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!
Going Hands-On With ROMEO IS A DEAD MAN—Death And Taxes
Going Hands-On With ROMEO IS A DEAD MAN—Death And TaxesCGM got a chance to go Hands-On with ROMEO IS A DEAD MAN—Suda51's upcoming irreverent sci-fi hack n' slash.
Previews – CGMagazineJan 6
Code Vein II Preview – Anime Goon Souls Comes Again
Code Vein II Preview – Anime Goon Souls Comes AgainWould you like a cutscene with that cutscene? The post Code Vein II Preview – Anime Goon Souls Comes Again appeared first on WellPlayed .
Preview – WellPlayedJan 6
Code Vein II Preview – A Stylish Soulslike That Leans Fully Into Its Anime Excess
Code Vein II Preview – A Stylish Soulslike That Leans Fully Into Its Anime ExcessCode Vein II doubles down on everything that made the original memorable, blending punishing combat with unapologetic anime excess and a surprisingly cohesive new direction.
Previews – CGMagazineJan 5
Code Vein II Preview – The Past Is Prologue
Code Vein II Preview – The Past Is Prologue Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Bandai Namco Developer: Bandai Namco Release: January 30, 2026 Rating: Mature Of all of the games that launched in 2019, Code Vein was certainly one of them. It received a mostly tepid reaction (including a 6.5/10 review score from us), so I don’t think many will mind that Code Vein II offers a clean slate. It features a standalone story largely disconnected from the events of the original while introducing new gameplay mechanics designed to soften the Soulslike genre’s inherent difficulty. After playing a few hours of the game during a recent event, I’m still not sure if Code Vein II will catapult the series into the highest echelon of Soulslikes. But as a standalone action game, it seems perfectly cromulent, and as a time travel story, it has intriguing ideas. Like the first game, Code Vein II centers on Revenants, undead humans with vampire-esque abilities, though it takes place in a brand-new world. One hundred years ago, Revenants gathered to try to seal away a phenomenon known as The Resurgence, which transforms the living into mindless monsters called Horrors. They failed, which led to the birth of a threat called Luna Rapacis, and some Revenants became Horrors themselves. Fast forward to the present day, and it’s up to a Revenant Hunter, the game’s customizable protagonist, to rescue the world from the brink of collapse. This hero partners with a mysterious girl named Lou MagMell, who can travel through time, and must visit both the past and the present to locate and defeat the fallen heroes of the Resurgence.   This time travel premise is the most intriguing element of Code Vein II, as players visit the past to influence events. Speaking to the development team at Bandai Namco, the time travel premise was chosen because the team believes it allows players to have greater agency over their story, as they can choose how to manipulate past events to shape the present and future. Additionally, this is why Code Vein II is not a direct continuation of the first game, as messing with time would mean altering the events of the first game. With a clean narrative slate, the studio can tinker with timelines as they please. As someone who played only a limited amount of the original, I’m happy not to worry about any potential plot baggage. After creating my character in the robust customization menu, I endure a lengthy and, frankly, confusing exposition-heavy preamble. I meet Lou, watch a world get obliterated off the map, and chat with an absurdly proportioned Lady Dimetrescu-esque woman named Lavinia before I’m transported to the past. My goal is to meet a legendary warrior named Josée Anjou, who is one of the many heroes sealed away in the present day. I must team up with her 100 years in the past to find a way to free her in the future. I spent most of my play session exploring a dungeon called the Sunken Pylon, an uninteresting and tricky-to-navigate multi-story industrial facility. Josée Anjou rules this area, and to gain her trust, I must help her locate and eradicate whatever is polluting the area’s water. You can hit a button to display a golden path towards the objective, but it also shows the route already traveled in blue. This can result in a scribbled mess of glowing pathlines that I sometimes find difficult to parse. In traditional Soulslike fashion, special checkpoints replenish health while resurrecting slain enemies. You can also warp to a special realm called the Confluence to chat with Lou, who may share insights on the situation at hand. The melee combat on its own is passable but unremarkable despite having access to a bevy of different weapons, from dual swords to hammers to even a bayonet. Additional features help spice up the action. For example, you have your Jail, wearable equipment Bandai describes as this game’s equivalent of Code Vein’s Blood Veil. Jails enable hunters to use Formae, supernatural weapon abilities, and allow players to execute Drain Attacks, turning their arm into a beast-like claw to siphon a resource from enemies called Ichor. Ichor fuels Formae, and these attacks vary based on the equipped weapon. Formae can be a powerful and flashy weapon attack, creating defensive shields and other stat buffs, or unleashing projectile attacks, among many others. Thus, you’ll want to drain Ichor from enemies regularly to continue unleashing Formae during battle. Though I’m unfamiliar with how, Bandai flaunts that the Blood Code system has also been reworked. Like in the last game, Blood Codes offer multiple combat styles and sport six attributes that impact the player’s stats, such as your base defense and your max Ichor. My favorite aspect of Code Vein II’s combat is the Partner system, which lets you summon a second character to aid in battle. Think of Spirit Ashes in Elden Ring, but if they were always available and lived inside your Jail. Partners offer an extra hand in battle and, sometimes more importantly, can draw the attention of deadlier foes while you deal damage uninterrupted. I spent most of my session taking down foes with Josée, who proved invaluable not only in battle, but also because she revived me whenever I took a killing blow, though this ability has limited uses. You can recall partners at any time, called Assimilation. While you’re likely wondering why you would ever willingly fight alone, going solo has its benefits. Partners bestow stat upgrades thanks to a system called Link Traits, and each companion brings unique traits to the table. Partners also grant another meter called Link Points (LP), which is reduced when you take damage before your HP does. Neat, but I rarely took advantage of Assimilation as double-teaming threats was simply too valuable to give up, at least against the enemies I faced. Cutting down all manner of monstrosities en route to my goal offers decent fun, but things picked up during the two boss encounters in the demo. In the first, I took on a deformed titanic beast called the Metagen Remnant – the source of the Sunken Pylon’s pollution. Resembling a woman grafted to a pair of grimy, giant arms and a long, toxin-spewing tail, this battle was a trial. If I kept my distance, the Remnant would unleash beams of fire from its mouth or rain a volley of fireballs from above. Try to get behind it, and the tail would spray poison, inflicting the Acid status effect if you linger too long. It takes me several attempts and provides an excuse to cycle through each Formae I have equipped. Staggering the creature lets me perform execution-style attacks to deal significant damage. It takes a few tries, but I eventually topple this gross creature thanks to some finesse and no shortage of help from Josée. Later in my demo, time-traveling shenanigans return me to the present, leaving a grateful Josée behind to rebuild her domain. I go to unseal her in the present; unfortunately, several years and a series of unfortunate events befell Josée after I returned to my time. Thus, when she emerges from her cocoon in the present, her sadness has transformed into a giant, blind, masked sword-wielding demon. Begging for her death, she unwillingly comes at me with ruthless assaults from her oversized sword. I rely on Lou as my partner in this bout, and the two of us do our best to put Josée out of her misery. This battle became my favorite combat encounter of the demo, and though it’s challenging, the action combined with the story implications makes it an exciting bout. Toppling her feels like a real triumph and a big relief to Josée, who thanks me as she withers into nothingness.   According to Bandai, battling fallen heroes in this manner will be a recurring theme of Code Vein II. While they’re keeping the story details secret, they tease that the manner in which players alter time will determine how and when these confrontations play out, assuming they occur at all. Bandai wants Code Vein II to be a tragic story filled with heavy moments, such as witnessing a heroic ally succumb to darkness. According to Bandai, it's this focus on character drama that defines and separates Code Vein II from the litany of Soulslikes. I conclude my Code Vein II demo not bowled over by what I experienced, but still intrigued by its time-bending premise. The idea of tackling heroes-turned-monsters who may only become such because of how I choose to fiddle with time is fascinating. However, I am worried about the plot falling into the trap many time-travel stories have of becoming too complex and up its own butt for its own good. We’ll see if Code Vein II has what it takes to make a greater impression than its predecessor, but I respect how hard it’s swinging for the fences. 
Game Informer PreviewsJan 5
Beastro Preview – A Tasty Sample Of This Cozy Cooking Deckbuilding Roguelike
Beastro Preview – A Tasty Sample Of This Cozy Cooking Deckbuilding Roguelike Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Timberline Studio Developer: Timberline Studio Release: 2026 Rating: Everyone 10+ Like cooking a tasty dish, Beastro tosses several different ideas into a big pot and blends them into an enjoyable experience. During the week of The Game Awards, I played an hour-long demo of the cozy cooking deckbuilding roguelike and found it a fun sampler for the full course coming next year. Beastro centers on a sous chef named Panko who resides in the peaceful, artisan village of Palo Pori. A protective wall surrounding the settlement keeps out the darkness stirring outside, namely monsters that have overtaken the wilds. When Panko’s teacher goes missing, he receives help in the form of a guardian spirit named Flambe, a raccoon-like living flame. In a fun twist, Panko’s job isn’t to save the town but rather to run a restaurant and feed the band of heroes, called Caretakers, whose job is to venture beyond the wall to confront the darkness. By helping them, Panko may be able to find his lost mentor.   The game’s day-to-day structure reminds me of Dave the Diver’s, in that each day is divided into three segments. The morning begins in a laid-back fashion, as players gather ingredients in preparation for the restaurant’s opening. I enjoyed strolling through the scenic village to pick up grubs to feed chicken-like birds, catch fish at the pier, and tend to a garden of crops. It’s standard cozy fare, but it’s a nice calm before the busier storm of running the restaurant. Once you’ve gathered your desired ingredients, it’s time to open your eatery to the masses. After determining the menu based on the ingredients you’ve obtained, preparing dishes became my favorite activity. Cooking unfolds as fun, carnival-like mini-games. I chopped veggies as they quickly descended a long cutting board, offering an enjoyable test of speed and timing. Sauteeing involves skillfully turning the pan to keep food from touching harmful pan bubbles. Boiling requires shooting ingredients like a basketball into three different pots, with highlighted pots netting a higher score (note to culinary novices: please never chuck food into boiling pots of water). Completed dishes must then be quickly delivered to patrons. Easy peasy, though Caretakers have more specific tastes and introduce more strategic depth to recipe crafting. A Caretaker with a reservation arrives during each dinner service, eager for a good meal to fuel their excursions beyond the wall. During my service, a friendly Caretaker named Oyshi strolls in requesting a dish that satisfies his particular craving for eggs. Feeding Caretakers builds their card deck, which they’ll use to combat monsters during expeditions (more on this soon). Step 1 is selecting a recipe base by placing Tetris-shaped ingredients with flavor profiles on a grid. Ingredients have one of five flavors: Umami, Salty, Sour, Bitter, or Sweet. These flavors also have a weight that determines how strongly they affect the flavor profile. Adding ingredients changes the flavor profile of the dish, and the goal is to assemble a deck that matches a Caretaker’s likes and dislikes. Appealing to their tastes can provide health and attack boosts, as well as deepen your friendship with them. The finished deck will consist of the cards and abilities gained from eating. This mechanic sounds more complicated than it is, and I gained a stronger understanding of this system once I applied it to combat. Closing the restaurant transitions the day into evening. It’s time to visit a Caretaker, Oyshi in this case, who will recount their adventure in the form of a cute puppet show. This initiates a standard roguelike adventure where you navigate branching paths filled with combat encounters and other pitstops en route to the end. The turn-based battles see monsters play a card with a flavor suit, indicated by a color, and a number value. For example, an Umami card is green. Victory means playing a higher-value card of the same flavor profile as the monster. So in this example, I needed to play a green card with a higher number value. Winning a round deducts health points from the loser, based on my overall attack power, a separate metric indicated by a sword symbol. The dish I serve Oyshi grants a +3 attack power.   Enemy cards can be weakened by playing cards that balance their flavor. In this case, blue cards balance green ones, so playing the former will lower the latter's point value. You can also use cards to enhance the strength of others, based on a similar color-coordination comparable to Pokémon’s typing weaknesses/resistances. If you get understandably confused, a color wheel-like chart offers a simple visual breakdown of which flavors enhance or balance each other for easy reference. And if you’re not holding the cards you need to win a round, you can either discard your entire hand to draw five new cards or draw to fill empty hand spaces until you have five again. Otherwise, playing the wrong flavor card against an enemy will cause you to take the full brunt of their attack. Although the combat system is a bit much to take in, I got the hang of the battles during the lengthy trek through the roguelike paths. It’s still ultimately my least favorite aspect of Beastro, at least during this early section, but it has the potential to evolve into something more engaging. Thankfully, I still enjoyed the cozier exercise of prepping ingredients, helping villagers, and running a restaurant. How these more leisurely activities evolve will be key, as the daily loop will need to be consistently engaging and surprising to keep me interested in the long haul. Beastro is a creative confluence of gameplay ideas, and I’m hoping it blends into an experience as rich and delicious as Panko’s dishes when it arrives in 2026. And if you can't wait until then, there's a Steam demo you can play right now!
Game Informer PreviewsJan 2
Unboxathon review: A slice of cozy heaven
Unboxathon review: A slice of cozy heavenThe post Unboxathon review: A slice of cozy heaven  appeared first on The Escapist .
Reviews - The EscapistJan 2
Why I'm Excited To Become The Boogeyman In IllFonic's Halloween
Why I'm Excited To Become The Boogeyman In IllFonic's Halloween If you know me at all, you know my favorite horror icon of all time is Michael Myers, his first appearance – 1978’s Halloween – being my favorite horror movie, too. With hundreds of hours played in IllFonic’s ill-fated Friday the 13th: The Game , which launched in 2017, I have been devoutly awaiting the day this studio tackles Halloween . It is the natural next step, and though I had to wait nearly a decade and play other (great) IllFonic asymmetric multiplayer titles during the wait, the time has come. And with Halloween set to launch this September, it will arrive just in time for me to perfect my abilities as Michael Myers for what will no doubt be a fun Halloween night play session the following month. Halloween promises to flip IllFonic’s asymmetrical multiplayer formula, pitting one Michael Myers player against four Civilian players. But unlike Friday the 13th, for example, where your primary goal was to escape, Civilians in Halloween are both attempting to bring in local police to stop Michael Myers and save as many residents as they can. It’s not prey vs predator this time, but rather predator vs some Laurie Strode-like characters who refuse to let this boogeyman plague their home. “Halloween is a special one because it is a true slasher horror game,” IllFonic chief creative officer Jared Gerritzen tells me. “We wanted to go back to the basic rules, jump scares, lots of gore, tension of what is around the corner; a real back-to-the-basics of what is seriously scary.” The team revealed the Haddonfield Heights map last month , which faithfully recreates the iconic neighborhood from Halloween , and while I’m excited to see what the multiplayer survivor action is like on it, I’m just as excited to become the boogeyman there and use his Shape Jump ability. It lets you show up out of nowhere and terrorize player-controlled civilians with great effect. But it’s not a cheat code to kill. “[Michael’s] ability to show up in the most insane moments [during films] was not only a great jump scare but a really great way to break up moments,” Gerritzen says. “I noticed he shut the lights off in a scene, and we thought maybe he just wants it dark all the time, and why would that be? Then the idea of how we could play with that as a game mechanic started to form, and Shape Jump, as an ability to move around the map without anyone knowing, was born. “We made some gameplay rules around it for balance purposes, of course. [As] long as there is no direct light and no one is looking at the area Michael is in, then the ability can be used. It really adds a great level of play, [and] the ability has brought a horrifying element of being stalked by Michael and never knowing where he will pop up.” To use that ability, though, it’s likely the player controlling Michael will need to power up to an extent by racking up their kill count. Gerritzen says the biggest element IllFonic has been focusing on is adding a major focus on the bots in multiplayer. “They really add to the body count and allow a Michael player to power up if they desire,” he tells me. “This also affects the hero players as well, with their fear systems.” What’s so exciting about all of this is it’s only one part of Halloween, which also features a single-player campaign where you play through the events of the original film (and a little beyond it) behind that terrifying, sterile white mask. It represents IllFonic’s first crack at a single-player campaign in one of its multiplayer-centric games, and I can’t wait to see how the Shape shapes up in it later this year. 
Game Informer PreviewsJan 1
Why I'm Excited For Capcom's Weird And Charming Buddy-Action Game, Pragmata
Why I'm Excited For Capcom's Weird And Charming Buddy-Action Game, Pragmata Pragmata captured my attention way back in *checks notes* 2020 (wow). I finally played Pragmata earlier this year at Gamescom and walked away both thoroughly impressed and annoyed with Capcom for making my demo only 20 minutes long. Following a new trailer at The Game Awards 2025, which showed off new gameplay in a New York City-like simulation on the moon, an engaging reprieve from the lunar station that’s been heavily showcased so far, Capcom released a demo for the game; it’s basically what I played earlier this year and I can’t recommend it enough. It quickly highlights how unique Pragmata’s gameplay is, which mixes third-person gunplay with real-time hacking minigames. “From the start, the core vision was a buddy-action experience where you would control two distinct characters with a single controller,” Pragmata director Yongchee Cho tells me. The team explored giving protagonist Hugh a small drone that aids him in combat, but once the developers landed on the android Diana as a second protagonist, this idea evolved into the hacking system. This created various layers of gameplay that all happen at once, and when coupled with the mysterious narrative and various locales warped and twisted by Luna Filament, the name Pragmata makes a lot of sense.  “The word comes from Greek, meaning things, actions, or facts, and in philosophy, it connects to pragmatism,” Cho tells me. “A single word carrying so many layers of meaning felt like the perfect fit for the story and world of this game.”  Speaking of that Luna Filament, it's the stuff that's causing Times Square-ish location on the moon to look so different in the latest Pragmata trailer, and that's not the only place that will be transformed by this mysterious substance. Cho says it's key to the sci-fi world Capcom is creating in the game.  "We want players to enjoy diving into the unique sci-fi world that defines Pragmata, and not just the protagonists and their interactions," he says. "You'll come across areas warped by Luna Filament, where strange reactions and irregular structures create an atmosphere that feels both alien and intriguing. The game is full of moments and locales that spark curiosity, whether you're into sci-fi or not, and those surprises run throughout the game. "Personally, I can't wait to see the incredible, super-plays players pull off once they get their hands on it."    Those super-plays will be performed throughout Pragmata by the two unlikely protagonists, Hugh and Diana. Cho says Hugh tends to be laid-back and reluctant, but has a strong sense of responsibility. It's no surprise, then, that he teams up with Diana.  "At first glance, he might seem distant, yet deep down, he's a kind person," Cho adds. "Diana might have felt like a burden early on, but through their explorations of the space station, he gradually starts to see her as someone he truly wants to help. We worked hard to express that side of Hugh's character, not only in dialogue, but also during combat throughout the game."  On the flip side, Cho describes Diana as an android girl with vast AI knowledge but little real-world experience, making her a perfect fit for Hugh. "She's full of curiosity about a world she knows almost nothing about," Cho says. "She originally intended to stay on the Moon, but meeting Hugh gives her a new purpose, and she chooses to travel with him. As they journey together, learning from Hugh's experience, Diana becomes increasingly fascinated by Earth and eager to discover more."    All manner of media inspires the Moon and other settings we'll visit in Pragmata, Cho tells me. "The character-driven story takes cues from human drama; the visual world borrows ideas from animation and Hollywood films; and the mechanical design and presentation are influenced by Japanese animation," he says. "Of course, it's not just about inspiration. We've blended these influences while preserving the unique atmosphere that makes Pragmata stand apart."  Pragmata launches in April, so we don't have to wait long to see whether it really stands out from its inspirations. If what we've played so far is any indication – and don't forget, you can check out a Pragmata demo right now – Cho and team are on the right track.  Editor's Note: This article previously incorrectly stated that a recent Pragmata trailer showcased New York City's Times Square. While the trailer does show a setting that looks like Times Square, Capcom says that the location is on the moon. The article has been updated to reflect that. 
Game Informer PreviewsDec 31
Beastro Preview: A Pleasant Deckbuilding Surprise
Beastro Preview: A Pleasant Deckbuilding SurpriseI opted to jump into the Steam demo for Beastro, and I will be keeping a close eye on Timberline Studio to see when that release date drops.
Previews – CGMagazineDec 30
Damon And Baby Preview – Baby On Board
Damon And Baby Preview – Baby On Board Platform: PlayStation 5, PlayStation 4, Switch, PC Publisher: Arc System Works Developer: Arc System Works Release: 2026 ( PlayStation 5 , PlayStation 4 , PC ), TBA ( Switch ) Damon and Baby became a pleasant surprise when I visited Arc System Works while in Los Angeles for The Game Awards. While the studio is known for fighting games like Guilty Gear, Dragon Ball FighterZ, and the upcoming Marvel Tōkon: Fighting Souls, Damon and Baby is an isometric twin-stick shooter starring the comedic pairing of a demon and his barely functional infant partner. Like chocolate and peanut butter, this unlikely partnership appears silly enough to work. As you’d expect, Damon does all of the heavy lifting on the gameplay side. Wielding firearms like handguns, assault rifles, shotguns, and more, blasting through hordes of demonic foes is good fun. You can swap between several weapon types instantly, and each gun has several stat variations to add an element of strategic thought to your loadouts. Enemies respond by unleashing bullet hell-style projectile waves Damon can roll away from or leap over; combined with the decent environmental destructability, battles are good, chaotic fun.   I spent the bulk of my demo fighting through a multi-story mansion searching for a way to free its captured lord, who was locked away in a room. This became an unexpected but enjoyable exercise of locating keys to access different floors and rooms of the house. I even collected memos I later used to solve a combination lock barring access to a new section. I like this element of puzzle-solving, as I expected a purely action-focused experience. Although Damon can use a double-jump to leap across platforms, traversing larger gaps requires a funny solution; carelessly hurling the baby to the other side, which instantly warps Damon right to her due to their demonic bond. The supernatural threats infesting this mansion largely took the form of possessed objects, such as furniture, so every visit to a new room devolved into a chaotic poltergeist ambush. In all the ruckus, I mainly tried to avoid shattering glass display cases housing little dolls. Breaking these containers brings the toy to life, causing it to sprout daddy long-legs-like limbs in a delightfully creepy touch. I got roughed up pretty good in all the mayhem, but cooking dishes using food and ingredients I gather while exploring heals Damon and can provide other beneficial effects.   Awaiting me at the end of this romp was a big boss fight in the form of a giant, horned, masked demon. It summoned floating flytrap-like maws I needed to climb atop to reach the necessary height to unleash hell, and shooting these platforms kept their jaws open long enough for me to do so. The battle offered solid fun and rewarded me with the key I needed to free the trapped lord. Damon and Baby’s colorful presentation and charming humor won me over almost as quickly as the gameplay. The cel-shaded presentation’s light-hearted vibes, combined with the writing, reminded me of how the Disgaea series makes light of demonic lore. It’s been a good while since I sank into a good twin-stick shooter, and Damon and Baby scratched an itch I didn’t know I had. Its entertaining gameplay and satisfying mayhem gel well with its humorous tone and presentation. I also played Damon and Baby on a Steam Deck, which solidified it as an enjoyable and fitting handheld experience. I wasn’t sure what to make of this unlikely pairing of demon and child, but I’m now looking forward to seeing how their full adventure unfolds sometime next year.
Game Informer PreviewsDec 25