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!
Highguard (PC) Preview — Facing An Uphill Battle with Gamers
Highguard (PC) Preview — Facing An Uphill Battle with GamersWildlight Entertainment's debut free-to-play FPS hero shooter, Highguard, hopes to redefine the genre.
Previews – CGMagazineJan 26
Resident Evil Requiem Hands-On Preview: The Duality Of Evil
Resident Evil Requiem Hands-On Preview: The Duality Of EvilIn the small time I've played, Resident Evil Requiem is shaping up to be one of the best titles in the series.
Previews – CGMagazineJan 26
After one final extensive hands-on, Resident Evil: Requiem's formula mash-up has me utterly convinced
After one final extensive hands-on, Resident Evil: Requiem's formula mash-up has me utterly convinced Resident Evil 9 (aka Requiem) is all about the swings. After three hours with a clearly more-or-less final build of the game, one rather gets the impression that the entire game has been built around the idea of a pendulum swinging back and forth. Exhilarating highs and stomach-churning lows (of the good sort). What surprised me the most about the hands-on, however, is how quickly Requiem sets that ticking and tocking cadence. Read more
Eurogamer.net Previews FeedJan 26
Resident Evil Requiem Zombies Can Use Chainsaws And Other Tools Because They Retain Memories
Resident Evil Requiem Zombies Can Use Chainsaws And Other Tools Because They Retain Memories Resident Evil Requiem will soon be upon us, launching February 27 on PlayStation 5, Xbox Series X/S, Switch 2, and PC. Ahead of its launch, I went hands-on with the upcoming survival horror game to play an hour as Leon S. Kennedy and two hours as Grace Ashcroft, and you can read my thoughts here .  Following that gameplay session, though, I interviewed Requiem director Koshi Nakanishi, who addressed rumors surrounding the game's exploration, making clear that it is not an open world game . I also spoke to Nakanishi about giving Leon a chainsaw, this game's take on Resident Evil zombies, nostalgia, building tension in horror, and so much more. You can read the full transcript of our interview below:  Interview Q&A With Resident Evil Requiem Director Koshi Nakanishi Game Informer's Wesley LeBlanc: The first question I want to ask is about the chainsaw. Why now? Why is now the time to put a chainsaw in Leon's hands finally?  Resident Evil Requiem director Koshi Nakanishi via an interpreter: So the chainsaw – first off, if you've played previous Resident Evil games, you probably know chainsaws are a pretty symbolic weapon in a lot of different games. So whenever a new entry in the Resident Evil series, or whenever the developers are working on a new entry in the Resident Evil series, there's always a lot of thought put into how the chainsaw will be used in this game. So in this game, the zombies can actually use tools. They have retained some of their memory pre-turning into a zombie. And so yeah, being able to use tools is something the zombies can do here. And so with that being the case, it made sense for all the zombies to also be able to use a chainsaw. So, going from there, if one enemy with the chainsaw is defeated, it makes sense for the other zombies to pick it up and to be able to use it. And so from there, it went to, "Well, if that's the case, then of course, you as the player also want to use it." And so that's kind of how that line of thought naturally progressed and resulted in Leon being able to wield a chainsaw in Resident Evil Requiem.  Another driving force behind it is that by Resident Evil Requiem, Leon has a lot of experience under his belt at this point, so it felt like a good time for Leon to turn the tables a bit and use a chainsaw himself, since he's gone up against so many chainsaws previously.  And keeping up with the chainsaws, I noticed immediately in the Leon section that when it hits the ground, it's spinning. Zombies walked over it and it cut their legs off. I'm curious if there are any other kind of physics interactions like that in the game, or is that just a cool little one-off with the chainsaw?  Nakanishi : Using enemy weapons is a pretty big feature of gameplay, so being able to use enemy weapons against them is also going to be something you'll see come up beyond the sections that you've played as well. I'm curious – you can switch perspectives between third-person and first-person. How did the team land on it defaulting to first-person for Grace and third-person for Leon?  Nakanishi: So, actually, for the preview that you played, it doesn't start at the very beginning of the game. The story has progressed a bit. So actually, in the final version of the game, when you start the game, it's going to ask you, which do you prefer? It's up to the player, really, on what they want to use, and they can freely choose what they want to use when they start the game. Is the intention for Grace and Leon's varying gameplay experiences to speak to each other in terms of balancing tension?  Nakanishi:  It's exactly as you said – the idea there is to build tension with the very horror-focused sections with Grace; she doesn't have as many options for combat as Leon, as he's much more combat-focused. So yeah, exactly as you said, that's the intention behind the design of the two characters, to have that tension and release between the two. And so [I'm] really happy that you were able to pick that up from just playing the preview. What was the ethos behind designing the monsters and zombies in this game?  Nakanishi: For Requiem, the main theme that ties basically all the enemies together is a virus. So obviously, the zombies are infected by a virus. There was not a whole lot shown in the preview, but there are other creatures as well who've been infected by the virus. So, it's kind of going back to that very central theme of Resident Evil, the enemies, basically, that that through line that goes through them all is centered around a virus. Something I really enjoyed in the preview is that it felt almost nostaglic, in the sense that the Grace section felt very Resident Evil 2 police station, and Leon felt like toward the end of the game, where you're just kicking butt. I'm curious – is that intentional to set up a surprise feel for later in the game, or is it just a greatest hits of Resident Evil?  Nakanishi:  Obviously, Capcom has a long history with the Resident Evil franchise. The idea was to present an evolved version of some of the gameplay you know and love. So, as you said, Grace, there's a strong feeling of RE2 to show an evolution of the zombies, again, an evolution of RE2's gameplay, and Leon as well.  So yeah, you're right on the money there too. What is the design intention behind the blood synthesis system?  Nakanishi: There are kind of two things that led to including that crafting system with blood in Requiem. So the first one is: in lots of RE games, there's always a lot of blood in the environment, right? There's always a lot of blood everywhere in different environments. So the first question that kind of led to that system was the dev team looking at that and saying, "Is there any way to implement that element into the actual gameplay?" So that was one of the first drivers behind it.  As for the intention behind that mechanic, it was to add another layer of player choice. So, for instance, yes, there's always the choice of running away or fighting the enemy, but knowing that you can possibly collect blood from the enemy gives you another incentive to defeat the enemy, like you were mentioning. So it just adds another layer of choice, and I guess risk and reward for players going through the game. Speaking about choice, I don't know if you utilized it or not, but there's an injector in the game that you can also craft that, if you sneak up, you can defeat an enemy with one hit. You'll notice that you can't collect their blood. So, yeah, again, it's really about, you know, adding player choice and giving different incentives for choosing different things. What do you think is the most defining aspect of these zombies versus others in the RE series?  Nakanishi: The thing that really sets these zombies apart, which we're sure you experienced when you played, is that the zombies actually retain some memory of their life before they turned into a zombie. So you can actually see that in their actions, as they're kind of focused on what they were doing or what they were responsible for before they turned into a zombie. So retaining a little bit of their past lives is something that's really new for the RE series here, and you'll actually, if you look closely, be able to utilize that stuff to your advantage.   Nakanishi closed out the interview by addressing rumors that Resident Evil Requiem is an open world game – it isn't, and here's what he had to say.   Resident Evil Requiem launches February 27 on PlayStation 5, Xbox Series X/S, Switch 2, and PC.  For more about the game, read my hands-on preview of Resident Evil Requiem here , and then check out the latest news from the Resident Evil showcase that aired last month. After that, read about Leon's custom Porsche in the game, and then check out the Resident Evil Requiem Nintendo Switch 2 Pro controller . 
Game Informer PreviewsJan 26
Resident Evil Requiem Preview – Exciting Emulation
Resident Evil Requiem Preview – Exciting Emulation Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Capcom Developer: Capcom Release: February 27, 2026 Rating: Mature Nearly 30 years ago, a rookie cop named Leon S. Kennedy exited a vehicle and stumbled into a labyrinthine police department within Raccoon City, a metropolis in the process of being overrun by a horrific virus. In the present day, I sit within an unassuming office building in Los Angeles, watching a much older Leon do almost the same thing in Resident Evil Requiem. His hair’s longer, his sculpted jaw shaded by the remnants of an early morning shave, his jacket more stylish; he exits not a police car, but a custom Porsche this time around, and once more stumbles into a labyrinthine building. It’s not long before a mysterious virus turns humans into zombies, and the hallways of this quiet building, a therapeutic care medical facility, echo with painful groans, stumbling bodies, and a familiar chaos Leon was practically born for.  I dispatch a few zombies before one rushes me with a chainsaw. I dodge and riddle its head with bullets. The chainsaw falls to the ground and begins spinning wildly, like it has a mind of its own. Nearby zombies walk into its path, losing legs in the process, blood painting the surrounding walls, fake plants, and expensive office chairs. As I approach the weapon, I take damage too before picking it up. Finally, Leon’s got a chainsaw.  The chainsaw rips mercilessly through zombies before its use is depleted and left buzzing in the chest of what used to be a doctor. It’s exhilarating, both diegetically and as a fan of the series who’s been terrorized by this machine’s rapid-spin teeth many, many times.  During this preview, I play as Leon for an hour and control the game’s other protagonist, Grace Ashcroft, for two. Everything I see, hear, and feel while playing as Leon speaks to the final hours of Resident Evil 4, specifically on The Island, when confidence built up over the game’s prior eight or so hours, combined with the weaponry on hand, allows you to feel like a blonde killing machine. Though Requiem’s Leon is much older, that killing machine is still ready at a moment’s notice – you need only to prime its engine with a threat and pull a cord, like the very chainsaw I just used to eviscerate the undead corpses of this facility’s patients and employees.  Playing as Leon in Requiem during this specific preview is so clearly meant to provide the feeling of control and power that Grace’s sections strip away in favor of methodical exploration and terror. Leon is not concerned with finding every green herb and box of ammo here. Though I don’t know the details, he’s on a mission and deftly handles any obstacle before him with speed, cunning, bullets, and a nasty roundhouse kick. Compared to Grace, Leon’s movement feels like a sprint. I worry little about the room full of zombies, or the hulking, pus-filled monstrosity squeezing through attic hallways later in the preview, and what they can do to my health. I kill and kill and kill, and it feels good.  It’s the adrenaline I need before my two hours (and after) with Grace in this very same medical facility. Separated from Leon, Grace finds herself in a similarly nostalgic and familiar situation. For some ungodly reason, this medical facility uses gems like quartz, exceedingly advanced levels of security, and old, musty hallways to create a maze-like puzzle. I can imagine employees spending hours (rightfully) complaining about this layout after work over a beer or two. Why does Grace need to find mysterious jewels, security bracelets, cast-iron keys, and more to get around this facility? Why are these items mystifyingly placed in puzzle boxes that require me to understand ritualistic poems and observe faded photographs for clues? Why, because the Raccoon City Police Station in Resident Evil 2 did.  Capcom is not trying to hide what Grace’s section is meant to emulate. It isn’t the aforementioned police station, but, like… it is. And Grace plays like 1998’s (or 2019’s) Leon, too, boldly trying to put aside fears to confront zombies that stand before her and some key items she needs.  After blitzing through Leon’s section in third-person, I go first-person for Grace’s section, adding some Resident Evil 7-inspired flair to this horror experience. I pass through a kitchen where a rotten behemoth of a man chops meat, scanning the room and its surrounding hallways for signs of life (presumably also to be chopped). It’s unnerving in first-person, just as it was cowering through the Baker family’s demented dinner party. Requiem plays its greatest hits here as I kill a zombie with the very last bullet in my inventory, as I reach the next typewriter to save at, as I open another drawer and locker and cabinet to find something, anything that will help me survive this god-awful night.  It’s not all familiar tricks here, though. A new crafting system in the form of blood synthesis allows me to make use of the zombies I mar as I can now collect their ichor in an upgradable tube. I can combine it with ammunition, herbs, and more to create powerful healing vaccines and one-shot-one-kill bullets, among other things. It’s a fun addition to Resident Evil’s inventory resume, and makes me think twice before sprinting past a zombie to advance – what could its blood do for me? I can even craft a special inhibitor that Grace plunges into the backs of unaware zombies to prevent them from metastasizing into an unholy tumor of blood, muscle, and guts, a second life of sorts for zombies already brought to the ground by my bullets.  There are some surprising, interesting, and strange (complementary) things happening narratively, but I won’t spoil them here. I’m both excited about what I see play out on that front and nervous – what’s interesting and strange in the first halves of many Resident Evil games morphs into something weaker in the second half. I hope the other hours of Requiem match the adrenaline and horror I felt in this preview’s sections.  For more about Resident Evil Requiem, catch up on  the reveals from the latest Resident Evil Showcase , and  read our interview with director Koshi Nakanishi and producer Masato Kumazawa . What questions do you have about Resident Evil Requiem? Drop them in the comments below!
Game Informer PreviewsJan 26
Cult of the Lamb: Woolhaven review: Fiendishly fantastic
Cult of the Lamb: Woolhaven review: Fiendishly fantasticThe post Cult of the Lamb: Woolhaven review: Fiendishly fantastic appeared first on The Escapist .
Reviews - The EscapistJan 22
Pokémon Developer's Beast Of Reincarnation, A Post-Apocalyptic Action RPG, Launches This Summer
Pokémon Developer's Beast Of Reincarnation, A Post-Apocalyptic Action RPG, Launches This Summer While Game Freak is best known for its work on the Pokémon games (the series is so large that it's hard to see how it wouldn't be), it does develop other games from time to time. That said, Beast of Reincarnation, the studio's upcoming post-apocalyptic action role-playing game , is a big swing even by the studio's standards. After seeing the game in action during today's Xbox Developer Direct, we got a much clearer vision of what to expect when it launches this summer. Set in Japan in the year 4026, Game Freak describes the game as a "one-person one-dog action RPG." The person and dog in question are named Emma and Koo, respectively, and they live in a time where the human population has been decimated by a parasitic plant called "blight." Somehow, Emma is able to seal that blight within her body, so she's known as a Sealer. Unfortunately, this is an ability people fear, causing her to live in isolation from the remains of society. After forming a bond with Koo, a magical white dog with a tail made of vines and branches, Emma is told (by the a hologram of perhaps the most cyberpunk-looking guy of all time) to defeat the titular beast of reincarnation to save the Capital. To do so, she'll have to defeat "malefacts," corrupt fusions of animals and blight. I assume "malefact" is pronounced less like "male fact" more like "artifact," but given that the word was only provided in the Japanese speakers' subtitles, this is just a guess. Extremely powerful malefacts, known as Nushi, are the bosses of this world. They can create blighted forests full of enemies and obstacles players will have to overcome before facing off against the deadly beasts. Emma is particularly suited to this task thanks to her ability to absorb and dispel blight, but also because of her trusty sword, magic abilities, and vinelike hair. Her sword is her main weapon in combat, and can be upgraded with spirit stones to get special effects when she parries. She and Koo can also use Blooming Arts, powerful magic moves that slow time and allow them to harm or hinder foes. Each character also has a skill tree, and the abilities from one character impacts the other's; the developers also hint that the two will unlock more powers as their bond deepens. Finally, Emma's hair can be used in various ways for platforming, like as a bridge that extends forward over gaps or as a long stilt-like extension of Emma's leg.    The duo will also have to face golems – robots with corrupted human souls – and meet other human characters, like Brad, Kagura, and the mysterious swordswoman Kunai. The dystopian elements are a bit on the nose, but game looks beautiful, especially for a studio that's been criticized for the poor technical performance of recent Pokémon games. It helps that this game, at the time of writing, is not coming to Switch or Switch 2, and is instead launching on Xbox, PlayStation, and PC. We're excited to check it out when it hits shelves this summer.
Game Informer PreviewsJan 22
Forza Horizon 6 Gets First Gameplay Details And May Launch Date
Forza Horizon 6 Gets First Gameplay Details And May Launch Date Today’s Xbox Developer Direct kicked off with the first look at gameplay for Forza Horizon 6. We got a look at the game’s cover cars, a breakdown of new customization features, and, of course, a glimpse into how much fun driving across the game’s rendition of Japan could be.  The campaign sees players begin as a tourist who joins the Horizon festival and climb the ranks, a departure from previous entries where the player is already a relative superstar. You’ll still progress via the established wristband system, but Horizon 6 introduces a new method of progression called the Collection Journal. The Collection Journal is inspired by Japanese stamp collecting and lets players build a digital collection of mementos discovered while exploring. Players can take photos of murals, landmarks, and other scenic sights to save to the journal as well.    Japan is the series’ biggest map yet. Tokyo alone is the largest city in the series, featuring multiple districts for players to cruise through and recognizable sights, such as Shibuya Crossing, Tokyo Tower, and Ginko Avenue. Playground Games is also striving to accurately represent topographical details, from various countryside to mountains and city streets, to add as much authenticity to the experience as possible. Seasons also return, shifting the environment from winter to spring and beyond.  Of course, Japanese car culture will be represented in a major way. Cars have more customization options and a fully overhauled roster for improved balancing. More cars will be available at launch than ever before, and new aftermarket cars include rare or unique vehicles to unlock at a bargain. Playground also revealed Forza Horizon 6’s cover cars: the 2025 GR GT Prototype and the 2025 Toyota Land Cruiser.  Players can now build custom structures from any location, and building is now fully multiplayer, allowing friends to concoct creations together. In addition to unlocking player houses for vehicle storage and fast travel, you’ll also unlock a new destination called The Estate. This giant plot of land gives players a blank canvas to build what they want. What begins as a rural section of land can be transformed into mountain hideaways, your own personal race track, a factory complex, and more, based on items purchased using in-game currency.  Another new feature is Car Meets, inspired by the real-world Daikoku car meet. This social space is always available to join, and it lets players meet up, share custom paint jobs and designs, and purchase their own versions of cars they like.  New driving features include Auto-drive and proximity radar. In terms of accessibility options, Forza Horizon 6 features a customizable high-contrast mode to help make the game easier to play for the visually impaired.  The trailer ends with a tantalizing tease of a pair of giant robotic feet stepping behind a vehicle that looked suspiciously like a Gundam. Given Forza Horizon’s penchant for crossover content, odds are we’ll be piloting a mobile suit, which is the perfect fit given the setting.  Forza Horizon 6 launches on May 19 for Xbox Series X/S and PC, and it will come to PlayStation 5 later this year. 
Game Informer PreviewsJan 22
Sub-Species first impressions: Scrap metal and sea monsters
Sub-Species first impressions: Scrap metal and sea monstersThe post Sub-Species first impressions: Scrap metal and sea monsters appeared first on The Escapist .
Reviews - The EscapistJan 21
Chloe Price Returns In Life Is Strange: Reunion This March
Chloe Price Returns In Life Is Strange: Reunion This March After teasing the next Life is Strange game last week, a special livestream that aired this afternoon revealed the next entry is called Life is Strange: Reunion. Max Caulfield returns yet again, alongside her original BFF and fan favorite character, Chloe Price. Developed by Deck Nine, Reunion is a direct follow-up to 2024’s Life is Strange: Double Exposure. Set once again in Caledon University, the school has been mysteriously set ablaze. Although Max manages to escape the fire thanks to her time rewind power (which makes its full return), all of her friends, the students, and the faculty are killed. Max avoids this fate by jumping back in time through a selfie and has three days to uncover how the fire started to prevent the school's destruction. However, due to Max’s reality-shifting actions during the events of Double Exposure (which we won’t spoil), Chloe appears at Caledon University. She’s understandably confused and haunted by memories of a past she never lived, and needs Max’s help.   Players switch between controlling Max and Chloe in Reunion, offering two perspectives on the story. Max can use her rewind power to redo decisions and manipulate the environment to solve four-dimensional puzzles. Chloe (voiced once again by Rhianna DeVries) has her Backtalk dialogue mechanic from Life is Strange: Before the Storm , channeling her quick wits and attitude to steer conversations in ways Max can’t, which will let Chloe access information and areas her bestie couldn’t. Regardless of how the story shakes out, Deck Nine bills Reunion as the big conclusion to Max and Chloe's story.  Life is Strange: Reunion is launching on March 26 for PlayStation 5, Xbox Series X/S, and PC. In addition to a $39.99 Standard Edition, the game will be available in three special editions, one of which is a bundle that contains Double Exposure. We’ve detailed each one below: Deluxe Edition – $49.99   Full Game Digital Mini Soundtrack Digital Art Book Digital Comic Exclusive Behind-the-Scenes Documentary with actors Hannah Telle (Max) and Rhianna DeVries (Chloe) Twin Pack – $59.99 MSRP* Life is Strange: Reunion – Standard Edition Life is Strange: Double Exposure – Standard Edition * By pre-ordering the Twin Pack, players will get immediate access to Life is Strange: Double Exposure Collector’s Edition – $99.99 MSRP (Available only on the Square Enix Store) Full Game Collector's Goods box and sleeve with exclusive artwork by Ilya Kuvshinov 12” Vinyl Soundtrack featuring 12 amazing songs from the game on an orange 12” EcoRecord vinyl Double-Sided drugstore makeup 24” x 12” Poster Rewind Symbol Felt Slipmat 3x Custom Double-Sided Guitar Plectrums with six unique designs 3x Polaroid Art Cards celebrating Max and Chloe Note: In North America, players will also have the option to purchase a Collector’s Edition without the game included.
Game Informer PreviewsJan 20