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!
Let's Compare All Three Versions Of Dragon Quest VII, Including Reimagined
Let's Compare All Three Versions Of Dragon Quest VII, Including Reimagined Dragon Quest VII Reimagined is the latest game to grace the cover of Game Informer , and you can read all about that here. If you're familiar with the history of this specific Dragon Quest entry, then you likely already know Reimagined is the second time Square Enix has remade Dragon Quest VII.  It released the original Dragon Quest VII in 2000 on PlayStation in Japan and a year later as Dragon Warrior VII in the U.S. Square Enix remade it for the Nintendo 3DS, launching Dragon Quest VII: Fragments of the Forgotten Past in 2013 in Japan before releasing it in the West in 2016. Now, Square Enix is remaking it a second time, with Reimagined launching next year on PlayStation 5, Xbox Series X/S, Switch 2, Switch, and PC.  It's rare to see a single entry get this many remakes, so we've created two galleries to show you the differences between the original Dragon Quest VII, the 3DS remake, and Reimagined, using the same spot across the years.  Gallery 1: Original vs. 3DS Remake vs. Reimagined   Gallery 2: Original vs. 3DS Remake vs. Reimagined   As you can see, the differences are pretty stark due to hardware limitations and varying visual styles and aesthetics. We're excited for Reimagined, though, and you can read about why in the Game Informer cover story here , and if you aren't already a subscriber, be sure to subscribe here .  Which visual style for Dragon Quest VII do you like best? Let us know in the comments below!
Game Informer PreviewsNov 26
Bungie Shares Deep Dive On Star Wars-Inspired Destiny 2: Renegades
Bungie Shares Deep Dive On Star Wars-Inspired Destiny 2: Renegades Bungie today offered a deep dive look at the new Destiny 2: Renegades release, which is scheduled to arrive for players next week, on December 2. The new major release for the game is an unusual one, as it’s rooted in a partnership with Star Wars. A quick look through the early visuals of the game don’t leave much room for doubt on that, as there are lots of things that look like lightsabers, stormtroopers, and villainous Sith. But as today’s vidoc makes clear, Bungie is trying to thread a more nuanced line with this release that it first appears. While plenty of features may look like Star Wars, the team is going to great pains to make sure it remains a true and canon Destiny experience. Those aren’t lightsabers but rather Praxic Blades. Those aren’t stormtroopers but instead members of the surging Barant Imperium. And that’s not a Sith – it’s a dangerous new big bad named Dredgen Bael. Whether the developer can pull off keeping those distinctions or not will be a matter to decide once we can play the game, but the early descriptions and footage offer good reason to be excited. The storyline appears to focus strongly on Drifter as a central character, acting as a conduit into some of the criminal underworld of the solar system. With his scoundrel demeanor, Drifter pretty clearly nods a bit toward characters like Han Solo in the Star Wars fiction. We also get to know a character that has been mentioned in the past in written lore entries for Destiny. Aunor Mahal is about as close as the game is likely to have to a Jedi, with her Praxic Blade that she is using to fight against Dredgen Bael. Players will pledge to a faction and build up reputation as they fight across the Lawless Frontier, an explorable space with a dedicated social hub in the form of Tharsis Outpost. Factions include the anarchist Eliksni biker gang called The Pikers, the group of sentient Vex call the Tharsis Reformation, and the rogue Cabal called Totality Division. You’ll run jobs for these factions like smuggling, bounty hunts, and sabotage-focused missions. While Aunor is shown in some pretty slick lightsaber-esque battles, NPCs aren’t the only people getting fun new Star Wars-themed toys to play with. Players will also be able to wield Praxic Blades, and will even be able to try out different fighting styles, very much like a Jedi. With the exotic primary, kinetic Praxic Blade, you can deflect attacks, melee attack enemies, and even throw. And, just to set clear expectations, Bungie has shared that the Praxic Blade won’t be unique to this content drop; it will continue to be a relevant weapon in future expansions to the game. Renegades also introduces new Blasters inspired by Star Wars, including several distinct variants, from dynamic blasters that hit harder with brute force, to more fast-firing balanced blasters. Blasters overheat and must cool down, rather than have a traditional magazine reload. We also learned about a special solar exotic crossbow called Heirloom, inspired by Chewbacca’s weapon in the movies. Players will also be able to pick up different “renegade abilities,” that seem in some way to tie together with the faction you work for. Across all the new content Bungie showed off today, one of the features that stood out the most was the music. By drawing direct inspiration from the Star Wars scores, arguably some of the most extensively varied and beloved of all film music, the new Destiny themes that were part of this preview presentation were, quite simply, riveting. The Renegades experience may be worth returning to play if only to hear more of that great music in action. There's plenty more to learn in the complete rundown. Check out the full vidoc below to get a comprehensive look at what Bungie is cooking up. Destiny 2 continues its march into the future with Renegades on December 2.   
Game Informer PreviewsNov 25
Yuji Horii On The Secret Sauce That's Kept Dragon Quest Going For Nearly 40 Years
Yuji Horii On The Secret Sauce That's Kept Dragon Quest Going For Nearly 40 Years Dragon Quest will celebrate its 40th anniversary next year in 2026, and with Dragon Quest VII Reimagined launching in February, the occasion is off to a good start. I visited Square Enix's Tokyo, Japan, offices to play two hours of Reimagined , interview the team behind it, and speak to Dragon Quest creator Yuji Horii about the series' long-running history, and more. There's plenty of Reimagined content to read here, but I also took this opportunity to ask Horii about the secret sauce behind Dragon Quest.  According to Horii, it's two things: warmth and ease of access.  "The key concept that I really try to prioritize, or keep important to me, for Dragon Quest is that, you know, older computer games didn't really have a sense of warmth," Horii says on the games he played preceding his work creating Dragon Quest. "But [warmth] was something that I really wanted to bring for the Dragon Quest titles. That, and accessibility for the players."  Horii tells me that when developing Dragon Quest, he specifically wanted to launch it on the Nintendo Famicom, recognizing its ease of access for players compared to home computers, which still carried a hefty price tag comparatively.  "I think [warmth and accessibility] are pretty important in terms of what makes Dragon Quest, Dragon Quest," he continues. "But one thing that I also have in mind, one potential reason why it's been beloved for so long, for almost 40 years, is that the Dragon Quest series also serves as a sort of communication tool for players. A lot of people might have memories of playing the Dragon Quest games with friends; they might have a memory of playing the game with their older brother [...] who they might ask to play the game on their behalf so that they can grind and skip the [leveling process challenges]. "So I think that for a lot of people, Dragon Quest games just have a special place in their heart, and that's why it's been so successful for so long."  An image from the Dragon Quest re-release on Nintendo Switch Seated beside Horii during this interview was Reimagined producer Takeshi Ichikawa . In my time playing it so far, Reimagined retains the warmth of the original island-hopping Dragon Quest VII adventure, and the new visual aesthetic lends itself well to those feelings. That's one of the bigger takeaways from my preview: it's cozy, warm, and invites adventure. I asked Ichikawa the same question I posed to Horii, curious about his takeaway. "I think all the RPG elements the series has to offer are the biggest strength of the Dragon Quest series, and I like to call it part of the Horii-esque elements," he says. "All the humor, the jokes in the narrative, the dialogue, and the expressions and the portrayals; It's just so adorable at times, and when you look at the story, it's an epic story but also somehow feels relevant to you at the time."  Dragon Quest VII Reimagined launches on February 5 on PlayStation 5, Xbox Series X/S, Switch 2, Switch, and PC. In the meantime, check out this article breaking down everything in the Dragon Quest VII Reimagined issue of Game Informer , and be sure to subscribe here if you haven't yet to access the Dragon Quest VII Reimagined cover story , our deep dive into Dragon Quest history with creator Yuji Horii, and so much more. What do you think the secret sauce of Dragon Quest is? Let us know in the comments below!  
Game Informer PreviewsNov 24
The Witcher 3 director's new RPG The Blood of Dawnwalker is different to that classic CD Projekt Red game in one big way: it doesn't have a main quest
The Witcher 3 director's new RPG The Blood of Dawnwalker is different to that classic CD Projekt Red game in one big way: it doesn't have a main quest When Konrad Tomaskiewicz, the former director of The Witcher 3 and now the director of The Blood of Dawnwalker, tells me his new role-playing game has no main quest, I have to ask him to repeat himself because that's an unusual thing for someone making an RPG to say. Read more
Eurogamer.net Previews FeedNov 24
Oneway.exe review: A love letter to lost media
Oneway.exe review: A love letter to lost mediaThe post Oneway.exe review: A love letter to lost media appeared first on The Escapist .
Reviews Archives - The EscapistNov 24
Terrifier: The ARTcade Game review: Simple, face-crunching fun
Terrifier: The ARTcade Game review: Simple, face-crunching funThe post Terrifier: The ARTcade Game review: Simple, face-crunching fun  appeared first on The Escapist .
Reviews Archives - The EscapistNov 21
After five hours, I can confirm that the Nioh 3 alpha was not a good representation of the game: the full thing is far better
After five hours, I can confirm that the Nioh 3 alpha was not a good representation of the game: the full thing is far better I think Nioh 2 is a near-perfect game. Team Ninja, inspired by but never beholden to the Souls-like formula, has created a viable alternative to FromSoft's games with the Nioh series. Stance-based combat adds a fighting game twist, and the tight level design, commitment to historical Japanese settings, and more traditional storytelling methods allow the series to stand out from all the other contenders to the genre throne. If FromSoft is the emperor, Team Ninja is the shogun. Read more
Eurogamer.net Previews FeedNov 21
Nioh 3 Preview – An Exciting And Necessary Shake-Up
Nioh 3 Preview – An Exciting And Necessary Shake-Up Platform: PlayStation 5, PC Publisher: Koei Tecmo Developer: Team Ninja Release: February 6, 2026 Rating: Mature Team Ninja’s Nioh series capitalized early on the rising popularity of Soulslikes, establishing itself as arguably the best non-From Software spin on the subgenre. The franchise’s faster-paced, loot-driven formula has earned it a dedicated fanbase, so much so that Nioh’s blueprint has been applied to similarly designed Team Ninja games such as Wo Long: Fallen Dynasty and Rise of the Rōnin to varying results and some diminishing returns. Instead of resting on these laurels, Nioh 3 thankfully shakes up this reliable template with a new ninja-focused class, more open level design, and an intriguing time-hopping premise. I traveled to Koei Tecmo’s San Francisco office to play roughly four hours of Nioh 3’s mid-game sections and speak to the game's principal leads. The game unfolds during Japan’s Sengoku period and stars Tokugawa Takechiyo, a warrior positioned to become the nation’s next Shogun. However, Takechiyo’s power-hungry younger brother conspires to overthrow him by leading a force of yokai against the entire country. With Japan now morphed into a demonic hellscape, Takechiyo must make things right in a story that, somehow, spans hundreds of years of Feudal Japanese history thanks to the mysterious presence of time-travel.   In a chat with game director and Team Ninja head Fumohiko Yasuda, he says he felt the evolution between Nioh 1 and 2 was “lacking”, and wanted a third entry to take a bigger leap forward. “When we wanted to do Nioh 3, I think I really wanted to make sure that we had something that had a new kind of gameplay as well as a new kind of gameplay experience, in addition to just evolving the action as well,” Yasuda says through a translator. I play this demo using a pre-built character (that I still get to customize using the series' character creator, which seems largely unchanged). Nioh 3’s biggest change in regards to combat is that players can now switch between two fully fleshed out gameplay styles: Samurai and Ninja. I begin by using the Samurai style, which, to be blunt, offers the standard Nioh gameplay experience. I have four sword stances to swap between, one of several guardian spirits to call upon for a supernatural assist, and combat remains the fast-paced assault of flashy weapon attacks interspersed with well-timed uses of the Ki Pulse mechanic to regain stamina. Ninja style offers a stark contrast by emphasizing evasion and overall speed. Hitting the right shoulder trigger switches between Samurai and Ninja styles on the fly, and timing this button press before enemies land crimson-tinted attacks triggers Burst Break, which offers a powerful counterattack on top of the style change. It's a supremely useful and fun mechanic I enjoyed trying to master.  In terms of what inspired this new gameplay style, Yasuda says the Ninja offers another recognizable facet of Japanese culture while also providing the visual and gameplay contrast he desired. “When you kind of think about [it], samurai are very sort of feet on the ground, they have very like solid, powerful attacks,” Yasuda explains. “In contrast to that, ninjas are quite speedy and have the ability to use Ninjutsu, which is a little bit of tricksterism inside of there as well.” The Ninja style became my preferred style as someone who generally favors speedier characters, and while the gameplay is similar, there are key differences. For one, Ninja style replaces the signature Ki Pulse mechanic with Mist, a spinning dodge-like maneuver that still replenishes stamina. Even better, I like how this move positions me behind enemies to take advantage of the Ninja’s increased back attack damage, ensuring I make constant use of it. Ninja style also replaces the sword stances with tools such as shuriken, caltrops, and a ninpo-style fireball. Although I don't make as much use as the shurikens and fireballs, which only deal minimal damage, I unexpectedly gravitated towards caltrops; spreading them on the ground during fights dealt helpful chip damage while occasionally staggering enemies long enough to dish out offense.  Performing well fills a new spirit meter that activates Living Artifact, a new mechanic that temporarily transforms players into a destructive deity-like force. While in this powerful form, I’m encouraged to go off with devastating, wide-sweeping attacks. After taking down numerous foes in carefully executed duels, it feels liberating to wildly smash enemies like a yokai-powered Hulk. However, Living Artifact lasts as long as a dwindling meter allows, and taking hits removes chunks of this meter, shortening the transformation’s already fleeting duration. Samurai and Ninja styles sport individual loadouts, so they're equipped with separate weapons, armor sets, and even the powerful spirit guardian special attacks. This makes it feel like swapping between two wholly different characters. Keeping in mind that I was dropped into a mid-game build, I felt overwhelmed by how much there is to keep up with. Nioh is already a mechanically dense series, and players now have double the moves, tools, and skill trees to manage. But Team Ninja assures me that Nioh 3 doesn’t require players to master every mechanic to succeed. In fact, I’m told it is absolutely possible to beat the game using only a single style, so if you favor the Ninja style, for example, you can treat Nioh 3 as a shinobi-focused adventure. That's good to hear, because I occasionally felt guilty for not remembering every tool and ability at my disposal. Speaking of juggaling a lot of abilities, each weapon type has its own individual skill tree. You can unlock new moves to add more robust options for your two equipped weapons, be they katana, dual axes, spears, and many more. Nioh already encouraged players to settle into their favorite weapons early and stick with them to gain complete mastery. This new progression system hammers that philosophy home more than ever, as each weapon has a deeper-than-expected tree of skills that players will only see the end of if they're not spreading their upgrade points across multiple other tools.  In another significant but welcome departure, Nioh 3 ditches the antiquated, mission-based level selection of previous entries. From what I saw while playing, players transition between areas in a more cinematic and direct fashion. Levels themselves sport what Team Ninja describes as an “open-field” approach, which is their way of saying environments are more expansive and feature multiple paths. The most surprising addition is a traditional map, a feature almost unheard of in this genre, but one I’m also not complaining about. In addition to tracking your location, the map also displays missed collectibles for easy cleanup while backtracking. You can also freely fast-travel between shrines at any time.  As someone who enjoys the interconnected level design of most Soulslikes, I’m on board with this approach, and alternate routes can yield secrets, such as hidden Kodama spirits. One of the coolest destinations is Crucibles, gated areas filled with deadlier foes who reward greater loot drops, like rarer armor and weapons.  One crucible transported me to a devastated Kyoto circa 1864. To say it's seen better days is an understatement. Kyoto has been torn asunder, with spires of demonic mountains protruding from the landscape amid a crimson red sky. As I look above, I see a massive centipede snake across the sky; it’s a beautiful, if horrific, sight. I’m tasked with heading toward the city's center, and plenty of demonic opposition wait to cut my adventure short.  Nioh 3 is, by design, going to kick your butt, but it was hard to gauge how much so using a pre-made, kitted-out character. When I ask how difficult this new entry is, Team Ninja compares it to the quite hard Nioh 2 while noting that the larger zones can help players mitigate any hardships. “I think the opportunities to be able to overcome those difficulties, we've given the players a lot more options of how they can go about doing that,” producer Kohei Shibata explains through a translator.” I one-shotted most of the smaller mid-bosses, though I attribute this more to my late-game build than anything else. One proper boss battle against the gun-toting swordsman Takasugi Shinsaku gave me the blistering yet entertaining challenge I expect from the series. Dodging his bullets and deliberate sword strikes while also contending with his guardian spirit, a fox-masked maiden, sent me to the Game Over screen more than once. Although I couldn’t get Team Ninja to spill more tea on the game’s story, which sees players mysteriously time-traveling across roughly 600 years of Feudal Japanese history, what I do know about Nioh 3 has me excited. It's Nioh in the ways that matter, but I'm eager to master the new Ninja style (despite having to deal with even more of the game's overabundance of loot), and the action is as sharp as the series has ever been. When it was first announced, I tipped my hat in acknowledgment that it would likely be a good but extremely familiar threequel. Having played it, I’m genuinely enjoying its changes and am far more interested in seeing how it ultimately shapes up. 
Game Informer PreviewsNov 21
Dragon Quest VII Reimagined Preview – The Best One Yet?
Dragon Quest VII Reimagined Preview – The Best One Yet?This might be 2026’s best-looking JRPG The post Dragon Quest VII Reimagined Preview – The Best One Yet? appeared first on WellPlayed .
Preview – WellPlayedNov 21
Dragon Quest Creator Yuji Horii On Remakes And Game Preservation
Dragon Quest Creator Yuji Horii On Remakes And Game Preservation Dragon Quest VII Reimagined is the latest game to grace the cover of Game Informer magazine, and would you believe that in our 34 years of history, this is the first time we've featured a Dragon Quest game on the cover? That's a wild statement, so during my trip to Tokyo, Japan, to play Reimagined, I interviewed Dragon Quest creator Yuji Horii for 90 minutes about the series, what it's like seeing Dragon Quest VII remade again, game preservation, and more.  You can read my full deep dive into Dragon Quest history, as told by Horii, here , but in the meantime, let's get into Horii's thoughts on remakes and game preservation.  A screenshot from Dragon Quest I He begins discussing remakes by mentioning platform limitations of the past.  "We were confined by a lot of elements when we developed those games," Horii tells me. "So seeing this new generation of creators [ Editor's Note: Horii is seated beside Reimagined producer Takeshi Ichikawa during this interview], reimagining and remaking these titles, it is an interesting sight to see. "One of the key differences between video games and other entertainment platforms or media – you can always revisit those old mangas, old movies, but for video games, it's getting more difficult to play older games. So to actually offer an opportunity for players around the world to actually play the older titles in a new way in this modern day and age and on the current generation of consoles and platforms, I think it's a really great thing."  Game Informer video editor Alex Van Aken, who accompanied me on this Reimagined trip, followed up with Horii to ask about his thoughts on game preservation. He says it's a difficult topic.  "In a lot of ways, it's really something that can't be helped in this day and age," Horii says. "Back then, kids had limited forms of entertainment, or limited accessibility to entertainment. So they would spend tens and hundreds of hours in video games, but nowadays, it's a little bit different. The way people or kids interact and engage with video games is very different from when they did way back then, a few decades ago, since it's not just video games; there are so many different types and forms of entertainment. It's really hard to have a video game take [a piece of that] pie. So yeah, it's a difficult topic." Dragon Quest VII Reimagined launches on February 5 on PlayStation 5, Xbox Series X/S, Switch 2, Switch, and PC.  While waiting for its release, check out this article breaking down everything in the Dragon Quest VII Reimagined issue of Game Informer , and be sure to subscribe here if you haven't yet to access the Dragon Quest VII Reimagined cover story , our deep dive into Dragon Quest history with creator Yuji Horii, and so much more.
Game Informer PreviewsNov 20