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!
Marvel Comics unleashes the covers for Doomed 2099
Marvel Comics unleashes the covers for Doomed 2099Get a peek at the cover illustrations coming up for July’s Marvel Comics one-shot, bringing together two generations of Doom in Doomed 2099. To Doom or not to Doom Doctor Doom is in command of the Marvel Universe, but is he ready to face a new challenge all the way from the year 2099? If … The post Marvel Comics unleashes the covers for Doomed 2099 appeared first on BrutalGamer .
Preview Archives | BrutalGamerJun 13
Mixtape Preview - One Of SGF’s Greatest Hits
Mixtape Preview - One Of SGF’s Greatest Hits<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/c61df0ef/mixtape_1.jpg" width="800" height="452" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: Xbox Series X/S, PC Publisher: Annapurna Interactive Developer: Beethoven and Dinosaur Rating: Teen <p>It's rare to find a game with as much personality as Mixtape displays in its opening moments. This coming-of-age story from the developer behind The Artful Escape is stylish and nostalgic, earnest and whimsical, and probably my favorite game I played at Summer Game Fest this year. As I begin the opening moments of the demo, I have the realization every gamer craves: I've never played anything like this before.</p><p>Set in the ‘90s, Mixtape is about a teenager named Stacy Rockford, who has dreams of becoming a Music Supervisor in Hollywood, thanks to her passion for creating carefully curated mixtapes. She addresses the camera Ferris Bueller-style, setting up the game's events and openly breaking the fourth wall. Before you're even playing, characters introduce themselves with bold text on the screen and music propelling the story forward. Cutscenes are built from in-game footage and old stock clips, blurring the line between cinema and game.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f580e11d/mixtape_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>The experience itself is a fusion of a narrative-driven adventure game and playable music videos. Stacy walks around the environment and observes her surroundings in the quieter moments of the game, but whenever the action kicks in, so does the soundtrack. Before each musical sequence, of which there are many, Stacy names the song, the band, and the year it came out, teeing things up perfectly. Like many of the game's stylistic choices, it's just cheesy enough that it works.</p><p>The musical sequences I play are all varied and interesting. In the intro, Stacy and her friends ride down a hill on skateboards, and there are buttons to jump and do tricks, but that's just for fun – there are no points involved. As you ride, "That's Good" by DEVO plays through Stacy's headphones, and all the characters clap along with the claps in the song.&nbsp;</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/338a6b61/mixtape_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>A later song has the three protagonists rocking out in a car, and you can press a button to make them nod their heads or play an air guitar. As the montage follows their road trip, there are more little ways for them to dance along, like honking the horn, slapping the side of the car, or flashing the lights on and off. It's just one example of how Mixtape is a masterclass in tone, setting such a specific, fun vibe that I can't help but dance along.</p><p>Another sequence is much shorter than the others, and has Stacy reminisce about a kiss she shared with a boy from her past. It starts slow and romantic, but then cuts to a hilarious, bizarre minigame where you control each teen's tongue in the make-out session with one of the joysticks. After about 30 seconds, I'm relieved when a button labeled "That's Enough!" pops up, and I don't have to stress about how weird it looks to the other passersby at SGF.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/dd20a639/mixtape_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>They can also be much more involved, like an intense chase sequence where you avoid police cars by racing down hills in a shopping cart. It starts out as a classic teen adventure where they flee a party to avoid getting busted and turns into a full-on manhunt, complete with helicopters and a live news feed. After an epic, slow-mo jump off the docks and into the water, we cut back to Stacy's friend Slater, who says, "At least, that's how I remember it."</p><p>What's perhaps most impressive about my time with Mixtape is that narrative adventure games are hard to make into demos. I typically enjoy them the most towards their endings when the story pays off, and it's hard to get an introduction that doesn't just feel like flat exposition. The fact that Mixtape impressed me so thoroughly in just half an hour is impressive in and of itself, and it's become one of my most anticipated games of the year.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/viscerally-refreshing">Sword of the Sea</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/12/beautiful-madness">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p>
Game Informer PreviewsJun 13
Ninja Gaiden 4 Preview – A Bloody Match Made In Heaven
Ninja Gaiden 4 Preview – A Bloody Match Made In Heaven<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/ae3e07ae/ninja_gaiden_4-4.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Team Ninja, Platinum Games Release: <time datetime="2025-10-20T12:00:00Z" class="datetime">October 20, 2025</time> <p>Ninja Gaiden 4 is an exciting meeting of minds for stylish action aficionados. Developed by an action dream team of PlatinumGames with guidance from series masterminds Team Ninja, the game blends the expertise and sensibilities of both studios while retaining the elements that make Ninja Gaiden great. After over a decade away, I’m happy to report the game is already shaping up to be a masterful return to form.</p><p>I played a lengthy demo of the title during Summer Game Fest Play Days. Afterward, I spoke to Ninja Gaiden 4's development leads – Yuji Nakao, producer/director at PlatinumGames, and Masakazu Hirayama, producer/director at Team Ninja – about the genesis of this partnership. According to them, this series return stems from the friendly relationship between Platinum and Team Ninja presidents, who had been interested in collaborating on a game for some time. Xbox head Phil Spencer caught wind of this and was instrumental in making this partnership a reality, though neither designer elaborates on how exactly he achieved this. All we know is that the result of this is that Xbox is publishing Ninja Gaiden 4.&nbsp;</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/Orl7x7vUohQ?rel=0&amp;controls=0" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>Ninja Gaiden 4 stars dual protagonists: newcomer Yakumo, and series hero Ryu Hayabusa. The demo I play stars the former, letting me see what the upstart ninja brings to the table. As a brand new face, Yakumo was designed from scratch by Platinum, and Hirayama states the character allows Platinum to inject its "unique, stylish approach to action" while retaining the tenets of what makes a Ninja Gaiden game. As for Ryu Hayabusa, fans shouldn't worry that he'll feel any different because another team sits at the steering wheel. "When it comes to Ryu, we're very picky about making sure that Ryu feels right for players who are familiar with the prior games," says Hirayama.&nbsp;</p><p>Despite being developed by Platinum, you’d never guess it after picking up the controller. Ninja Gaiden 4 plays smooth as silk and controls how fans remember and expect, from the lightning-quick swordplay, flashy combos, gravity-defying grapple maneuvers, and tight yet nimble acrobatics. Presentation-wise, everything looks fantastic. I quickly dispatch the first enemies in brutal fashion, slicing apart limbs, separating heads from shoulders, and coating everything around me in blood. Cinematic finishers called Obliteration moves serve as an emphatic exclamation point to a combo string.&nbsp;</p><p>Platinum’s influence comes in the form of the new Bloodraven Form. Eviscerating foes builds a meter to activate Bloodraven moves, executed by holding the left trigger while performing light or heavy attacks. This transforms Yakumo’s sword into an enlarged crimson blade to unleash stronger, slightly more deliberate assaults. The increased length of the Blood sword is great for striking swaths of foes at once, knocking them off their feet for you to quickly pounce on. Since the meter fills quickly, weaving Bloodraven attacks strategically into combo strings is easy.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/4050e7d2/ninja_gaiden_4-5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>A second meter builds towards activating Berserk State. This allows you to perform the Bloodbath Kill, an instant execution that drops certain targets regardless of their health, by charging an attack. &nbsp;Nakao describes this specific feature as another prime expression of Platinum's stylish action sensibilities. On the defensive side, Yakumo can block attacks, perform a split-second dodge to which players can immediately chain an attack, or parry by timing blocks right before impact. Getting a hang of this new bag of tricks is vital because, to the surprise of no one, Ninja Gaiden 4 is a challenging game, often throwing waves of large, aggressive enemy mobs at the player that will quickly take them down if they’re caught lacking. Success requires matching or exceeding that aggression while constantly monitoring your surroundings to evade offense from all sides, and overcoming these odds never ceases to make me feel cool.&nbsp;</p><p>"One of the distinct qualities of Ninja Gaiden is that back and forth between offense and defense, and at PlatinumGames, we try to make sure we really nail that feeling of pressure and release in the gameplay," says Nakao. "So you feel like you're not going to be able to make it, and then there's that cathartic moment where you're able to turn the odds against your enemy."</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/a82acce3/ninja_gaiden_4-2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although a high skill ceiling is part of Ninja Gaiden's appeal (and infamy), Platinum and Team Ninja are cognizant that it's been a decade since the last 3D Ninja Gaiden title, so they want to accommodate newcomers as best they can. To that end, Ninja Gaiden 4 features the return of Hero Mode, the easier difficulty setting first introduced in Ninja Gaiden Sigma 2. Furthermore, players can adjust the game's difficulty anytime during the story mode. &nbsp;</p><p>Yakumo traverses his surroundings in typical Ninja Gaiden fashion, meaning he can wall run and perform the signature wall-to-wall jump to quickly reach higher platforms. He also has a grappling hook called a Caddis line to zip to distant platforms and swing across gaps. The Caddis comes in handy during combat, too. Arenas often have grapple points, which I use to disengage from the action when surrounded or gain higher ground to unleash an aerial assault. You can also pick up side quests, ranging from killing a quota of enemies to collecting strange sentient jars called Gourdys for a peculiar twist.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/472e693d/ninja_gaiden_4-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Ninja Gaiden 4 achieves a tough-to-articulate balance of feeling completely faithful to the previous games while also having a noticeable, if subtle, Platinum touch. As a fan of both studios' works, I love seeing Platinum’s ideas blend harmoniously with Team Ninja’s winning formula, and the partnership appears to have been a mutually beneficial learning experience.&nbsp;</p><p>"We are different studios, but we both make action games, and of course, we have huge mutual respect for each other, and it's really an honor to work with each other on this game," says Nakao. "But with that said, even though we both make action games, we have very distinct and different sensibilities when it comes to how to approach action gameplay. So it's a challenge, but I think it was a big accomplishment that we were able to work really closely together, almost as if we were part of the same studio. And if there was something that I played in the build [Hirayama] didn't really vibe with, he'd be very honest. He wouldn't hold back; we've been very flat with each other and have very honest conversations. So, it was really cool because we were able to use the logic of action game design to have these productive conversations to make this title."&nbsp;</p><p>To reinforce this apparently healthy relationship between the developers, Hirayama quickly adds, "We're really good friends."&nbsp;</p><p>The partnership is paying off, as I’m sold on Ninja Gaiden 4. It looks great and plays like a dream, and I was genuinely disappointed when my demo concluded. It was my favorite game out of all the demos I played at Summer Game Fest Play Days, and I look forward to welcoming the series back with open arms on October 20.&nbsp;</p>
Game Informer PreviewsJun 13
Sword of the Sea Preview - Viscerally Refreshing
Sword of the Sea Preview - Viscerally Refreshing<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/43ef65e8/sword_of_the_sea_1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: PlayStation 5, PC Publisher: Giant Squid Developer: Giant Squid Release: <time datetime="2025-08-19T12:00:00Z" class="datetime">August 19, 2025</time> <p>"What if you had a sword, but there was nobody to fight?"</p><p>Matt Nava, creative director for Sword of the Sea, says this is one of the main themes of his studio's next project. A sword is a weapon designed to kill, but there's no attack button in Giant Squid's upcoming game. In the 30-minute demo I played at Summer Game Fest in Los Angeles this year, there wasn't any combat at all, and I can't say for certain, but I wouldn't be surprised if the game is devoid of violence entirely.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/9d311ec7/sword_of_the_sea_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>Instead, your sword is a hoverboard, carrying the player, also known as the Wraith, on an adventure across a field of seemingly endless dunes. From my first moments playing, I can feel the care that went into making the traversal feel good, and it's a joy to ride up and down the desert's rippling, sandy mounds. You can charge jumps to get huge amounts of air and press the button again before you hit the ground to do tricks. As far as I can tell, the tricks grant no advantage to gameplay, and yet I do one basically every time I get in the air. It is, in the purest sense of the word, play.</p><p>I quickly realize why it's not a game called "Sword of the Sands" by interacting with a glowing blue orb and triggering a magical eruption of blue energy. The liquid-like sand becomes straight-up water, and a river forms in the middle of an endless desert. Not only that, but fish float in the air above the water, seemingly able to breathe and fly just by being near it. Especially in a world that is otherwise notably devoid of other wildlife (save for the occasional old bones of a long-dead creature), creating fish from thin air is a sight to behold.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/38e61e2f/sword_of_the_sea_3.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>You generally progress by following the water, which is so vibrant and blue that I found myself desperate to drink it. Rehydrating the landscape in Sword of the Sea is viscerally refreshing, and though the game never uses text to say that the goal is to bring the sea back to this desert, it's an incredibly clear direction based on nothing other than visual design.</p><p>Aside from the occasional pop-up telling you what buttons do, the screen has no text and no UI, which Nava says was done to make the player forget they're even playing a game. While the lack of waypoints leaves me mildly lost once or twice, I'm always able to find the right path eventually, thanks to subtle guidance from the world's design. The same principles apply to gameplay; Nava says that in addition to explicit tutorialization, they teach the player things through secret tutorials, too.</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/01607115/sword_of_the_sea_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>"There's no place in the game that tells you that you can use a little pulse ability to smash the pots," Nava says, referring to small piles of vases you can destroy to get currency. "But people just figure that out because we put pots next to other things that we did tutorialize, 'Oh, you have to interact with this.'"</p><p>Immediately after gathering my first currency, little golden triangles, a nearby masked creature sucks the coins into a large barrel on his back, granting me the ability to do more tricks.&nbsp;</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/13/f8f037ae/sword_of_the_sea_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> <p>As I approach the demo's end, I rehydrate certain parts of the world to activate these huge green chains that open a door for me to progress to the next area. After playing for a while, the ground has become a gorgeous, patchwork fusion of sand and sea. After grinding on the giant chains skateboard style, the Wraith heads into the newly opened door, only to pause as a mysterious figure appears on the rock behind them. By the time they turn around, the figure is gone, but one thing is certain: this mysterious character has a sword of their own, and they weren't riding it. They were gripping the hilt like it was a weapon.</p><p>I'm eager to get to the bottom of that mystery, along with the others in Giant Squid's gorgeous desert, when it comes out in just a few months.</p><p>For more of our Summer Game Fest coverage, check out what we had to say about <a href="https://gameinformer.com/preview/2025/06/11/back-to-raccoon-city">Resident Evil Requiem</a>, <a href="https://gameinformer.com/preview/2025/06/13/one-of-sgfs-greatest-hits">Mixtape</a>, <a href="https://gameinformer.com/preview/2025/06/13/a-bloody-match-made-in-heaven">Ninja Gaiden 4</a>, <a href="https://gameinformer.com/preview/2025/06/11/hands-on-with-capcoms-mysterious-sci-fi-adventure">Pragmata</a>, and <a href="https://gameinformer.com/sgf-2025/2025/06/07/the-coolest-games-weve-played-at-summer-game-fest-2025">more</a>.</p>
Game Informer PreviewsJun 13
Dying Light: The Beast Preview—Parkour, Mutants, and a New Kind of Horror
Dying Light: The Beast Preview—Parkour, Mutants, and a New Kind of HorrorDying Light: The Beast doesn’t just bring back the undead—it resurrects everything fans loved about the original, now with sharper claws and a deeper bite.
Previews – CGMagazineJun 12
Directive 8020 Preview — The Dark Pictures’ Most Violent Entry to Date
Directive 8020 Preview — The Dark Pictures’ Most Violent Entry to DateSupermassive’s Directive 8020 looks to elevate The Dark Pictures Anthology with tighter gameplay, deeper choices, and genuine sci-fi horror, out October 2, 2025.
Previews – CGMagazineJun 12
Spine Preview – I Know Gun Fu
Spine Preview – I Know Gun Fu<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/88221efe/sgf_spine_01.jpg" width="800" height="450" alt="Spine preview Summer Game Fest" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: PlayStation 5, Xbox Series X/S, Switch 2, PC Publisher: Nekki Developer: Nekki Release: TBA Rating: Mature <p>The Batman Arkham series has arguably the most satisfying melee combat ever. The John Wick movies may have the most entertaining hand-to-hand action in all of film. Spine takes both of these influences and smashes them together to form what it hopes to be an inspired blend of free-flowing counter-focused “gun fu”, and after playing the game during Summer Game Fest Play Days, it’s trending in the right direction.</p><p>This single-player action game is set in a cyberpunk world with players controlling Redline, a rebellious graffiti artist who can fight as well as she can paint. She’s implanted with a Spine, essentially a metallic device on her back that also houses a sentient AI. Together, they’ll push back against an oppressive AI-powered regime and will look pretty cool doing it.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pZbHDdd5drA" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>As I enter the first room full of goons, my Batman Arkham instincts immediately kick in as I throw a haymaker at the nearest target. I wail on them with a simple combo until a button prompt appears, signaling the trigger of a cinematic takedown. With one down, I’m on another guy in the blink of an eye, and the free-flow combat design means I can easily interrupt my combos to quickly dodge incoming gunfire (indicated by a laser sight) before resuming my beatdown. Whenever someone else tries to cut into my dance, telltale signals over their heads tip me off to perform a smooth counter, in which I flip over them. Redline can also perform a melee parry, allowing her to punish attackers with a debilitating counter.</p><p>I can’t stress enough how similarly Spine plays like Batman, and that’s a compliment. Although this alpha build still has some early rough edges surrounding some animations and parry timing, zipping around the battlefield to systematically dismantle entire mobs feels fluid and incredibly cool. Though unavailable in my demo, developer Nekki tells me that combat will also incorporate the environment. Attacking foes near interactable objects will allow Redline to automatically integrate them into her attacks. This description gives Spine’s combat the added vibe of a classic Jackie Chan film, and I’m hoping it winds up being as cool as it sounds.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/8193e84e/sgf_spine_03.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The big difference between Redline and the Dark Knight, however, is her willingness to blast foes using guns. Redline uses pistols to keep foes at bay or interrupt their attacks. She’ll also just blast people’s heads in mid-melee combo à la John Wick. Pistols aren’t super powerful when simply aiming and shooting – if they were, you would never punch anyone. However, pistols deal helpful chip damage, and enough concentrated fire can drop a target. Larger firearms, such as shotguns, pack a bigger punch and end foes in one shot, but unlike pistols, shotguns and other weapons have limited ammo.</p><p>After punching, kicking, and flipping my way through grimy cyberpunk bars and alleyways, I encounter the demo’s boss, Edda Kopp. This nimble, ninja-like warrior is as quick on her feet as I am, if not faster, and she can also cloak herself to become invisible. If that’s not enough, she regularly sics several spider-like drones that double as proximity mines, exploding if I enter their radius. This battle becomes a frantic dance of parrying Edda’s combo strings while regularly flipping out of the way of an incoming spider-bot, waiting for the brief windows of opportunity to get some hits in. The fight is functionally fine, though it’s also the roughest section of my demo. The lack of polish is most evident in a loose camera that wildly spins during melee exchanges, often obscuring my view. But I can see what Nekki is going for, and hopefully, more time in the oven will help this battle reach its full potential.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/600449e6/sgf_spine_02.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although previous trailers showed off parkour-style traversal, I didn't get to sample this aspect of the game in my demo. That's okay, because combat is Spine’s bread and butter. While the jury’s out on whether the story is engaging, I’m not coming to this game for a compelling narrative. I’m there to kick ass and chew bubble gum, and I’m all out of the latter. Spine has a lot of promise to fill the bat-sized hole in the action genre formed in the decade since the last Arkham game. Here’s hoping it can rise to the occasion.&nbsp;</p><p>Spine has no release window, but it's slated to launch for PlayStation 5, Xbox Series X/S, Switch 2, and PC.</p>
Game Informer PreviewsJun 12
Time To Die In Chrono Odyssey’s Early Access Preview
Time To Die In Chrono Odyssey’s Early Access PreviewI was genuinely interested to review Chrono Odyssey for one specific reason—it was the first MMORPG that I’ve played probably since World of Warcraft: Wrath of the Lich King. Well, that’s not entirely true; I dabbled with New World back when it first came out, but adult life didn’t afford me much time to invest […]
Previews – CGMagazineJun 12
Wuchang: Fallen Feathers Preview – Beautiful Madness
Wuchang: Fallen Feathers Preview – Beautiful Madness<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/6565a76e/wuchang_sgf25_3.jpg" width="800" height="450" alt="Wuchang: Fallen Feathers preview" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: PlayStation 5, Xbox Series X/S, PC Publisher: 505 Games Developer: Leenzee Games Release: <time datetime="2025-07-24T12:00:00Z" class="datetime">July 24, 2025</time> Rating: Mature <p>During a hands-on demo during Summer Game Fest Play Days, publisher 505 Games describes Wuchang: Fallen Feathers to me as “Chinese Bloodborne," a lofty comparison but not completely unwarranted. This Souls-like action game’s focus on aggression and evasion, rather than blocking, is certainly reminiscent of From Software’s 2016 classic. Still, developer Leenzee Games is striving to carve out a unique identity for the title.&nbsp;</p><p>The titular Wuchang is a pirate living in China during the waning years of the Ming Dynasty, while the country is ravaged by a supernatural ailment known as the Feathering. She becomes infected, which causes her to sprout feathers on her left arm, hence the game’s name. The Feathering slowly transforms infected into mindless, man-eating beasts, and those bearing the telltale feathers are ostracized or attacked on sight by the frightened populace. But in Wuchang’s case, the Feathering bestows otherworldly abilities she utilizes to battle human and demonic enemies in search of a cure and the truth behind the phenomenon.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/5WahZ_6pcU4" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>The core of Wuchang’s combat will be familiar to Souls fans, with light and heavy attacks mapped to the right shoulder buttons and a stamina meter to monitor. However, evading damage builds up points called Skyborn Might, a limited mana pool spent to activate magic spells, such as firing dagger-like energy blasts or conjuring a fiery spectral hammer. This creates a fun strategy where evasion rewards repeated access to spells, and 505 states skilled players can topple bosses simply by dodging and firing spells from afar without raising their weapon. You don't have to encourage me to get out of the way of incoming attacks, but this perk makes successful evasions feel even more rewarding.&nbsp;</p><p>Not that you shouldn’t swing Wuchang’s absurdly long katana, or other weapons, including short swords, clubs, axes, and polearms. Combat feels fine but is more deliberate than I expected, and my initially small stamina meter meant I couldn’t execute many successive strikes before backing off to recover. Every weapon has a unique style and skills tied to the left shoulder buttons. For example, you can’t block inherently, as that’s an ability only a large hammer provides. Left bumper executes a weapon skill, such as a graceful dance of wide-reaching slashes in the case of Wuchang’s starting katana.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/1d7bd3de/wuchang_sgf25_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Taking damage and dying builds a status called Madness. The higher your Madness, the more damage you both deal and absorb. If you die when this meter is full, you can’t recover your fallen XP, called Red Mercury; instead, you must face off against Wuchang’s inner demon, a spectral swordswoman who spawns where you last died. This entity attacks you and any surrounding enemies indiscriminately, and defeating it allows you to recover your fallen Red Mercury. However, failing means losing it for good. It’s an interesting risk/reward system that 505 Games teases will gradually build towards Wuchang obtaining and mastering new special powers. I only encountered the inner demon once and defeated it somewhat easily, so it proved to be little more than a minor nuisance.&nbsp;</p><p>Wuchang gains new abilities by unlocking skills from a massive tree. 505 compares the size of the skill tree to Path of Exile’s, meaning it has dozens of passive upgrades, special moves, and more to let you build highly specialized builds. Some skills can be earned the old-fashioned way by grinding and spending XP, but others require specific items to unlock, often found in chests or by defeating more formidable adversaries. Needless to say, I barely scratched the surface of these upgrades during my hour-long demo, so I have no idea how many abilities players can expect to sift through.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/b5681042/wuchang_sgf25_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Wuchang: Fallen Feathers is a very competent, good-looking action game entering an increasingly crowded genre. While it’s got a few neat ideas, it’s tough to tell if it has the long-term depth and originality to stand out. Nothing about the game blew my mind during the hour I spent with it, but it also didn't offend me; it's sitting firmly in the "solid good time" camp. With its July 24 release just around the corner, I’m hoping it proves to be more than just “another good one of those” and something that sets its sights much higher.&nbsp;</p>
Game Informer PreviewsJun 12
Pragmata is a fascinating genre mash-up, and Capcom at its experimental best - hands-on
Pragmata is a fascinating genre mash-up, and Capcom at its experimental best - hands-on I love it when Capcom experiments. It's true that with a staple of franchises and characters like those it has, there isn't all that much pressure on Capcom to experiment. It has most of what it needs to make that corporate profit line go up, in truth. But every now and then the company nevertheless experiments with something new - and usually, backed up by those successful franchises, the company can strike gold. Read more
Eurogamer.net Previews FeedJun 12