New Game Preview
New Game Preview
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Get a sneak peek at the most anticipated games of the year. From action-packed adventures to mind-bending puzzles, we've got something for everyone. Stay ahead of the game with our exclusive previews!
SAROS Hands-On Preview: A Beautiful World for a Bullet Ballet
SAROS Hands-On Preview: A Beautiful World for a Bullet BalletWe went hands-on SAROS ahead of its April release date, and Housemarque has blown us away.
Previews – CGMagazineMar 26
Here's 30 Minutes Of Hands-On Footage Of Saros | New Gameplay Today
Here's 30 Minutes Of Hands-On Footage Of Saros | New Gameplay Today Saros is one of the most promising games of the year, especially for fans of Housemarque's previous release, Returnal. Senior associate editor Wesley LeBlanc falls squarely in that camp, so we're glad he was able to visit the studio's headquarters to get his hands on Saros, and even more glad that he was able to bring some footage home to show off to Charles and Marcus. Check out the video below to see two of the game's biomes, a boss fight, and Wes's hands-on impressions.   For more of Wes's thoughts on Saros, check out his written preview and the pieces he wrote about the game's orange-heavy color scheme , Housemarque's thoughts on arcade-style games , and whether Saros is coming to PC .
Game Informer PreviewsMar 26
Unsurprisingly, Saros Rules So Far If Three Hours Of Hands-On Gameplay Is Any Indication
Unsurprisingly, Saros Rules So Far If Three Hours Of Hands-On Gameplay Is Any Indication Platform: PlayStation 5 Publisher: PlayStation Studios Developer: Housemarque Release: April 30, 2026 There is a progression of perspective in the best-designed roguelites . The exciting confusion of the opening moments, when everything is foreign to you; when your hands feel broken as you hold the controller while reading a UI that may as well have been written by aliens. And the elation of completing a run, when a once indecipherable language of on-screen notifications and gameplay becomes native, and you have become an expert. Good roguelites understand this – the great ones use this, creating a consonance within the cacophony. Returnal’s Selene struggles as much as you in your first run. Zagreus is as emphatically excited as you when he first escapes Hades . And now, Arjun, the player-controlled protagonist of Saros, joins this echelon… at least, I think he will after playing developer Housemarque’s upcoming roguelite for three hours earlier this month.    Arjun awakens on the ancient, but high-tech planet of Carcosa, confused but determined. He straps a necklace weighed down by an amulet bearing a foreign sun, picks up his pistol, and ardently charges toward a voice begging for him. I want to know who she is – Arjun already knows, but he wants to find her, and so we both begin a journey through this burnt planet.  As Arjun struggles to piece together where he is and what these destructive machines are (and why they’re firing at him), so, too, do I. It’s one of the best moments of my time playing Saros. Together, we try to learn a new language: the language of survival, of movement, of oil-ridden murder.  The action is brand new for Arjun, and actor-gamer Rahul Kohli sells an excellent blend of disbelief and impassioned determination for this character I control. However, it’s not entirely new to me, as I speak a similar language. I played Returnal.  In Returnal, Selene dashed through lines of explosive orbs, jumping when she must, and shooting through it all. In Saros, Arjun does the same, though it’s a dance here. Arjun wants to kill; he wants to reach the end to find her, whoever she is. Selene just wanted to survive. The most exciting difference in Saros is that dance, and I’m not surprised to hear Housemarque rebuke calling this game a “bullet hell,” opting instead for “bullet ballet.” Based on my playtime, the difference between hell and ballet is hegemony. Selene was constantly on the back foot throughout Returnal. Arjun is the opposite, and Housemarque’s kit for him demonstrates that.    Arjun jumps, long jumps, dashes, long dashes, and most importantly, uses a special shield that not only deflects damage but absorbs it, morphing it into Power that he can use to deal devastating damage to anyone in his way. This drastically changes the relationship between our protagonist this time around and the returning arcade-style cascade of bullets. I’m not interested in dodging them – I want to go straight through them, and Arjun’s shield is the vehicle for that. It’s a familiar defensive mechanic (arguably the most familiar in all of games), but this small change flips this studio’s excellent roguelite formula on its head. I now crave those blue orbs and orange lasers. I die a few times while attempting to learn the language of Saros, but I soon find the confidence/cockiness I took three times longer to discover in Returnal. I save up my Power Weapon, a special move that requires the Power (i.e., energy) only your shield can gather to defeat the boss known as Bastion, a massive mechanical hive-mind in the game’s second biome, itself a sprawling network of pipes, wires, and metal.  Right on cue, this is the other best moment of my time playing Saros.  But trust that everything between the opening moment and this victory isn’t throwaway. I witness other ways Housemarque has learned and evolved from Returnal. You can suspend a run (the biggest boon for parents like me); your progression between runs is more apparent and more immediate, with bountiful upgrades to work through by spending the Lucenite you collect on Carcosa; there’s an ensemble cast, adding some warmth to this otherwise alien planet; and there’s teleportation and shortcuts, making it easy to get to exactly where you want to go, though I suspect the most hardcore of roguelite enjoyers will loudly admonish these locomotive efforts. In other words, every issue I wanted changed in Returnal seems to have been addressed in Saros.  With little time to go before Saros is out, I find myself anxious to return to Carcosa, where harmonies of metals, technology, and extraterrestrial melodies drone over the action Arjun orchestrates with gun in hand. His desperation to find the woman whispering in his ear matches mine. Though we have different reasons, we both intend to reach an end, and I can’t wait to see what awaits us there.  While waiting for Saros to launch exclusively on PlayStation 5 on April 30, read Game Informer's Returnal review , and then check out this Saros gameplay trailer . After that, read about how Saros will let you teleport straight to unlocked biomes .  Are you excited for Saros? Ask me any questions you might have about it in the comments below and I'll answer what I can!
Game Informer PreviewsMar 26
Dissidia Duellum Takes Final Fantasy To The Streets
Dissidia Duellum Takes Final Fantasy To The StreetsAfter a second pre-launch preview, the vision for Dissidia Duellum Final Fantasy's "PvPvE" gameplay became a little clearer.
Previews – CGMagazineMar 24
Lone Pine Preview – Pining For More
Lone Pine Preview – Pining For MoreRoasted, always roasted The post Lone Pine Preview – Pining For More appeared first on WellPlayed .
Preview – WellPlayedMar 23
Peter Molyneux's Masters of Albion looks to have everything I love about those Bullfrog and Lionhead classics, but the scepticism is hard to shake
Peter Molyneux's Masters of Albion looks to have everything I love about those Bullfrog and Lionhead classics, but the scepticism is hard to shake Few developers can - even after all this time - get you quite so swept up in their enthusiasm as Peter Molyneux. It's an enthusiasm that has, famously, got him into trouble in the past, when passion and promise have failed to meet reality by quite some margin - with players often caught in the fallout . So it's hard not to be sceptical when it comes to 22Cans and Molyneux's latest project, Masters of Albion. But - as someone who grew up on the games of Bullfrog, the games of Lionhead - after listening to Molyneux excitably play his way through 45 minutes of Masters of Albion, it's even harder not to be just a little bit hopeful it might all come together this time, when this weird Molyneux greatest hits mash-up promises so many things I love. Read more
Eurogamer.net Previews FeedMar 23
Animula Nook Alpha Playtest Preview—Bigger On The Inside
Animula Nook Alpha Playtest Preview—Bigger On The InsideAnimula Nook is the upcoming Lilliput Fantasy Life Simulation from LilliLandia Games that makes a big world from tiny characters.
Previews – CGMagazineMar 19
Dark Scrolls Preview
Dark Scrolls PreviewI’m a sucker for a classic 2D platformer, and I’m also a sucker for well-intentioned roguelike elements, so when Doinksoft pitched their upcoming side-scroller Dark Scrolls, it immediately grabbed my interest. If you aren’t familiar with Doinksoft, they’re the team who made Gunbrella, and there’s a lot of the same charm here. The premise for […] Source
Previews – Niche GamerMar 18
Nekome: Nazi Hunter Preview - A Personal Crusade
Nekome: Nazi Hunter Preview - A Personal Crusade Publisher: ProbablyMonsters Developer: ProbablyMonsters Nazi-killing stories used to be as common in video games as revenge stories are today. As the name of ProbablyMonsters’ third-person action game implies, Nekome: Nazi Hunter brings the Nazi killing back into the forefront, but retains the vengeance aspect; it’s right in the name, as “Nekome” means “revenge” or “vengeance” in Yiddish. While at Game Developers Conference last week, I met with the team at ProbablyMonsters to get a hands-off demo of Nekome: Nazi Hunter. In Nekome, you play as Vano Nastasu, a young Romani man whose entire family was murdered by Nazi soldiers. Consumed by grief and rage, Vano vows to take down the vile creatures who did this to his family. Nekome: Nazi Hunter is a linear, narrative-driven experience with an emphasis on hand-to-hand combat. Using gutter fighting, a win-at-all-costs close-quarters style developed in the early 1900s, Vano delivers brutal blows to his deserving adversaries. Vano brandishes a knife for much of the game, but he can also find others, including firearms and other melee weapons. Watching the developer play through various sequences in a very early build of Nekome: Nazi Hunter, I’m struck by how responsive the combat looks. In one curated sequence, Vano thins the herd using bloody stealth takedowns before confronting the remaining officer. Officers are resistant to stealth takedowns, but Vano can overcome that through the skill tree, which consists of three paths: The Knife (for damage and combat), The Man (for character-specific upgrades, like the ability to perform stealth takedowns on officers or upgrading Vano’s focus bar), and The Tool (for improvised weapons you pick up). ProbablyMonsters approached designing much of Nekome: Nazi Hunter as a way to tell emergent stories. That is most aptly shown in the second sequence I witness, which is more of a sandbox design. Using Vano’s focus, he can gain abilities like being able to spot enemies through walls, or one that I can’t wait to use: Focus Strike. Vano’s Focus Strike lets him stop time as he marks multiple targets’ body parts, then attacks them all in rapid succession, leaving the Nazis dead or debilitated. In a game where Vano is almost always outnumbered, this seems like one of the most useful tools in his toolbelt. After taking out a room of enemies, Vano moves on to an outdoor area, with a sniper stationed on the roof. The developer charts a path to that sniper, since having armed Nazi eyes in the sky would probably make his life miserable, and if the gunman spots Vano and fires his rifle, his hopes of stealthily evening the odds goes out the window. En route to the lookout position, Vano burns various propaganda posters – a side-objective tracker pops in the upper part of the screen showing how much hate imagery and propaganda remains to destroy. After reaching the sniper’s position, Vano brutally takes him out and assumes control of the rifle. Having access to a sniper rifle is obviously a powerful upgrade to Vano’s typical knife, but it comes with risk: Firing that gun will alert everyone of Vano’s presence, and Vano has no idea how many shots he has, a deliberate choice by the developers to really lean into the risk/reward aspect of picking up someone else’s weapons. The dev demoing the game decides it’s worth it, so he targets an officer and pops his head from afar; it turns out there was only one bullet in that rifle, but Vano used it effectively. Normally, if you’re discovered, the troops will go into high alert and search everywhere, even calling reinforcements if you don’t take them out in time. However, in this scenario, Vano’s notoriety is high, and ushering that officer into a blood-soaked grave pushed Vano over the top, so several soldiers cower as they try and escape what seems like a certain fate. Some will run, others will hide, some will even beg for mercy. In my demo, they found no mercy, and I anticipate the results will be the same when I get my hands on the title. Nekome: Nazi Hunter is still quite early in development, to the point that the developers assured me that the U.I. is still very likely to change before even the next time I see it. But even in this early stage, everything I saw told me this is a game I should keep my eyes on. We don’t know when Nekome: Nazi Hunter is set to come out, but it is currently planned to arrive on PS5, Xbox Series X/S, and PC.
Game Informer PreviewsMar 18
Crimson Moon Preview - Ready To Paint The Town Red
Crimson Moon Preview - Ready To Paint The Town Red Platform: PlayStation 5, Xbox Series X/S, PC Publisher: ProbablyMonsters Developer: ProbablyMonsters Release: 2026 Rating: Mature The roguelite genre continues to expand into different genres. From recent racing games like Carmageddon: Rogue Shift to shooters like Deadzone: Rogue, run-based games have become a staple in the games industry. Though FromSoftware delivered Elden Ring: Nightreign in 2025, that took a different path towards the run-based genre, instead fusing elements of the battle-royale and PvE co-op with Soulslike action. Crimson Moon, an upcoming title from ProbablyMonsters, aims to play more into the other side of the equation, delivering what looks like a white-knuckled action/RPG where death and resurrection play even more into the equation. My hands-off demo with Crimson Moon begins in the hub, a gorgeously rendered cathedral. You can choose from multiple different characters, each with their own builds. You control half-angel, half-human protagonists tasked with driving the undead out of our world. To do this, you must go on missions, which are your runs through the world. You choose a loadout, then embark on these runs, with a hefty risk-reward factor in place; they’re still tweaking how it will work, but you could potentially lose any gear you bring into the run if you die. Thankfully, unlike most Soulslike games, you also bring lives into your run. In one section, I watched the developer playing get taken out, but because he had extra lives, he resurrected right in place. You can earn more lives through gameplay progression, but this mechanic is meant to make the game more approachable for a wider audience while still retaining the genre’s trademark difficulty. As you play through the run, you earn new loot, which you get to keep if you make it out of the run alive. Crimson Moon has all the mainstays of the Soulslike genre, including a stamina bar, dodge-rolls, and little potions you drink to heal. But in the forefront is the combat, which looks as smooth as it does precise. After each tense confrontation, you can perform stylish finishing moves, which the team looked towards Mortal Kombat’s brutal Fatalities for inspiration. The demo culminated with a boss battle against a bat/vampire-looking human called Cardinal Mathias, who leapt around a church with acrobatic movements and attacks. The developer’s character looks like they might be in for a tough battle, until the demoist tells me about Angel Mode, a special ultimate-style ability where you enter an overpowered state that boosts your range and movement speed, allowing the player to even the odds and fell the daunting boss battle.  Upon returning to the hub, they have the choice to funnel experience, which is granted regardless of your success or failure on any given run (albeit in different quantities), into different attributes like strength, endurance, and vitality. Those attributes, along with any gear you brought out of the run, can carry over to subsequent runs. And while Crimson Moon allows for two-player co-op across platforms, the experience is designed for single-player play. The action/RPG genre is extremely hit or miss for me, but I enjoyed watching the team at ProbablyMonsters unleash an awe-inspiring amount of damage into any foe that dare cross paths with them, and the structure of the game is promising. As the development team told me, you will die a lot in Crimson Moon. My hope is that the structure and gameplay are good enough to make us want to come back from the dead time and time again.
Game Informer PreviewsMar 18