something myself, if I can’t execute it, then it’s a bad idea. But when someone else is making something, it’s harder to understand where that line is, and how far to keep pushing through.” Ana Diaz is a former culture writer at Polygon whose work has also appeared on NPR, Wired, Business Insider, The Verge, and more. You can find her on Bluesky at @pokachee.bsky.social. View the full article
  13. Download Svoboda 1945: Liberation for free on itch.io until May 25! Svoboda 1945: Liberation is a adventure game featuring dialogues with real actors. Check it out! View the full article
  14. Welcome to the weekend! For many it's one of those three day ones. The big launch today and for the weekend is Lego Batman: Legacy of the Dark Knight, and it's great! Yoshi and the Mysterious Book is also out and it's pretty good! Bubsy 4D also released. You can follow the links for all our reviews. But you can also check out some of our other stories from the week below. And then, after that, we've got some other game recommendations, including a non-video game one. Lego Batman: Legacy of the Dark Knight Review - Batman, Built DifferentAssassin's Creed Black Flag Resynced Will Feature 8 New Endgame Missions That Pit Edward Kenway Against A Historical Pirate HunterYoshi and the Mysterious Book Review - Low Stakes CharmBubsy 4D Review - Bobcat BanalityThe 2026 Summer Showcase ScheduleAssassin's Creed Black Flag Resynced's Modern Day Story Has Been Replaced With 'What If?' Scenario Rifts For Edward Kenway Lego Batman: Legacy Of The Dark Knight Charles Harte I have been vocal about my love for Lego games over the years, but I am not blind to the fact that my nostalgia colors most of the series with the rose-tinted glasses of childhood glee. Despite loving the games, I wouldn't recommend most to a modern audience. Lego Batman: Legacy of the Dark Knight is in a completely different boat. If you're a Batman fan of any age, it's worth checking out. By combining sequences from the character's beloved history of live-action films with the highly praised combat from the Arkham games, Legacy of the Dark Knight celebrates the best of Batman. It's cleverly designed, a blast to play, and full of surprises. It's not perfect – there are some bugs with the physics and I'm not a fan of the stealth system – but it's strong where it counts the most, and I'm still absolutely satisfied with the final product. For my full thoughts, you can check out my review from earlier this week. Zero Parades: For Dead Spies Eric Van Allen ZA/UM's sophomore effort, after the phenomenal breakout Disco Elysium, is certainly still feeling the tremors of everything that happened in Elysium's wake. From the ousting of several major creative leads, ensuing lawsuits, and a crossfire of allegations and controversy, there's been no shortage of furor over Zero Parades: For Dead Spies, a new project from the current team under the ZA/UM banner. And for all the ways in which Zero Parades differentiates itself from Disco Elysium -- a new setting and a Le Carré spy thriller bend rather than detective noir -- it still rekindles the wick of ZA/UM's debut with voices in your head, die rolls, and a striking, gritty atmosphere weighing down the town of Portofiro. Your job, as decommissioned espionage agent and possibly irredeemable screw-up Hershel Wilk (codename CASCADE), goes to absolute crap in about five seconds flat. But like a ricocheting pinball sent flying into the Theatre of spycraft by the plunger of your handlers, your only course of action is to ping-pong around town, trying to pick up the pieces of what went wrong, and discern why you were called back into action in the first place. Zero Parades feels like an extension of Elysium's ideas at times, allowing CASCADE to over-exert her faculties for a higher chance of success, accruing anxiety, fatigue and delirium all the while, threatening to leech away hard-earned skill points when any meter goes beyond its breaking point. There's a tension to working your way around Portofiro, as the unassuming town lifts its mask to reveal a thrumming hive of hidden blades and cipher drops beneath the veil. In not-so-short, I'm enjoying Zero Parades: For Dead Spies quite a bit. I can trace some clear love for the craft of Disco Elysium in its scaffolding, while still noting all the ways in which this ZA/UM, both old and new, tried to put their own vision of spies and subterfuge out into the world. If the many studios and projects born from the shattering of the original ZA/UM can all meet or exceed Zero Parades' bar, then we're in for a good few years of virtual storytelling. Luna Abyss Matt Miller While it shares much in common with recent release, Saros, including cosmic horror elements and bullet hell dodging of multi-hued attacks, Luna Abyss has a lot to recommend a playthrough all on its own. The first-person action features excellent traversal options that help you feel fast and mobile. The combat is intense and (eventually) quite challenging. The music and the voice acting is stellar. And the story, which sees you exploring the depths of a strange moon in a body that is not your own, is weird and compelling. Luna Abyss surprised me and keeps me coming back from more; if you're looking for a new story-heavy action title to keep you busy over the weekend, I think you'll be similarly delighted. Tabletop Pick: The Witcher: Path of Destiny – Ronin Matt Miller If you're on the hunt for a new board game to bring to the table, the latest adventures of The Witcher might be worth a close look. Based on the previously released Path of Destiny game (which is also quite good), I'm partial to this creative reimagining, which takes Geralt, Yennefer, and the rest of the cast into the realms of Japanese folklore for their adventure. Ronin is a completely standalone game -- no need to have played the original Path of Destiny -- and it sees you controlling these familiar characters as they confront challenges across an intriguing mix of locales and creatures that draw from both The Witcher fiction and Japanese mythology. Different variants include both competitive and cooperative elements, as well as a solo mode if your buddies don't manage to show up for board game night. The game plays smart and smooth, and features beautiful components, including a game mat that looks like real bamboo. If you love these characters, but you're eager to see a twist on expectation after all these years, this one could hit the mark. View the full article
  15. Claim Bunny Guys! for free on Steam until May 29! Bunny Guys is a fun 3d party game with pure parkour chaos. Don´t miss it! View the full article
  16. Ready to hunt bunnies? Score Bunny Hurling for free via Steam until May 25! Bunny Hurling is a first person game about hunting bunnies... View the full article
  17. It's unofficially Batman day on the The Game Informer Show, as we've got a double-header: our review reactions from LEGO Batman: Legacy of the Dark Knight, plus an interview with LEGO Batman voice actor Shai Matheson! Stay tuned for the back-half for the interview, but in-between, we've also got impressions of Yoshi and the Mysterious Book and the new immersive stealth game Thick As Thieves. The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine! Sponsored: Logitech G just changed the game again with the new PRO X2 Superstrike. This isn't just an upgrade; it’s a total reimagining of the mouse click. Stop playing fair and start playing faster. Go to LogitechG.com and enter code GAMEINFORMER25 at checkout to save 25% off Logitech G products. Sponsored: Before ink met page, Super Heroes rose from American ideals. Now, these virtues take on a powerful new form in America’s Comic Art Coin and Medal Program – a historic collaboration between the United States Mint and DC! Collect Superman, Batman and Wonder Woman coins and medals with limited-edition designs in 24K gold and fine silver. Explore the collection at the US Mint site here.Watch or listen to the podcast: Listen to "LEGO Batman Voice Actor Interview + Yoshi Review" on Spreaker.Follow our hosts online:Alex Van Aken (@itsVanAken)Kyle Hilliard (@KyleHilliard)Charles Harte (@chuckduck365)Marcus Stewart (@MarcusStewart7)Jump ahead using these timestamps:00:00 - Intro03:11 - LEGO Batman: Legacy of the Dark Knight25:28 - Yoshi and the Mysterious Book38:43 - Thick As Thieves52:06 - Shai Matheson Interview View the full article
  18. Take-Two CEO Strauss Zelnick says that the firm is still planning for long-gestating and recently rebooted online shooter Project Ethos to be a "massive hit" despite the escalating challenges of the market, which has seen even genre pioneer Bungie run into difficulties. Read more View the full article
  19. Grand Theft Auto giant Take-Two Interactive has reported a 19% increase in both net revenue and net bookings for its 2026 financial year. Read more View the full article
  20. Bungie is planning significant staff cuts after ending development of live-service shooter Destiny 2, according to reporting by Bloomberg's Jason Schreier. Read more View the full article
  21. Gothic originally released in 2001 about six months before The Elder Scrolls III: Morrowind. The two games are distinct and have their own vibes, but are both innovative open world medieval fantasy games. Comparisons are inevitable. Gothic also didn't find quite find the same audience as Morrowind (at least not in North America) and the upcoming remake hopes to address that and show people the game they may have missed out on more than two decades ago. Gothic 1 Remake Exclusive Gameplay: Join Marcus and me as we take a a look at extended Gothic 1 Remake gameplay alongside Game Informer's Gothic expert, principal designer Dmitry Lyapustin. This is Dmitry's video introduction, but if you're a subscriber to our magazine, then you've been appreciating his design work for months. He, alongside the rest of the production team here at Game Informer, are the reason our pages look so good. And also, coincidentally, Dmitry may be Gothic's biggest longtime fan. Also, as is the case with many of our episodes of New Gameplay Today, note that this is not a finalized version of the game, so if you notice any glitches or graphics issues in the gameplay footage, remember that the version we're seeing here is a work-in-progress version of the game. For even more on Gothic 1 Remake, subscribers can read our in-depth feature on the game right here, or read in the pages of The Blood of Dawnwalker issue, which will be in mailboxes soon. Subscribe to Game Informer's YouTube channel for more episodes of New Gameplay Today as well as video reviews, The Game Informer Show Podcast, and more. View the full article
  22. Bungie has announced that, after over eight years since the game's launch, it is ending active development for Destiny 2. In a blog post, the studio lays out when the final content update will arrive and how the game will be packaged going forward, while cryptically alluding to the future. In the post, Bungie writes, “While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.” The studio plans to release the game’s final content update on June 9; after that, the game will remain playable, likely for a long time. On the same day, Destiny 2, along with its content packs, will be bundled into a single purchase called Destiny 2: The Collection. That includes every campaign, Dungeon Keys, the 30th Anniversary Pack, and more. Standalone expansions and content packs will be permanently discounted in June. Here is Bungie’s full statement: For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2. As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio. Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to. We're proud of Destiny 2, the places it took us, and the legacy it has created. Because of you all, our universe is vast, built on years of shared stories, adventures, and victories. From the Cosmodrome to the Pale Heart to the Lawless Frontier, we have forged life-long memories and friendships with you all. We are incredibly grateful to everyone who made that journey with us. From the deepest part of our hearts, thank you, and we'll see you in the stars. The final content update, Monument of Triumph, is designed to “deliver small character beats to leave the story and characters in interesting places, touching on themes across Destiny,” according to Bungie. Legendary Marks from the past will return, earned by completing Triumphs that grant access to free armor ornaments, weapon engrams, accessories, and more. One additional title and armor ornament set can also be unlocked for those who “range widely in their deeds,” says Bungie. The blog post also lays out plans for the return of the newly refreshed Director, a new Pantheon arriving as a permanent addition with new bosses to challenge, an overhaul to the Portal, and the return of the Sparrow Racing League. Seasonal events are also being retired. Be sure to read the full blog post for a complete rundown of what each of these updates, and more, will entail. The studio also plans to publish weekly developer insights into each of these features via its This Week In Destiny updates. We’ll have to wait to see what the future holds for Bungie, but the studio is presently busy supporting Marathon, its multiplayer extraction shooter that launched in March. What do you want to see Bungie tackle next? Destiny 3, or something new? Let us know in the comments. To look back on Game Informer’s reception to every step of Destiny 2’s journey, check out our reviews for the original base game and its expansions: Curse of Osiris, Warmind, Forsaken, Shadowkeep, Beyond Light, The Witch Queen, Lightfall, The Final Shape, The Edge of Fate, and Renegades. View the full article
  23. As much as I love a huge showcase reveal for a game I've been looking forward to, there's a special place in my heart for indie game showcases, giving me a look at hidden gems I wasn't aware of. The Six One indie showcase is a great avenue for that, and today's livestream was no exception. The whole event is worth a watch if you're curious about some unique upcoming indie projects, but these were our favorites. Blue Ridge Hunting Developer: Jade Meadows Horror and low-poly aesthetics go together like peanut butter and jelly. This co-op cryptid hunting game marries the two to seemingly great effect while also telling a story about the quest to track down Mothman. It's currently in the midst of a Kickstarter campaign, which you can support here. It also has a demo available right now. Feather’s Edge Developer: Clockwork Acorn This Outersloth-published Metroidvania puts you in the shoes (or talons) of a bird who can shoot across the screen, piercing foes with their beak. It's a unique take on combat, rewarding combos and efficient strikes, and it's got a great cartoony-yet-intricate art style as well. Its playtest is starting soon, and you can sign up to participate on the game's Steam page. The Well's Blessing Developer: Big Stretch I simply can't deny this game's vibes. Maybe it's the pixelated 3D graphics, the relaxing soundtrack, or the babbling sound effect that plays during the dialogue. Whatever the case, I just want a minute or two to sit in the world of The Well's Blessing and soak it all in. For now, I guess I'll just add it to my Steam wishlist and get hyped for the demo coming on June 3rd. Midnight Horde Developer: Carry Castle To put it simply, Midnight Horde looks like Vampire Survivors if you were doing parkour the whole time. You gain upgrades to your magic abilities to fend off dense waves of enemies, but between encounters, you construct the town's gothic architecture to best support your strategies. I've got no idea how it feels to play, but it looks so bonkers that I can't wait to try it, and I don't have to – there's a demo live right now. Blocks for Babies Developer: BunkSoft Interactive I'll admit that sometimes Tetris makes me mad, but I've never thought about shooting the blocks with a gun. If you have, you'll love Blocks for Babies, a game with as much tonal whiplash with its theme as it has in its gameplay. Match bright, silly blocks until you can't anymore. Then, you transition into a Doom-style FPS to blast away the squares (which are fleshy and gross on the sides, by the way) that refuse to clear away. If you want to check it out, there's a demo available now. Forklift Flowerpot: Botanical Investigator Developer: Michael Mato, Too Much Tomato Inhabiting this game's titular contraption is odd enough, but throw in a 3D art style made from 2D sprites, a season-changing mechanic, and a mystery pieced together like a web of red yarn on a corkboard, and Forklift Flowerpot really grabbed my attention. The developer describing it as "an Outer Wilds-like mystery" is the icing on the cake that made me add this one to my wishlist. Graytail Developer: Concode The trailer for this game aired during the block dedicated to Zelda-likes, so I was surprised to see its aesthetics fit more of a horror-noir vibe. You play as a man with what looks like a decidedly mundane arsenal of weapons and tools, including a cane, an umbrella, and a crossbow. As someone who plays a lot of games, I really enjoy seeing one that defies genre in so many ways, so I'll be keeping an eye on Graytail. Luckily for me, there's a demo available now. Please Insert Disc Developer: Night Signal Entertainment What if the liminal ether that is the PS2 startup screen was an entire game? Please Insert Disc reimagines a 2002-era gaming home screen as an interactive horror experience, with a fittingly cryptic trailer that leaves me endlessly curious for what else the final game has in store. For now, I'll add it to my wishlist and hope to learn more soon. Sloppy Forgeries Developer: Playful Systems Sloppy Forgeries turns paintings into a party game, with local multiplayer that puts players head-to-head as they rush to recreate famous works of art as accurately as possible. Both you and a rival will wield a mouse to repaint iconic paintings like the Mona Lisa or Starry Night with hasty pixels. It looks like the kind of game I love, where even if you do poorly, it's funny enough that it's easy to have fun with. I'll be adding it my wishlist and looking to buy a second mouse. b-e-e-t-l-e: be right back! Developer: Paul and Viv I have a hunch b-e-e-t-l-e isn't going to come to console any time soon, because its core gameplay is designed around creative use of the keyboard. You'll type letters to interact with the world, play music, clear obstacles, and talk to other pixelated critters. A different puzzle even makes use of keyboard shortcuts, using ctrl+c to copy an item to share with some snails. It's got no launch window, but you can wishlist it on Steam. Grave Seasons Developer: Perfect Garbage We did a deep-dive interview with the developers of Grave Seasons in the last issue of Game Informer, and this new trailer shows the cozy/creepy vibe just as unsettling as we remembered. The standout news here, however, is the announcement that the game is getting a demo in just a few weeks, on June 15, so keep an eye on the Steam page. For the full lineup of games, you can watch the showcase on YouTube or head straight to the source and check them out on Steam. View the full article
  24. Score Car Mechanic Simulator 2018 for free on Steam until May 27! Car Mechanic Simulator 2018 is a realistic simulation game with unique cars. View the full article
  25. Today’s Warhammer Skulls presentation revealed a new 2D action game called Warhammer Age of Sigmar: Deathmaster. The game puts the Skaven front and center, as players control a cunning rat assassin. Developed by Old Skull Games and published by Dotemu, Warhammer Age of Sigmar: Deathmaster stars Ratman Vihneek, a killer climbing the ranks of the secretive Eshin clan. To appease the demands of his evil masters, the ambitious Vihneek embarks on a what Old Skull Games describes as a “dark tale of treachery” to prove his worth. Gameplay takes the form of 2D sidescrolling action that heavily emphasizes relying on stealth to bypass obstacles, while setting traps and cleverly using surroundings to take out threats. When all else fails, of course, Vihneek is just as capable of slicing apart foes face-to-face. Warhammer Age of Sigmar: Deathmaster launches in 2027 for PlayStation 5, Xbox Series X/S, Switch 2, and PC. View the full article
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