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!
Dissidia Duellum Takes Final Fantasy To The Streets
Dissidia Duellum Takes Final Fantasy To The StreetsAfter a second pre-launch preview, the vision for Dissidia Duellum Final Fantasy's "PvPvE" gameplay became a little clearer.
Previews – CGMagazineMar 24
Lone Pine Preview – Pining For More
Lone Pine Preview – Pining For MoreRoasted, always roasted The post Lone Pine Preview – Pining For More appeared first on WellPlayed .
Preview – WellPlayedMar 23
Peter Molyneux's Masters of Albion looks to have everything I love about those Bullfrog and Lionhead classics, but the scepticism is hard to shake
Peter Molyneux's Masters of Albion looks to have everything I love about those Bullfrog and Lionhead classics, but the scepticism is hard to shake Few developers can - even after all this time - get you quite so swept up in their enthusiasm as Peter Molyneux. It's an enthusiasm that has, famously, got him into trouble in the past, when passion and promise have failed to meet reality by quite some margin - with players often caught in the fallout . So it's hard not to be sceptical when it comes to 22Cans and Molyneux's latest project, Masters of Albion. But - as someone who grew up on the games of Bullfrog, the games of Lionhead - after listening to Molyneux excitably play his way through 45 minutes of Masters of Albion, it's even harder not to be just a little bit hopeful it might all come together this time, when this weird Molyneux greatest hits mash-up promises so many things I love. Read more
Eurogamer.net Previews FeedMar 23
Animula Nook Alpha Playtest Preview—Bigger On The Inside
Animula Nook Alpha Playtest Preview—Bigger On The InsideAnimula Nook is the upcoming Lilliput Fantasy Life Simulation from LilliLandia Games that makes a big world from tiny characters.
Previews – CGMagazineMar 19
Dark Scrolls Preview
Dark Scrolls PreviewI’m a sucker for a classic 2D platformer, and I’m also a sucker for well-intentioned roguelike elements, so when Doinksoft pitched their upcoming side-scroller Dark Scrolls, it immediately grabbed my interest. If you aren’t familiar with Doinksoft, they’re the team who made Gunbrella, and there’s a lot of the same charm here. The premise for […] Source
Previews – Niche GamerMar 18
Nekome: Nazi Hunter Preview - A Personal Crusade
Nekome: Nazi Hunter Preview - A Personal Crusade Publisher: ProbablyMonsters Developer: ProbablyMonsters Nazi-killing stories used to be as common in video games as revenge stories are today. As the name of ProbablyMonsters’ third-person action game implies, Nekome: Nazi Hunter brings the Nazi killing back into the forefront, but retains the vengeance aspect; it’s right in the name, as “Nekome” means “revenge” or “vengeance” in Yiddish. While at Game Developers Conference last week, I met with the team at ProbablyMonsters to get a hands-off demo of Nekome: Nazi Hunter. In Nekome, you play as Vano Nastasu, a young Romani man whose entire family was murdered by Nazi soldiers. Consumed by grief and rage, Vano vows to take down the vile creatures who did this to his family. Nekome: Nazi Hunter is a linear, narrative-driven experience with an emphasis on hand-to-hand combat. Using gutter fighting, a win-at-all-costs close-quarters style developed in the early 1900s, Vano delivers brutal blows to his deserving adversaries. Vano brandishes a knife for much of the game, but he can also find others, including firearms and other melee weapons. Watching the developer play through various sequences in a very early build of Nekome: Nazi Hunter, I’m struck by how responsive the combat looks. In one curated sequence, Vano thins the herd using bloody stealth takedowns before confronting the remaining officer. Officers are resistant to stealth takedowns, but Vano can overcome that through the skill tree, which consists of three paths: The Knife (for damage and combat), The Man (for character-specific upgrades, like the ability to perform stealth takedowns on officers or upgrading Vano’s focus bar), and The Tool (for improvised weapons you pick up). ProbablyMonsters approached designing much of Nekome: Nazi Hunter as a way to tell emergent stories. That is most aptly shown in the second sequence I witness, which is more of a sandbox design. Using Vano’s focus, he can gain abilities like being able to spot enemies through walls, or one that I can’t wait to use: Focus Strike. Vano’s Focus Strike lets him stop time as he marks multiple targets’ body parts, then attacks them all in rapid succession, leaving the Nazis dead or debilitated. In a game where Vano is almost always outnumbered, this seems like one of the most useful tools in his toolbelt. After taking out a room of enemies, Vano moves on to an outdoor area, with a sniper stationed on the roof. The developer charts a path to that sniper, since having armed Nazi eyes in the sky would probably make his life miserable, and if the gunman spots Vano and fires his rifle, his hopes of stealthily evening the odds goes out the window. En route to the lookout position, Vano burns various propaganda posters – a side-objective tracker pops in the upper part of the screen showing how much hate imagery and propaganda remains to destroy. After reaching the sniper’s position, Vano brutally takes him out and assumes control of the rifle. Having access to a sniper rifle is obviously a powerful upgrade to Vano’s typical knife, but it comes with risk: Firing that gun will alert everyone of Vano’s presence, and Vano has no idea how many shots he has, a deliberate choice by the developers to really lean into the risk/reward aspect of picking up someone else’s weapons. The dev demoing the game decides it’s worth it, so he targets an officer and pops his head from afar; it turns out there was only one bullet in that rifle, but Vano used it effectively. Normally, if you’re discovered, the troops will go into high alert and search everywhere, even calling reinforcements if you don’t take them out in time. However, in this scenario, Vano’s notoriety is high, and ushering that officer into a blood-soaked grave pushed Vano over the top, so several soldiers cower as they try and escape what seems like a certain fate. Some will run, others will hide, some will even beg for mercy. In my demo, they found no mercy, and I anticipate the results will be the same when I get my hands on the title. Nekome: Nazi Hunter is still quite early in development, to the point that the developers assured me that the U.I. is still very likely to change before even the next time I see it. But even in this early stage, everything I saw told me this is a game I should keep my eyes on. We don’t know when Nekome: Nazi Hunter is set to come out, but it is currently planned to arrive on PS5, Xbox Series X/S, and PC.
Game Informer PreviewsMar 18
Crimson Moon Preview - Ready To Paint The Town Red
Crimson Moon Preview - Ready To Paint The Town Red Platform: PlayStation 5, Xbox Series X/S, PC Publisher: ProbablyMonsters Developer: ProbablyMonsters Release: 2026 Rating: Mature The roguelite genre continues to expand into different genres. From recent racing games like Carmageddon: Rogue Shift to shooters like Deadzone: Rogue, run-based games have become a staple in the games industry. Though FromSoftware delivered Elden Ring: Nightreign in 2025, that took a different path towards the run-based genre, instead fusing elements of the battle-royale and PvE co-op with Soulslike action. Crimson Moon, an upcoming title from ProbablyMonsters, aims to play more into the other side of the equation, delivering what looks like a white-knuckled action/RPG where death and resurrection play even more into the equation. My hands-off demo with Crimson Moon begins in the hub, a gorgeously rendered cathedral. You can choose from multiple different characters, each with their own builds. You control half-angel, half-human protagonists tasked with driving the undead out of our world. To do this, you must go on missions, which are your runs through the world. You choose a loadout, then embark on these runs, with a hefty risk-reward factor in place; they’re still tweaking how it will work, but you could potentially lose any gear you bring into the run if you die. Thankfully, unlike most Soulslike games, you also bring lives into your run. In one section, I watched the developer playing get taken out, but because he had extra lives, he resurrected right in place. You can earn more lives through gameplay progression, but this mechanic is meant to make the game more approachable for a wider audience while still retaining the genre’s trademark difficulty. As you play through the run, you earn new loot, which you get to keep if you make it out of the run alive. Crimson Moon has all the mainstays of the Soulslike genre, including a stamina bar, dodge-rolls, and little potions you drink to heal. But in the forefront is the combat, which looks as smooth as it does precise. After each tense confrontation, you can perform stylish finishing moves, which the team looked towards Mortal Kombat’s brutal Fatalities for inspiration. The demo culminated with a boss battle against a bat/vampire-looking human called Cardinal Mathias, who leapt around a church with acrobatic movements and attacks. The developer’s character looks like they might be in for a tough battle, until the demoist tells me about Angel Mode, a special ultimate-style ability where you enter an overpowered state that boosts your range and movement speed, allowing the player to even the odds and fell the daunting boss battle.  Upon returning to the hub, they have the choice to funnel experience, which is granted regardless of your success or failure on any given run (albeit in different quantities), into different attributes like strength, endurance, and vitality. Those attributes, along with any gear you brought out of the run, can carry over to subsequent runs. And while Crimson Moon allows for two-player co-op across platforms, the experience is designed for single-player play. The action/RPG genre is extremely hit or miss for me, but I enjoyed watching the team at ProbablyMonsters unleash an awe-inspiring amount of damage into any foe that dare cross paths with them, and the structure of the game is promising. As the development team told me, you will die a lot in Crimson Moon. My hope is that the structure and gameplay are good enough to make us want to come back from the dead time and time again.
Game Informer PreviewsMar 18
Going Medieval first impressions – the cabbage patch kingdom simulator
Going Medieval first impressions – the cabbage patch kingdom simulatorThe post Going Medieval first impressions – the cabbage patch kingdom simulator appeared first on The Escapist .
Reviews - The EscapistMar 17
Going Hands-On With Everwind—Wind in the Sails
Going Hands-On With Everwind—Wind in the SailsCGM went on with Everwind—Enjoy Studio S.A.'s upcoming voxel fantasy game that combines survival crafting with unique RPG mechanics.
Previews – CGMagazineMar 13
Stupid Never Dies Preview – Pop Punk Is The Origin
Stupid Never Dies Preview – Pop Punk Is The Origin Platform: PlayStation 5, PC Publisher: GPTRACK50 Inc. Developer: GPTRACK50 Inc. Stupid Never Dies made quite the entrance last December. Its reveal during The Game Awards pre-show wouldn't have felt out of place in a late-aughts Hot Topic; a zombie boy and human girl singing and dancing to a catchy, rocking love song in a music video filled with undead imagery, comic book scribbles, and colorful bursts, with a quick punch of some action gameplay at the very end. But while it set the tone, it wasn't immediately clear how the two parts came together. After attending a hands-off preview session with developer GPTRACK50, I've got a firmer notion of what Stupid Never Dies is. It is an action RPG, filled with style-switching combat and a roguelite, structured around dives into a monster-filled dungeon. And it is absolutely saturated in pop-punk aesthetics.   I asked studio head Hiroyuki Kobayashi, who has worked on numerous series including Devil May Cry, Resident Evil, and Dragon's Dogma, about how the team created this vision of zombies and pop punk mashed together. "When we talk about pop punk," Kobayashi says. "That's, from the very beginning of the game, as we [started] creating the concept of the game, pop punk was the tone we wanted to aim for." Stupid Never Dies follows Davy, a low-level zombie in a dungeon that's been overrun by monsters. He discovers a human girl, Julia, frozen in a freezer and is infatuated with her. He wants to see her brought back to life. So Dr. Frank, a mad genius, encourages Davy to dive into the dungeon and get the power to do so by slaying KOM – the King Of Monsters. Davy, as a zombie, is not particularly powerful compared to the many strange and dangerous beasts of the dungeon. He can, however, gain power in two key ways: he can die and come back, and he can absorb the skills of specific foes to take on their form. There are myriad forms Davy can take, and we saw a lot of them. Maybe too many. The Zombie is a base form, naturally, and plays with some standard action game tools: normal and heavy attacks, a parry, and a bite. After biting some enemies, though, Davy can turn into them during his dungeon expedition, though he can only carry two additional forms at a time. The Werewolf offers a blitz of speed and fury, while the Harpy unleashes feathered projectiles. The Golem is tough and sturdy, spinning its arms around to send foes flying. The Vampire spawns in swarms of bats, the Will-o'-the-Wisp can swap between the physical and astral planes, and the Cyclops swings hard with big, all-or-nothing strikes. The Snow Fairy might be my favorite, allowing you to freeze foes and then slice them with an ice blade, enhancing the blade's power in the process. The Merfolk form can dive into the ground and make whirlpools, the Lich is a summoner-like form with skeleton pals, and the Demon warps gravity.   It's a lot to take in, but essentially, these forms make up a base of power for each run. Getting used to how they work, and especially how they can work together as you flip through them mid-combat, is a core part of Stupid Never Dies. Throw in the extra power of Body Hacks, which add weapons that Davy can employ in runs like a Missile Pod or the imposing Massive Edge blade, and you can have a pretty wide variety in playstyles between different dungeon crawls. "That kind of variety can be much broader if we made this game run-based," Kobayashi says. "That's the reason why we chose this structure." As part of the roguelite nature, Davy builds up a meter of experience growth. Essentially, each run adds bonuses to future experience gains in the dungeon, so each attempt sees Davy levelling up just a little bit faster. While an early venture might spend some time on getting to, say, level 10, he might hit level 20 in just as much time, or even faster, in future adventures. Runs do have a time limit on them, but that might be a good thing if it means later tries can become explosively, exponentially faster. "We want the player to experience blazing fast growth," Kobayashi says. "That's a fundamental system of the game, so each run, you feel different." Layered over all of this is a saturated, exaggerated style that conveys as much character as that first trailer. Davy can even amp it up a bit when he enters his Davy Burst mode, a super mode that comes with over-the-top animations and visual effects. Stupid Never Dies is a fascinating project, sometimes feeling like the action-brawler Warm Bodies roguelite we never got. But beneath the pop punk veneer, there's a fascinating mix of action combat mechanics and fast-ramping roguelite progression. It's different and strange in all the best ways, and has certainly found a place on my radar for the hidden gems of 2026.
Game Informer PreviewsMar 12