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!
John Carpenter’s Toxic Commando (PC) Preview—Bringing New Meaning to Bumpy Ride
John Carpenter’s Toxic Commando (PC) Preview—Bringing New Meaning to Bumpy RideJohn Carpenter's Toxic Commando is an upcoming 4-player co-op shooter from the minds over at Saber Interactives, who are no strangers to a gory good time.
Previews – CGMagazineDec 12
Order Of The Sinking Star Preview: Jonathan Blow’s Next Big Swing
Order Of The Sinking Star Preview: Jonathan Blow’s Next Big SwingWe got to check out Jonathan Blow's Order Of The Sinking Star ahead if The Game Awards premiere and event asked him a few questions.
Previews – CGMagazineDec 12
New Fantasy Shooter Highguard Announced From Former Titanfall Devs, Launching In Weeks
New Fantasy Shooter Highguard Announced From Former Titanfall Devs, Launching In Weeks Near the end of tonight’s Game Awards presentation, we got a look at a brand new shooter game from Wildlight Entertainment, a team that includes 61 members of the team that built Apex Legends and Titanfall. After departing Respawn, the team began work on a new shooter called Highguard. The fast-paced gameplay seems to mix mount riding, gun-shooting, power usage, and area capture into an intoxicating mix. The debut trailer isn’t what many have come to expect from game reveals, as it was mostly focused on showing off gameplay. That’s likely because the game is surprisingly close to launch, and is set to release in January. It’s unclear at this juncture precisely how the game mixes storytelling and worldbuilding with multiplayer elements, but much of the gameplay does appear to be competitive in nature. Highguard is set to launch as a free-to-play title on January 26, 2026, on PS5, Xbox Series X/S, and Steam.   
Game Informer PreviewsDec 11
Ace Combat 8: Wings Of Theve Takes Flight In 2026
Ace Combat 8: Wings Of Theve Takes Flight In 2026 During a certain period of gaming history, Ace Combat could reliably be expected to appear as a new game on a roughly yearly basis. But as development processes have lengthened, so too has the wait for a new installment in the arcade-style combat flights of the long-running series. That looks like it will change next year, with the reveal of Ace Combat 8: Wings of Theve. The new, mostly cinematic trailer suggests that the series is adding an increased focus on storytelling and character in this new installment, but it’s clear that the game will also still feature high-speed military jets fighting above the clouds. It seems we’ll be waiting a while before we get additional details, but we know that Ace Combat 8: Wings of Theve is set to lift off in 2026 on PS5, Xbox Series X/S, and PC.  
Game Informer PreviewsDec 11
No Law Is An Open World Cyberpunk FPS From The Developers Of The Ascent
No Law Is An Open World Cyberpunk FPS From The Developers Of The Ascent Neon Giant, the developer behind 2021's The Ascent , has revealed No Law, a first-person shooter RPG set in a cyberpunk open world. Revealed during The Game Awards 2025, No Law is currently in development for PlayStation 5, Xbox Series X/S, and PC.  In the reveal trailer, we get a look at the beautiful city of Port Desire, the sprawling and seedy Unreal Engine 5-developed setting for No Law, as well as Grey Harker, the ex-military veteran that players will control in the game. We meet Harker, who has left his war-torn past behind for a quieter life, at a moment where the past comes calling, and trouble finds him once more. Using his "black-ops instincts and custom hardware," Harker is set on taking back what's been stolen from him and confronting the city that wronged him.  Check it out in the No Law reveal trailer for yourself below:    Neon Giant says No Law is a cyber-noire narrative with deep player agency, noting that "whether you favor precision, stealth, or destruction, your approach defines the experience."  "Master advanced military upgrades, experiment with sci-fi tools and vertical movement, and turn every mission into a personal story of revenge, consequence, and survival," a press release reads. "Set against the backdrop of Port Desire, a sprawling port carved into the cliffs of a restless sea, No Law invites players into a world built on neon sleaze instead of regulation. The city is a hub of import and excess, overflowing with colorful characters whose motives are as murky as the smog-filled skyline. From the rooftop gardens to the alleys below, every inch of Port Desire is alive, reactive, and waiting to be shaped by the player's choices."  Check out the screenshots below for another look at Port Desire:    Ahead of Neon Giant's unveiling of No Law, I spoke with studio co-founder and creative director Tor Frick and co-founder and co-creative director Arcade Berg about the game. They tell me The Ascent taught Neon Giant that the team really wants to push the envelope on immersion.  "The games are very different [...] but there's lots of crossover," Berg tells me. "What we really learned a lot about making The Ascent was how to tell a story with the world. It had a story and side missions, but it wasn't a narrative-heavy game. It told a lot of stories in the environment with the set, with the art, with the conversations NPCs were having, and we learned a lot about in-world storytelling that isn't explicit. Not every story has to be told with words, voice, or text, so we're always trying to ask [with No Law], 'Is there a story there?'"  With No Law being Neon Giant's second cyberpunk game, I was curious about what it is about these types of settings that draws the studio in. Frick tells me cyberpunk worlds allow for a lot of video game actions to fit narratively. "We're very precious about having a world where everything we do in the game fits in the fiction of the world," he says. "That's a big part [of our love for cyberpunk]; we can kind of mold the world to fit what the game needs. [Plus], there's a certain mood and vibe we really enjoy: Judge Dredd, Running Man, all these tongue-in-cheek comfort food experiences, and we really enjoy the lighthearted vibe of those things.  Berg adds that those specific cyberpunk examples use violence as a spectacle, "the kind that makes you smile," and that fits what Neon Giant is going for in No Law.  "The violence in our game is supposed to be a spectacle, too; the kind that makes you smile," Berg says. "There's horrible violence and the fun kind. We can't do dark, sad, and gritty; we want you to have a really good experience playing this game, laughing, at times feeling like a badass, to have the world respond to that, noticing what you're doing, and what you opted not to do. Cyberpunk is cool, and we enjoy it."  The team is calling No Law a cyber-noire story, and Frick and Berg tell me it's because this game has moments to breathe and soak in the vibes – and there's also a detective element to the story, though the duo doesn't share more on that front. That's one way the two think No Law stands out from the obvious elephant in the room: Cyberpunk 2077.  "It's clear that [No Law] is very much different," Frick tells me. "The art style and setting itself, this is a very lush city, and we're focusing a lot more on the density and the intimate feeling. We're not aiming to build a vast open world, but are focused on making a very dense open world with a very different scale and a very personal story."  Frick says Harker's story isn't the end-all, be-all of Port Desire – it's just another story happening in this city. Berg chimes in, adding, "It's much more human and personal and intimate, and we made a lot of cool stylistic choices because of that."  The two close out our conversation by explaining they feel Neon Giant fans like the studio's particular brand of personality – it's the biggest point of positive feedback the studio received from The Ascent.  "If you've played The Ascent, you'll get a feel that [No Law] is the same team," Berg says. "That's what we're aiming for, even with this game that's completely different."  No Law is being published by Krafton and will launch on PlayStation 5, Xbox Series X/S, and PC sometime in the future.  In the meantime, read Game Informer's review of The Ascent .  What do you think of No Law's reveal? Let us know in the comments below!  
Game Informer PreviewsDec 11
Warlock: Dungeons & Dragons Is A Dark Fantasy Open World Action Game Coming In 2027
Warlock: Dungeons & Dragons Is A Dark Fantasy Open World Action Game Coming In 2027 Wizards of the Coast has announced a new dark fantasy open-world action game called Warlock: Dungeons & Dragons during The Game Awards 2025. Per the title, it’s set within the world of the popular tabletop game, with players controlling a powerful spellcaster battling the forces of evil. Developed by Invoke Studios, the game stars Kaatri, who is described in a press release as “a veteran warrior who makes a pact to wield otherworldly magic against dark powers.” Kaatri is also voiced by actress Tricia Helfer ( Battlestar Galactica, Lucifer ). Speaking to Jeff Hattam, vice president/creative at Invoke, he says the Warlock was chosen over other D&D classes due to his fascination with the class’s blend of spellcasting prowess and high charisma. “Personally, one of the things that kind of struck me as a little bit odd is that Warlocks have really high charisma and they use that for damage,” Hattam explains. “And I've always wondered what kind of person is it that they can convince some of the most powerful beings in Dungeons & Dragons to bestow magical powers on them? And I attribute that to their charisma [...] I wanted to really craft that and create that with the game, that's really the spark that started this.” Hattam says the Kaatri is a far cry from the “pointy hat wizard” archetype, and her journey delivers a darker tale that has more bite to it than the average fantasy fare. But magic is ultimately at the heart of Warlock: Dungeons & Dragons. “You get magical abilities, spells, rituals, and you use those spells to explore the world, uncover its many secrets, discover the corners of the world, solve challenges, environmental puzzles, and obviously, you'll have encounters and use magic against that as well,” Hattam explains. While it’s a D&D game, Warlock is not an RPG. It’s a third-person action game, so you don’t have a party following you around, though Kaatri will meet helpful allies along the way. The game is also telling a focused narrative as opposed to being a choice-driven experience in the vein of Baldur’s Gate 3. “While D&D is a huge inspiration for the game. We're not trying to replicate it,” says Hattam. “So you are playing Kaatri’s narrative. It's got clear stakes momentum, and you're driving forward with that.” Invoke is keeping the details of the game’s open world under wraps, but Hattam teases that players will rely on magic to explore and can tackle side quests along the way. Invoke plans to reveal the first gameplay footage for Warlock: Dungeons & Dragons next summer. The game is slated to launch sometime in 2027, though platforms have not been confirmed. 
Game Informer PreviewsDec 11
Leon Kennedy Takes The Stage In Resident Evil Requiem
Leon Kennedy Takes The Stage In Resident Evil Requiem Tonight’s Game Awards presentation gave us a new look at one of the most anticipated games coming in early 2026. Resident Evil Requiem was already looking good, even ahead of rumors earlier this week that Leon Kennedy would be joining the cast. Those rumors were confirmed tonight, as a new trailer showed off how two distinct leads will each have their own distinct gameplay loops, as well as some glimpses of the villainous Victor Gideon, who seems to play an important role in the unfolding trouble. Grace Ashcroft will have sequences focused on classic survival/horror dynamics, while Leon Kennedy will show up for big action-packed scenes. This dual dynamic is clearly an effort on the part of Capcom to balance the sometimes-competing natures of recent Resident Evil games. By featuring two distinct characters that each have their own style of gameplay, it seems likely that Requiem aims to offer a bit of both high-stakes combat and scares. Resident Evil Requiem is set to release on February 27 for PS5, Xbox Series X/S, Switch 2, and PC.  
Game Informer PreviewsDec 11
Remedy Reveals Control Resonant, A Melee Action-RPG Sequel To Control Starring Jesse's Brother
Remedy Reveals Control Resonant, A Melee Action-RPG Sequel To Control Starring Jesse's Brother Remedy Entertainment has finally revealed the sequel to Control and it's a melee action-RPG called Control Resonant that stars Jesse Faden's brother, Dylan, and is set in a twisted version of Manhattan. Revealed during The Game Awards 2025, Control Resonant is set to launch in 2026 on PlayStation 5, Xbox Series X/S, PC via Steam and the Epic Games Store, and Mac.  The reveal trailer begins with a man sitting in a glass cage within The Oldest House, the setting of 2019's Control and the New York City-based headquarters of the Federal Bureau of Control. Soon after, we learn that the city outside – specifically Manhattan – has been warped and twisted into a kaleidoscope of skyscrapers and streets bending to create sightlines reminiscent of scenes from Inception and Spider-Man: No Way Home . We then see Jesse stab someone lying unconscious on a slab with a strange metal object.  That someone is Dylan Faden, her brother, and that metal object might be the Apparent, the shapeshifting melee weapon he'll be using to destroy Hiss in Manhattan as the protagonist of Control Resonant.  Check it out in the Control Resonant reveal trailer for yourself below:    Control takes place 17 years after Dylan, a supernatural child like his sister, is kidnapped at age 10 by a mysterious organization – Jesse manages to escape. It ends with Jesse as the new FBC director, with her trusty shapeshifting Service Weapon gun in hand, and the Hiss contained within the Oldest House. Control Resonant takes place seven years later: Jesse has mysteriously disappeared, the Oldest House lockdown has fallen apart, and the Hiss have spilled into Manhattan, warping this city into something far more Remedy.  In a behind-closed-doors virtual preview of the game, creative director Mikael Kasurinen calls Control Resonant an "open-ended" game and not an open-world one, complete with side stories, secrets to uncover, and more. He also says it's a melee action-RPG – not an action-adventure game, as he calls Control – with "more meaningful progression and real choices," alongside "distinctive builds" that complement various gameplay styles.  The reveal trailer shows a pretty significant shift from Control's style, but Control Resonant still looks decidedly Remedy. We don't know the exact date, but Remedy says Control Resonant launches on PlayStation 5, Xbox Series X/S, PC, and Mac sometime in 2026.  What do you think of the Control Resonant reveal? Let us know in the comments below!
Game Informer PreviewsDec 11
Order Of The Sinking Star Preview – The creator of Braid and The Witness reveals his most ambitious puzzle game yet
Order Of The Sinking Star Preview – The creator of Braid and The Witness reveals his most ambitious puzzle game yet Publisher: Arc Games As a puzzle game fan, one of the most exciting reveals at The Game Awards 2025 for me was Order of the Sinking Star, the long-awaited next project by Jonathan Blow, creator of Braid and The Witness, and his team at Thekla. Set to launch next year, a decade after shipping The Witness, this promising fantasy game has as much ambition as it does puzzles – and there are thousands of puzzles – and it’s no surprise that Blow describes the title as “the biggest game of my career.”   Order of the Sinking Star was born out of Blow’s goal of creating his own programming language due to his dislike of working with C++. The years spent on this endeavor are why there’s almost a decade-long gap between this new game and 2016’s The Witness; in fact, Blow started developing this language, known unofficially as Jai, while finishing up development of The Witness.   “[Once] The Witness was done, I pulled that out and said, ‘Okay, we're going to make this a full real thing capable of building commercial quality, not just capable, but way better than C++ to build commercial quality games in.’ And so this game was originally supposed to just be the proof of concept for that, and then once we started doing it, I just wanted it to be a really good game, so we ended up where we are now.” I hopped on a virtual call with Blow days before The Game Awards, where he walked me through a hands-off demo of Order of the Sinking Star. The game centers on a Queen who flees her kingdom amidst political turmoil, but she’s eventually caught and set to be executed. At the last moment, however, “some kind of mysterious intervention,” as Blow describes, causes her to be transported to a strange realm filled with magic, possibility, and, of course, puzzles. Similar to The Witness, Order of the Sinking Star unfolds within a colorful open world. However, this is a third-person grid-based game played from a top-down perspective. This fantastical world consists of four biomes players can freely explore in any order, each situated in a cardinal direction. Blow describes each biome as “territories that belong to different games.” By that, he explains that each territory is essentially a self-contained game with its own story, characters, and bespoke gameplay mechanics. Blow begins his demonstration by exploring the overworld as the Queen. He opens the map and zooms out, and while I can see early portions of the four biomes, at least 95 percent of the full map is shrouded in fog. Traveling in either direction pushes away the fog to reveal the diegetic tiles for each land mass, spelled out on the tiles. Traveling east reveals the vibrant green of the Mirror Isles; Heading north takes you to The Hearty Heroes of Hauling; West reveals the rocky cliffs of The Promise; And the southern territory is the only one I don’t get to see. The beginning of each territory features several stars on the ground; stepping on one of them transports players to a singular level within that world where you’ll occupy a new character. Characters are modeled after classic role-playing archetypes and sport a unique talent. The Warrior is capable of pushing large blocks. The Thief can’t push things forward, but instead will automatically drag nearby objects behind her whenever she moves backwards. This isn’t an option. She must grab objects adjacent to her, engendering thoughtful puzzle-design; if you’re not careful, the Thief can easily trap herself in corners with the objects she compulsively pulls. Another character is the Wizard, who will magically swap places with movable objects within range. Like the Thief, this action happens automatically, so you’ll need to watch how you position him as well. Thankfully, you can undo moves if you screw up or reset the entire level to its original state. Characters occupy their home territories, which themselves are centered around a specific puzzle mechanic. The Mirror Isles stars a man with the ability to teleport through mirrors, so his gameplay centers on positioning mirrors to transport himself across obstacles; think of bouncing light beams in other games. He can even duplicate himself by entering multiple mirrors. The Promise features a young adventurer wearing an exoskeleton that allows him to dematerialize giant gemstones and rematerialize them into sockets to power multicolored laser beams. Each beam grants a different power when he walks through it, based on the color: yellow beams let him smash boulders and other objects. A red beam lets him bypass locked barriers of the same color. Green beams allow him to walk through walls. These beams can intersect with each other, which creates a beam granting multiple abilities. Another area features skipping stone exercises, as players push giant stones across water that will skip in a straight line until hitting a patch of land. Solving the initial batch of puzzles in each territory unlocks that ability for the Queen to utilize in the overworld. For example, she can access new sections of the overworld by teleporting through mirrors upon completing enough puzzles in the Mirror Isles. “And that’s the general pattern that the overworld exploration takes, is that you visit levels, you see new mechanics or new ideas, and then the overworld navigation after that uses those ideas,” Blow tells me. Blow skips ahead to a section where a chunk of land from the Mirror Isle, along with its mirror-hopping protagonist, suddenly borders against the brown cliffs of The Promise. The exoskeleton-wearing adventurer converses with the mirror character, proposing they work together, and Blow explains that this results in both characters combining their talents and engaging with each other’s unique puzzle mechanics so that they can solve puzzles neither could tackle alone. Blow describes this convergence of worlds as the primary hook for Order of the Sinking Star, as players will explore a giant space of possibility created by mashing all of these disparate designs together. “Mechanically, we conceived it as kind of a super collider of game design,” says Blow. When I ask what inspired this approach, Blow explains that he began to notice that games tend to stop growing in complexity and end relatively soon after reaching their mechanical zenith. “What that means is every game sort of ends up around the same level of complexity because you build it up, and then as soon as you get there, you're done, right?” says Blow. “So what would happen if we started with game units that are themselves already fun and interesting, and then we combine them into something way more complicated? And so that was the idea.” Combination puzzles are unlocked upon finding and entering gold rooms scattered across the four territories. Upon entering, a new large star can be found in specific spots. Solving smaller puzzles causes these bigger stars to illuminate a golden light, signaling completion, which in turn fills a meter tracking every completed gold star. A full meter activates a teleporter in the gold room. There are six of these teleporters across the same number of gold rooms across the game, and activating at least four of them sends players to the endgame. Due to its size and non-linear nature, Blow says Order of the Sinking Star has the most narrative content he’s created for a game. The plot will unfold differently depending on when you tackle things, and the plot funnels into one of three endings. There’s a primary conclusion most players will witness, and two others that will require solving extra mysteries to unlock. Blow says these conclusions are all written to feel satisfying and positive tonally; he doesn’t believe in “bad” endings. As we wrap up our session, Blow shows off some completed levels to show the variety of art styles and viewpoints. Certain later levels will shift to a 3D perspective, allowing puzzles that feature elevation and depth. I see art directions and architectural styles not present in the initial four territories. One dark area appears as moss-covered subterranean ruins, while another is within a cathedral. Order of the Sinking Star is massive, and with literally thousands of puzzles, I ask how many are mandatory versus being optional. Blow estimates that around 20 to 30 percent of the puzzles, in the early game at least, can be skipped. But he notes that as the ratio of optional puzzles grows, the game will become more difficult, with the truly complex riddles left up to the player to tackle.   Blow and his team have grappled with the question of “How big is too big?” but he points to the popularity of games like Elden Ring, which he enjoyed, as proof that there’s an audience of players who enjoy discovering and solving mysteries in an open, non-linear format. He also cites The Witness’s success in allowing players to tackle puzzles at their own pace and the freedom to explore elsewhere when a current problem becomes too tough. “I think maybe this is one way that games are going now, especially single-player games. As a designer, you want to build something really deep. And as a player, if you're that super-engaged player, you want something really deep,” Blow says. Order of the Sinking Star is scheduled to launch on PC next year, though a console release has not been ruled out. The sheer amount of puzzles it boasts is mind-boggling and a little intimidating, but seeing even a small sample of how these mechanics build upon one another and eventually combine has me excited. I can’t wait to test my wits and unravel the secrets of this mysterious world. 
Game Informer PreviewsDec 11
Warframe's revitalising The Old Peace update shows other long-running live service games how its done
Warframe's revitalising The Old Peace update shows other long-running live service games how its done If you've played any long-running live service game, you'll know the sting of sunsetting - of older game modes, areas, and unlocks that lose their value over time. Warframe has a reputation for keeping all of its various elements relevant over time, but its upcoming update The Old Peace takes things one step further. Not only does it offer a spread of tantalising new missions, it rejuvenates older activities that were at risk of going stale years ago. Read more
Eurogamer.net Previews FeedDec 10