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Author: Game Infliction
Summer Game Fest 2025 hands-on report
The PlayStation Blog crew returned to Los Angeles to attend another Summer Game Fest Play Days. The team got some one-on-one time with a diverse selection of upcoming PS5 games. Here are the highlights!
Crimson Desert | Coming 2025
Publisher: Pearl Abyss | Developer: Pearl Abyss | PS5

Crimson Desert is bringing deep, complex melee combat to its epic open world. In combat, players can chain together kicks, grapples, strong slices, leaping attacks, and much more in a deep, layered combat system that feels more like Soul Calibur than Dark Souls. The action is fast and acrobatic, and builds in ferocity when you imbue your strongest melee attacks with powerful elemental magic like ice and thunder. Or shoot a flare to trigger an incoming artillery attack to annihilate hordes of your melee opponents.
More broadly, I spotted some familiar features of the open-world medieval-fantasy genre, like summoning a horse to cover ground more quickly, liberating enemy strongholds, and epic boss battles. The open world is huge, with Pearl Abyss claiming it will take more than two hours to traverse the game’s continent on horseback. If you love open-world games and appreciate deep, layered melee combat, this is one to watch.
– Sid Shuman
Crisol: Theater of Idols | Coming 2025
Publisher: Blumhouse Games | Developer: Vermila Studios | PS5

Crisol: Theater of Idols takes fighting to the death to a whole new level, as you try to survive against unholy animatronic horrors across the streets of a reimagined steampunk Spain using your own blood as ammo. Exploring the cursed corners of Tormentosa becomes an exercise in restraint and stealth as every reload drains directly from your own lifesource. Luckily, protagonist Gabriel can also absorb blood from enemies and corpses he encounters along the way, but it’s important to stay calm and shoot with purpose – a not-so-easy task as the jerking and twitching weapon-wielding statues of saints rush towards you. I triumphantly made it to the end of my gameplay segment with a single drop of blood left, ready to learn more of what this beautifully twisted world has in store for Gabriel.
-Kristen Zitani
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 | Coming August 5
Publisher: Sega | Developer: CyberConnect2 | PS5

With Demon Slayer: Kimetsu No Yaiba The Movie: Infinity Castle coming in September and the success of the anime. Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 will be released at a great time for fans of the series. The Hinokami Chronicles 2 follows the events of The Entertainment District, The Swordsmith Village, and The Hashira Training arcs featuring more in-depth battle mechanics and cinematic setpieces in the single-player mode. The new gear system allows players to tweak each Demon Slayer with different skills and traits to reflect their playstyle regardless of the Demon Slayer’s breathing style.
Versus Mode feels like its own separate game instead of an optional multiplayer mode. All nine Hashira will be playable along with new Upper Rank demons in its 40+ fighting roster. The new assist and combo system is on par with modern fighting game standards and something I can see some players focusing on exclusively.
-O’Dell Harmon Jr.
Directive 8020 | Coming October 2
Publisher: Supermassive Games | Developer: Supermassive Games | PS5

Supermassive Games has always understood that some of the best moments in horror come from well-intentioned human decisions. Branching choices and butterfly effects have been the mainstay of the Dark Pictures games, where the horror tropes may seem familiar, but your actions and choices ultimately craft the scares and thrills. Directive 8020 charts a course for space, and immediately sets the tone that no one is safe. I played through a small gameslice twice this weekend. In my session, crew members came in contact with cloned versions of themselves, which soon morphed into hulking horrors.
The encounter set off a chain of events, an argument amongst the crew, and finally a choice – can everyone here be trusted, or is one of us a clone? The choice I made in the first playthrough opened the door to new discussions and revealed secrets; the second playthrough saw a more violent conclusion and a branch possibly closed off. Luckily Supermassive has included the Turning Points system, a branching chart of the key decision moments that can shift the story. As you play, you can access this chart and move back to major decisions, allowing you another chance to craft your story again and again.
-Kristen Zitani
FBC: Firebreak | Coming June 17
Publisher: Remedy | Developer: Remedy | PS5

Fans of quirky co-op shooters should take note of FBC: Firebreak, which launches day one into PlayStation Plus Extra in mid-June. Set in the paranormal world of Control, Firebreak pits players against hordes of otherworldly Hiss invaders and a menagerie of disturbing new enemies while accomplishing mission objectives that require cooperative teamwork. Each player selects a starting Crisis Kit, which grants standard firearms and bombs to blast enemies, plus a signature tool that can magnify the abilities of teammates. One their own, the effects of these tools are weak, but stack them together and you’ll inflict impressive damage or manipulate the environment.
One mission tasked us with destroying sinister sticky notes littering the landscape. As one of my teammates drenched the stickies with water blasts, I zapped them with electrical attacks to quickly vaporize them — saving time and ammo. The battle raged through a large office complex as we contended with the stickie notes, rampaging Hiss enemies, and ultimately the big boss encounter in Sticky Ricky. This is one shooter where you’ll need to constantly collaborate with your teammates’ attacks to succeed, and it’s a satisfying feeling when the systems all come together. Post-launch content will be available for no additional cost, with major post-launch updates scheduled for this fall and winter. Firebreak is a unique, chaotic take on the co-op genre; I’ll definitely be playing more come launch.
-Sid Shuman
Grave Seasons | Coming 2025
Publisher: Blumhouse Games | Developer: Perfect Garbage | PS5

Cozy horror blooms in Grave Seasons, a narrative farming sim with a terrifying serial killer twist. As you harvest crops and build relationships with your (extremely attractive) neighbors, supernatural horrors soon paint your new town Ashenridge red, setting you on a path to solving which townsperson is behind the latest crop of death. Every time you play, a random townsperson is selected as the killer, meaning this mystery can take new twists every session – and yes, the killer is romanceable. While I didn’t have time to watch my planted carrot seeds mature, the clues I gathered from the first deadly encounter had me ready to start a new day and see how this mystery would grow.
-Kristen Zitani
Mixtape | Coming 2025
Publisher: Annapurna Interactive | Developer: Beethoven & Dinosaur | PS5

Annapurna’s Mixtape understands that music is more than some notes and sounds — it’s a force that can color and shape memories, relationships, and dreams. No one understands this more than fourth-wall-breaking protagonist Stacy Rockford, who has crafted the perfect playlist to a final high school adventure with her friends. Whether it was skating down scenic Pacific coast highways to DEVO where Stacy claps along to the beat between tricks, head banging through memories of late night drives to Silverchair, or even recreating a disgustingly detailed first kiss (some songs can be ruined by a memory after all…), Beethoven & Dinosaur has crafted a visual and sonic experience that I am ready to press Play on.
-Kristen Zitani
Shinobi: Art of Vengeance | Coming August 29
Publisher: Sega | Developer: Sega, Lizardcube | PS5

The Shinobi franchise returns with Shinobi: Art of Vengeance, an action title full of personality. This latest installment sees Joe Musashi clashing with the evil ENE Corp, who wish to take over the world and destroy the Musashi clan. Along with the beautiful artwork, the game focuses on exploring and backtracking once you gain new abilities and acquire new ninpo techniques to take on your enemies.
The slight shift works well as you explore with your ninja tools and find new paths and secrets that fit well with a profession that does its best work in the shadows. Combat was fun and swift, with special finishes and items to mix things up or get yourself out of a tight spot. While moment-to-moment skirmishes were manageable, the boss battle required precision and little room for error. Joe’s new adventure successfully expands on the original’s feel while mixing modern genres and elements.
-O’Dell Harmon Jr.
Sonic Racing: CrossWorlds | Coming September 25
Publisher: Sega | Developer: Sonic Team | PS5

Sonic Racing: CrossWorlds is equal parts Sega mascot racer and a celebration of Sonic’s long history in games. Factor in the inclusion of characters like Hatsune Miku, Ichiban Kasuga, as well as the new mid-race world warping mechanic, and you’ve a promising tour de force.. In each race, you have a random rival among the racers. The consistent banter as the race goes on and different situations that arise sets it apart from other games in the genre. It made each race feel unique and made me want to see the interactions between characters who, under normal circumstances, would never cross over.
The world warping lets the lead racer dictate where the middle lap will take place, and while I initially thought it would be purely cosmetic, in reality, it’s very strategic. Since these destinations can focus on driving, boating, or flying, you can pick a path that could play to your strengths or horribly hinder your opponents if you know how they are kitted. While the game is clearly for fans, its racing mechanics are the real deal.
-O’Dell Harmon Jr.
Be on the lookout for these upcoming titles and more featured at Summer Game Fest coming to PlayStation.
Dune: Awakening Review in Progress

If there’s one thing beyond doubt after more than 35 hours with Dune: Awakening, it’s that Funcom has done its homework in crafting the most authentic take on the Dune-iverse imaginable. As a longtime fan of Frank Herbert’s iconic sci-fi setting, that’s an incredible thing to experience more often than not, and my time on Arrakis has been filled with moments of genuine shock. It’s very clever how the harsh environments and empty space are repeatedly used as progression checks, turning what seem like they should be weaknesses into strengths. Other times, that stubborn adherence to established lore results in annoying or just plain boring irritations, like how you’re all but forced to adopt a nomadic lifestyle in a genre where putting down roots and building up your base is one of the fundamentals. There have also been plenty of technical issues and bugs in the days immediately following launch, plus combat hasn’t landed with me much so far (though I’m admittedly still early in crafting my combat build), but on balance my friends and I are having an absolutely awesome time nerding out.
If you’ve ever played a survival game (and have seen a Dune movie) before, you’ll know most of what you need to feel at home among the giant sand worms: you gather materials from the world, build your own ugly-as-heck home, and upgrade your equipment to gain access to more dangerous areas with rarer materials. Like plenty of survival games, including Funcom’s own Conan Exiles or last year’s Once Human, all of this is happening on a server full of similarly sunburnt players in a perpetually online world, where cooperation and limited instances of PvP are both a distinct possibility, and which account for most of its best moments.
Where this game sets itself apart, though, is by just how much it adheres to its legendary setting, and that has a major impact on just about everything you do. For example, intelligent use is made of Arrakis’ harsh environment, which is weaponized against you quite literally every second you stay within its atmosphere. Standing directly in sunlight unprotected will bake you alive in a matter of seconds, sandstorms blow on a regular basis and will kill you if you aren’t able to get to shelter first, and most notably, there’s the issue of those pesky enormous man-eating worms which gobble you up if you dare tread upon their domain for too long. By leaning into the unforgiving world as much as it does, Awakening puts you in a constant battle against the planet itself. So instead of casually trotting around collecting resources at your leisure and settling your own little piece of the world, you’re frantically ducking behind rocks to avoid the sun’s harsh rays and drink what little water you have left, and playing a never-ending game of “the floor is lava” as you rush from one place to another with a shai-hulud hot on your heels.
All of these hazards give you obstacles to overcome. For example, early on you’re unable to leave the tutorial area thanks to a massive gap of empty space where sun exposure or, more likely, a massive worm would certainly kill you if you attempt to go on foot, so you have to craft your first vehicle in order to safely cross it. Later on, you start to encounter places that are too hot or irradiated to explore without proper equipment. There are plenty of examples just like this, where the unique nature of the setting is turned into an interesting mechanic. Similarly, you’re constantly starved for water, which is used both as a crafting material and a resource to keep yourself alive, and usually Awakening is a better, more interesting survival game for it.
But there are other times where this fanatical adherence to Dune conventions can be quite obnoxious, like how you’re encouraged (and in some cases required) to move your base of operations from place to place as you unlock access to higher-level regions. Pulling up stakes means you either have to abandon all you’ve built up to that point or tediously relocate as much of your equipment as you can, piece by piece. Then there’s stuff like the fact that guns are often useless, since many enemies make use of the all-important Holtzman shields that completely protect from ranged attacks. This creates a weird situation where you’re juggling back and forth between guns and melee weapons depending on which enemy is currently running towards you, oftentimes having to choose between addressing the swordsman barreling down on you or the guy a few feet behind him with a chaingun, which can create a really oppressive rhythm to combat. I honestly kinda respect how much Dune: Awakening sticks to its guns by making its guns ineffective to keep with Dune lore, even as it sometimes comes at the expense of me having a good time. Even when this stuff annoys the hell out of me, I can’t help but respect it.
That’s just part of the reason that, like almost every single one of its peers, Dune: Awakening has pretty awful combat. I knew going into a survival MMO that would be the case, but it’s still a particularly bitter pill that never gets any easier to swallow. I’m still quite early in unlocking all the options for battle and seeing some of the more interesting weapons and builds available, but so far gunplay is sloppy, melee combat is repetitive and janky as heck, and I’ve mostly just been trying to get through it as quickly as possible. It’s such a low point in a game I’m otherwise enjoying.
Thankfully, the combat miss is more than made up for by the absolutely stellar survival mechanics, which are some of the most thoughtful and polished I’ve seen in a while. There’s a constant stream of new technologies to research, equipment to craft, and material to hunt for with almost no filler or grind along the way. Every time I’ve collected the right materials to craft the latest shiny thing I want, I’ve immediately had another enticing item to chase, and with unique schematics dropping left and right, I’m always making interesting decisions on whether to spend my rarest materials on a cool item with a special effect versus taking the more conservative route and just crafting common items to save those resources for a rainy day. (It’s bound to rain on Arrakis one of these days.)
It’s especially impressive that they accomplished this loop so well in a desert world where there are no other locations aside from hot sand, and almost no plants or wildlife available to harvest. A major hallmark of survival games is punching trees, and there are no trees on Arrakis – instead you’re making tools to pull water from morning dew collecting in the world at night and by pulling it from the air, which is just really smart and a welcome change of pace that embraces the weird and barren setting, even if it is still essentially the same thing.
When I played the beta for Dune: Awakening, I ran into tons of bugs and hoped the delay of its launch would improve things a bit. That certainly seems to be the case, as I’ve had a significantly more stable experience so far, but even as improved as it is, it’s still fairly troubled in the technical department. I’ve had disconnects, seen entire mountains disappear and reappear before my eyes, and even had a few hours where all sand worms just up and deleted themselves from existence, making everyone on the server swarm to the resources normally protected by their constant threat. It’s not been the smoothest launch by any stretch – but also far from the worst.
After more than 35 hours I still feel like I’m fairly early into my Dune: Awakening adventure, and still have new zones to visit, haven’t gotten very far into the main story, and have only had a few encounters with PvP. There’s a ton for me to do, so look for an update sometime this week as I work my way through to the endgame.
The Best-Selling Final Fantasy MTG Presold Cards Before Release Day

While some longtime Magic: The Gathering players may grumble about Universes Beyond’s growing importance to the game’s release calendar, it’s hard not to feel like it’s getting more eyes on the brand.
The latest Final Fantasy set has sold better than any other through preorders alone, and it’s not even out until this weekend (June 13). There’s also the Secret Lair set to consider on June 9, but that’s a whole other beast.
Still, suppose you picked up a prerelease box at your local game store last weekend, or you’ve got some more boosters on the way this week, you may be wondering which cards are seeing demand, particularly if you’re looking to offload some or just get the sweet satisfaction of owning what’s hot.
Let’s take a deep dive into the best-selling Final Fantasy presold cards right now, all according to the trading card marketplace TCGPlayer.
10: Jumbo Cactuar
Novelty factor of racking up 9,999 extra damage, I was lucky enough to pull one of these over the weekend. It’s going for between $7.50 and $8 right now, with players keen to do big damage with this prickly customer.
9: Summon: Primal Odin
Summons just had to be a big part of the Final Fantasy set, and they essentially arrive as Sagas.
The big focus with Primal Odin is step two, which can literally remove a player from the game, and is likely to be ridiculously lethal in just about any Commander pod.
It’s available for under $2, too!
8: The Darkness Crystal
This one will set you back around $5, and for good reason. Not only does it reduce the cost of Black spells, but it gives its owner life while creatures around them die.
The fact you can then bring any creature exiled with that second effect has me particularly tempted to buy it for a zombie deck I’ve been planning for months.
7: Cecil, Dark Knight
One of a few two-sided cards, Cecil has Deathtouch but deals damage to his owner, eventually transforming to Redeemed Paladin, gaining lifelink and making other creatures indestructible until end of time.
All of that from a single black mana casting cost? That $2.99 might be a small price to pay.
6: Self-Destruct
If you’re looking to really burn down an opponent’s creatures, or the opponent themselves, Self-Destruct can turn the tide of battle at Instant speed.
As TCGPlayer points out, using it in conjunction with Screaming Nemesis makes it a perfect counter to lifelink-focused decks, and Self-Destruct is under 50 cents at the time of writing.
5: Fire Magic
Want a Vivi card but don’t want to pony up? We get, it, but while Fire Magic has the diminutive spellcaster in its artwork, it’s also a great card that makes use of the new Tiered mechanic.
For under 50 cents, you can cast an increasing amount of damage to each creature, making this an ideal card to have in your back pocket as Commander players around you build their board states.
4: Starting Town
Get Starting Town out early and it can kickstart a board state in any format, particularly if you’ve got a deck with multiple colors, but it’ll cost you.
Starting Town is currently $14 for the normal version, or just under $17 for the foil one.
3: Tifa Lockhart
Not to be confused with the variant in the Final Fantasy 7 Commander Deck, this Tifa has a Landfall trigger that doubles her power alongside her existing Trample keyword.
As TCGPlayer points out, you can grow her attack power with something like Titanic Growth and then use Fabled Passage to double it again. She’ll set you back between $7 and $9.
2: Sazh’s Chocobo
I got a couple of Sazh’s Chocobo in my packs, and while it’s adorable, it can grow quickly with a landfall trigger that’s similar to Tifa’s, above.
It’s under $2, too, so fill your boots.
1: Adventurer’s Inn
A land that gives life and doesn’t enter tapped? You love to see it. It’s also super cheap right now, at around 50 cents for the foil version or less than 30 cents for the non-foil.
Where to Buy Magic: The Gathering – Final Fantasy Cards
These cards are set to release on June 13, but you can preorder them right now and it’ll arrive this week.
Scroll to the left to see quick buy links for each MTG: FF configuration. Read on for details about what comes in the many bundles that are available.
And for more info about the crossover, check out our Magic: The Gathering Final Fantasy Commander Deck reveal feature.
Lloyd Coombes is Gaming Editor @ Daily Star. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay. He’s also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tom’s Guide, IGN, and more.
Thanks to TCGPlayer for the data and information that informed this article.
Ninja Gaiden Ragebound: The 7 Coolest Things

I often get excited when I get to preview an upcoming game. Who wouldn’t? Getting to check out a game pre-release, and then getting to share that experience is one of the joys of this job. But when a code for a new build of Ninja Gaiden Ragebound materialized in my inbox, I’m pretty sure I started drooling. It’s a Pavlovian response, really; see, us Ninja Gaiden sickos have been pining for the good old days for a while now, but this year has been like stumbling into an oasis in the desert, only the oasis has air conditioning, a made-to-order menu from your favorite local joint, and an open bar. Ninja Gaiden fans have been wandering these sands for a long time. But this year, it feels like we’re coming home.
I hadn’t played the demo we previewed last time, so Ragebound was a new experience for me. But it felt like slipping into a pair of old shoes. It took a second to get back into the swing of things — I haven’t played a 2D Ninja Gaiden in a hot second — but once I did, it felt like I’d never left. There’s so much to talk about here, but we’ve already done a more traditional preview that looks at the meat and potatoes experience of playing Ragebound, so this time, let’s dig into the nitty gritty. These are the 7 coolest things about Ninja Gaiden Ragebound.
#1: The Guillotine Boost Lets You Bounce on It (and “It” is Everything)
There are a ton of cool mechanics in Ninja Gaiden Ragebound, but I’m starting with the guillotine boost because everything else flows from it. Once you’re in the air, you can jump again when you’re about to make contact with an enemy to both attack them and bounce off of them for another jump. Cool, right?
But it’s not just enemies. You can do this to projectiles, too, and even some enemy attacks. Obviously, you can use the guillotine boost to get to places you wouldn’t otherwise be able to, but you can also use it to bounce between enemies and stay on the attack. I managed to bounce on Gurthka, the boss of the demo’s second level, for a solid few seconds while he was trying to attack me. And those weird samurai spirits with the spears? Just bounce off their attacks and keep going. Is the guillotine boost as cool as the Izuna Drop? No. Nothing is. But it’s pretty close.
#2: Hypercharges Are One-Hit Kills with Style
Okay, so the guillotine boost lets you get to hard-to-reach places, stay on the attack, and style on bosses. But what happens when you need to kill something in a single stroke? Well, that’s where the Hypercharge comes in. You can get Hypercharge by killing enemies with auras. Do so, and you’ll gain a Hypercharge for a few seconds. When you have it , your next attack will kill enemies instantly. To be fair, most enemies in Ragebound die in a single hit. But the ones that don’t? You don’t wanna go toe-to-toe with those cats. In a pinch, you can sacrifice some health to manually Hypercharge, but you’ll want to avoid that if you can. When you’re really cooking, you can chain these together to cut down enemies in rapid succession, or unleash them on a boss to stun them and lay on the hurt, and it feels great. Speaking of which, that brings me to my next point.
#3: Simon Says Is Cool Now
A lot of video games really like Simon Says combat design. You know what I mean; the enemy is a certain color, so you use a specific kind of attack (I’m looking at you, DmC: Devil May Cry), or they’re wielding a specific weapon, so you drop in a stance built to counter that (don’t think I didn’t notice, Ghost of Tsushima). Kinda boring, right?
Ninja Gaiden Ragebound flirts with Simon Says combat design, but it gets away with it because it does it in a cool way. You can still kill anything in the Ragebound demo I played any way you want. But some of those auras that give you Hypercharges? You gotta kill those enemies a certain way if you want that Hypercharge. A blue aura means you gotta slice ‘em up with Kenji’s katana, while a purple aura means you need to use a kunai. Once you get that Hypercharge, you can spend it however you want; but forcing you to match the aura to the right weapon on the fly adds a welcome element of challenge, especially when enemies are only on-screen for a few seconds and you have to react quickly.
#4: Rollin’ with Kumori Rocks
At some unspecified point in Ragebound’s story, our boy Kenji fuses with Kumori. Like any good member of the Hayabusa Clan, he’s pretty upset about cavorting around with a ninja of the Spider Clan, but he shouldn’t be. Palling around with Kumori has a lot of benefits. First, she gives Kenji access to a kunai to deal with enemies at range (and teleport to certain objects in the environment), but also a Spider Weapon. In my demo, that took the shape of a throwable sickle with an arc that reminds me an awful lot of the throwing axes from Castlevania. And she gives you access to the screen-clearing Ragebound Arts. When everything around you absolutely, positively has to die, accept no substitutes. So hey, more toys, right? But that’s not all Kumori brings to the table.
She can also commune with Demon Altars to navigate the otherworld. With her spirit separate from Kenji’s body and traipsing around the otherworld, she can go places he can’t, opening new paths. She also has access to her kunai, even without ki, something Kenji doesn’t have. The downside? She needs to constantly replenish a meter to stay in the otherworld. Otherwise, it’s back to Kenji, and you have to do it again. Sometimes, that means you’ll repeat a section a few times. It also breaks up the action and gives you a new way to play. Pretty cool. Also, Kumori says “Good grief” a lot. I love her.
#5: Exploring is Worth Your Time
One of the things I really appreciate about Ragebound is its purity. It’s not another roguelite in the endless sea of roguelites (thank God); it’s a side-scrolling action game, in the vein of the series’ original trilogy. But that doesn’t mean there’s not stuff worth going off the beaten path for. There are scarabs and crystal skulls to find, and while it was unclear what either of these do (the scarabs serve as currency for Muramasa’s shop, which was not available in my demo, so I can only guess at the goodies he’ll have on offer), it definitely gives you an excuse to explore. My favorite one of these “do an optional bit, get a cool thing” sections was one where I had to navigate a tricky, teleport-y platforming section as Kumori. It took me several tries to get it right (I kept messing up right at the end), but by the time I nailed it, I knew that thing like the back of my hand. And that feels good.
#6: It Rewards Mastery
Oh, and speaking of mastering something, Ninja Gaiden Ragebound wants you to play these levels over and over again as much as you want. Once you’ve beaten one, you can immediately access it again from the map. And each time you play, you’re scored on time, collectibles, number of enemies killed, and your best combo. And if that’s not enough, there are also optional challenges that range from completing levels without being hit to level-specific tasks like killing so many enemies with a lunge attack or beating Ryu Hayabusa himself in the tutorial. I… did not do that one. He Izuna Dropped my ass. It was rad as hell. I’ll get you one day, Ryu.
#7: It Hurts So Good
I wouldn’t call Ninja Gaiden Ragebound easy, per se, but it’s also not impossible on the regular difficulty, either. This series has something of a legacy to maintain when it comes to being hard, and you’ve gotta be kind of a masochist to see the deepest levels of depravity it has to show you. What can I say? I like pain.
Good news for me, then, because beating the demo unlocked a hard version of one of the levels I’d just played. And, uh… it’s a lot harder. There are new enemies! Everything’s on fire! Developer The Game Kitchen has put in something for the sickos, and I appreciate it.
I came out of my time with Ninja Gaiden Ragebound like a man who has just had a fine meal with portions that were far too small. Appreciative, but wanting more. What can I say? I love action games, and this series in particular holds a special place in my heart. I get the shakes when you’re not around, Ninja Gaiden. But it’s so damn good to have you back.
Classic Atari 2600 Title ‘Adventure’ Is Being Revived As A Metroidvania
Launching later this year.
We must admit, when Atari announced Adventure of Samsara over the weekend, it took us a good couple of minutes to realise it was officially linked to the classic 2600 game Adventure.
Watching the trailer, the overall look and feel of the game didn’t really form any connections in our mind, but then the title came up and we thought “heh, Adventure of Samsara from Atari, that’s kinda like the original Adventure”. Slumped in chairs after caning the Switch 2 for a few days, the penny finally dropped.
Read the full article on nintendolife.com
A Grounded Take on Dark Fantasy & Vampires – Story, Design and Combat in The Blood of Dawnwalker
As we announced during the recent Xbox Games Showcase, our team at Rebel Wolves is working on our debut single-player, story-driven game: The Blood of Dawnwalker.
Following the reveal, I want to shed some light on the key elements that make this game truly ours, from the setting and plot, through our unique storytelling approach which we call the Narrative Sandbox, to gameplay systems.
The Blood of Dawnwalker is set to launch in 2026, and you’ll be seeing more of it in the coming months. But for now — let’s dive into the world we’re building.
The Story
Our game takes place in Vale Sangora: a fictional, remote valley tucked somewhere in the Carpathian Mountains of Eastern Europe. And while The Blood of Dawnwalker is a work of fiction, real-world history plays a key role in the narrative.
The old continent and its people are in dire shape. Fourteenth-century Europe was already ravaged by brutal wars, but it was the Black Death that truly brought civilization to its knees. It decimated the population and left entire regions in a state of collapse. And while the plague was a catastrophe of unprecedented scale, for some it presented an opportunity that couldn’t be ignored. One of them was Brencis, a vampire who emerges from the shadows, overthrows the local lord Skender, and seizes power in Vale Sangora.

But even a powerful vampire knows brute force isn’t enough to maintain power. To win the people over, he offers them something no one else can: a cure. Using the properties of vampiric blood, he saves them from the plague.
At the center of the narrative is Coen, our protagonist. A young man turned into a dawnwalker: human by day, vampire by night, destined (or cursed?) to forever walk the line between those two worlds. His goal is simple: to save the people he loves. Even if it means using the very powers he once feared, the powers of a vampire.

The Vampires
From the start, our goal was to make both of Coen’s forms, human and vampire, equally engaging, fun, and meaningful to play. Each brings unique abilities and influences the world, quests, and story in different ways.
When it comes to vampires, we wanted to honor the classic vision – the elegant “nobility” of the night, while also introducing some twists that make our vampires stand out in more distinct, sometimes unsettling ways.
To turn a human, a vampire must pull out one of their teeth and pierce the heart of their chosen target. This ritual is one of our biggest changes to vampire lore and it plays a crucial role in Coen’s transformation into a dawnwalker. In his case, though, something went wrong. I won’t spoil the details, but the consequences of that moment will have far-reaching implications well beyond the borders of Vale Sangora.

The Narrative Sandbox
We wanted to give players as much control over the narrative as possible — a clear objective, but many paths to achieve it. That, to us, is the unique strength of video games as a storytelling medium: player agency. The way the game adapts to your actions.
Your task in The Blood of Dawnwalker is to save Coen’s family, but how you do it is up to you. Put simply: once the prologue ends, the world opens up — not just in terms of traversal, but also narrative. There’s a major goal ahead of you, but many ways to get there.
Some players might embrace their vampire side and give in to its temptations. Others might cling to their humanity and reject the monster within. You can align with the human rebellion or finish the game without ever meeting them. You can take the fight to Brencis at any time, choosing from multiple paths to do so.
This open, player-driven approach is what we call the narrative sandbox. It’s the philosophy at the core of our storytelling.

The Combat
Coen trained for years with his father, a grizzled war veteran, so during the day he wields a sword. We studied medieval fighting styles and even have a few trained swordsmen on the team. The result is combat that feels authentic and grounded, yet approachable and fun.
As a human, he also learns how to use magic — raw, ritual-based, with dark, primordial origins. We’re not going the high fantasy route with colorful explosions. Our spells are darker and grounded — tied to blood, heat, and air that seems to pulse and breathe. The visuals can be striking, but in a more visceral, eerie way. To cast a spell, you first have to literally open up your body to the occult by carving runes and becoming a living conduit. Magic flows through you.

At night though, these runes seal shut as your flesh regenerates. They fade, like old scars. Instead, your vampiric nature awakens. You’ll fight with claws, enhanced strength, supernatural agility, and dark powers available only after sunset. But these powers come at a cost: your humanity. Coen’s vampiric Blood Craving comes into play: a system that ties his health level and his hunger. When losing health, Coen is at risk of losing control over his vampire nature, which can even lead to involuntary draining an NPC that you interact with, locking you out from some dialogue options or even quest lines as his dark instincts take over.
I could go on and on about The Blood of Dawnwalker, but let’s stop here for now. Thank you for taking the time to read about our vision for this story-driven RPG. And if you want a deeper look, we’ve got a special Gameplay Reveal Event happening on June 21, right on the Summer Solstice. You’ll see extended footage from the game, including combat, exploration, magic, and much more. Head to dawnwalkergame.com for all the details.

The Blood of Dawnwalker
Bandai Namco Entertainment Europe S.A.S.
You play as Coen, a young man turned into a Dawnwalker, forever treading the line between the world of day and the realm of night. Fight for your humanity or embrace the cursed powers to save your family. Whatever your choice, the question stands: is your soul worth the lives of those you love?
Game Features
Make The Story Your Own – Experience and shape the plot the way you want. Embark on the quest to save your family, or swear revenge on your sire and destroy everyone standing in your way. Discover ancient secrets lurking in the valley. Rush in head first or risk taking time to prepare. Go alone or search for friends and forge unlikely alliances.
Day And Night – Experience two different gameplay loops, offering distinct abilities to choose from, mysteries to uncover, and varying ways to achieve your goals. Experiment with different approaches and discover how the world reacts to your actions.
Every Action Matters – Every action – and inaction – shapes the world around you. Your family’s days are numbered, and every time you take on a quest, time moves forward, compelling you closer to the end. Choose carefully whom to help and whom to leave behind. You will not have time for everyone. The world waits for no one. And neither does the villain.
Sword, Claws, And Rage – Defy gravity, become a brutal force of nature, and use your supernatural skills as a vampire. Or raise your sword, and employ powerful magic to take on opponents as a human. Experiment and adapt as your form changes during the day and night; each has its strengths and weaknesses.
Open World Brimming With Adventure – Venture through the hand-crafted open world and discover all it has to offer. Roam through the lush forests, the vast plains, the treacherous swamps, the steep mountaintops, and the medieval settlements. Explore forgotten ruins, find remnants of an ancient civilization, and uncover truths that should probably remain hidden.
Become The Dawnwalker – Experience the beginning of a brand-new saga built with love for the role-playing genre. Immerse yourself in a visually stunning world powered by the next-gen Unreal Engine 5.
The post A Grounded Take on Dark Fantasy & Vampires – Story, Design and Combat in The Blood of Dawnwalker appeared first on Xbox Wire.
6 Standout Games from indie.io’s Lineup in Steam’s Next Fest

Over the last few years, Steam’s Next Fest has become a valuable showcase of upcoming games, particularly from indie developers. It includes free demos from participating games, livestreams, and interviews with developers that can help shed a light on games made by passionate people.
Next Fest has regularly featured games from indie.io, a publishing platform that works with developers of all shapes and sizes. The latest Next Fest just landed today, will last until June 16, and has 25 different titles from indie.io — the most games the platform has ever had in one Next Fest. You can see the full lineup on this page, and there’s a little something for every type of gamer, including old-school co-op RPGs, rhythm-driven brawlers, spellcrafting roguelites, cozy farming sims, and party games.
There’s a lot to choose from, but we picked what we think are the six standouts of the group that all have playable demos and also show the wide range of options on offer:
Shrine’s Legacy
A clear throwback to the SNES era of 16-bit games, Shrine’s Legacy is an action RPG that follows a pair of heroes on a quest to save the world of Ardemia. You’ll need to find eight elemental magic gems to restore the fabled Sword of the Shrine and use its power to vanquish the evil force that threatens the world. The demo allows you to play a pretty sizable chunk of the game, with two towns, two dungeons, and three boss battles. You’ll get a glimpse at the character-driven story and a sense of the game’s tone, with some goofy moments and dramatic twists mixed in. You can play it in couch co-op where you each control one of the characters, or play it solo and have the game control the second character.
Troublemaker 2: Beyond Dream
Troublemaker 2 is an open-world action-comedy beat-em-up game, which is not a combination of hyphenated words you see very often. It’s the sequel to 2023’s Troublemaker and follows the Parakacuk gang from the original and a band called Beyond Dream through the city of South Jayakarta. The demo drops you into the city in the middle of the game with free roam unlocked, so you’ll have access to the whole city. You can walk around town getting in street brawls, find some side jobs to complete for the local populace, or just chill at the music studio, where you can play rhythm-based minigames. The demo has a total of 12 side quests and minigames (one of which turns you into a cow, so that should give you an idea of the tone).
Don’t Die, Collect Loot
Gotta love a game whose title pretty much spells it out, right? Don’t Die, Collect Loot is an arcade roguelite RPG where you mow through enemies in chaotic bullet-hell combat and gather loot. If you’re the type of person who finds it oddly satisfying watching your EXP bar fill up, then this is the game for you. In fact, you have three bars to watch fill up: your EXP, skill points, and research points. The demo lets you play as one of three classes: the Adventurer, Arcanist, and Beastmaster, each with their own skill trees and gear, and all with overpowered abilities to take advantage of. Whichever class you choose, you’ll tackle the Endless Nightmare mode, a never-ending challenge where the only goal is to last as long as possible and gather as much loot as you can. Perfect your build and compete for a spot on the global leaderboard. If you play the demo during Next Fest, you can face off with the exclusive superboss Alethia and obtain unique items that won’t be available any other time, so don’t miss out.
Mythrealm
Mythrealm is a single-player third-person fantasy RPG where you play as the adventurer Alaris, who has been summoned to this world by a mysterious magic. Demons have caused the wizards of Zelanar to disappear, putting the world in peril. You’ll need to use your wit, skill, and weapons to defeat the demons, rescue the wizards, and save the world. Alaris will start as a novice adventurer, but as she grows, you can choose whether to guide her down the path of a melee warrior, archer, or mage. You’ll also need to utilize jumping and platforming to navigate treacherous environments and find hidden items. The demo lets you explore the first level of Mythrealm, where a legendary warhammer is hidden. Can you find it?
Aris Arcanum
In this Victorian-era, spellcraft-focused roguelite, you are Clyde, a scholar who was on a path to becoming leader of the grand library of Aris. But now, an alien entity that was sealed within the library has twisted the minds of the other scholars, and the library is facing ruin. You must dive into its now-corrupted halls, defeat those who were once your fellow scholars, and face cosmic horrors on the path to cleansing the library. On each run, you’ll craft new spells that can lead to a variety of different builds, encouraging you to test different possibilities to find your favorites. The demo offers a look at an early build of Aris Arcanum, giving you a taste of the gameplay and narrative structure. You’ll also be able to take on an early side quest and face off against a boss encounter, and there’s always more to experiment with on subsequent runs.
Heroes of Mount Dragon
Heroes of Mount Dragon is a side-scrolling brawler developed by RuniQ, a Canadian indie studio largely made up of former employees of Activision, Beenox, and Ubisoft. You’ll choose from one of eight heroes, each of whom can transform into powerful dragons and lay waste to the battlefield. You can play solo or team up with three friends in couch co-op or online, and you’ll need to manage your hero’s unique abilities, dragon transformations, and powerful upgrades to make it through. You can also compete against your friends for supremacy, and you can use devious curses to disrupt them — electrify them, shrink them, or flip their controls. In the demo, you’ll have access to four of the eight heroes and can explore half of the game’s first kingdom (there will be a total of four kingdoms in the final game).
007: First Light’s Bond plays “more reckless” than Agent 47’s murder chess, and after scissoring Mads Mikkelsen before diving off a balcony, I think I get it

As soon as Hitman devs IO Interactive were revealed to be making a Bond game, I was on board with it. Agent 47 and 007 have a bunch in common, at least in terms of the sneaky, shooty, or stabby stuff their jobs entail, so IO’d be putting a fresh twist on a kind of game it’s already proven great at making. There is a difference though, and having killed Le Chiffre in Hitman over the weekend, I feel like I understand it better than before.
IO exec Hakan Abrak has offered his view on how 007: First Light‘s Bond will play differently to 47 in an interview with IGN, which I’m glad to see also saw him emphasise that the studio aren’t done with the Hitman series.
10 Things You Should Know About MindsEye, the New Game from Ex-GTA Lead Leslie Benzies

I’ve been curious about MindsEye ever since it was announced, but as the first game from former longtime Grand Theft Auto lead Leslie Benzies has neared release, I’ve become increasingly confused. Benzies’ studio Build A Rocket Boy’s debut game is a linear-action adventure, with GTA-style mechanics used to tell a more direct, cinematic story. But it’s also set in an expansive city that is, in theory, fully explorable. On top of that, it’s also a digital platform that lets players create and publish their own game content, using bespoke tools that were used in-part to build the game itself.
It’s a lot of different layers? But how do they all come together? Can you actually explore MindsEye’s world freely? And what the hell happened to Build A Rocket Boy’s previous project, Everywhere?
These are the questions that were on my mind when I visited Build A Rocket Boy’s studio last week. Now that I’ve seen MindsEye in action, I have a much clearer picture of what it is and what it hopes to achieve. With that in mind, here are ten things you should know about MindsEye.
1) MindsEye is set in the city of Redrock, a near-future spin on Las Vegas
MindsEye’s setting of Redrock is heavily inspired by Las Vegas, a desert city that arose to prominence as a hub for casinos and entertainment. But MindsEye takes place in an imagined near-future where those casinos have been shut down, and Redrock’s economy has shifted into being a haven for tech companies. “You find a lot of companies moving to very specific places in America because of these tax breaks, and it’s also a good place to go and hide,” says Benzies, MindsEye’s director. “There’s a lot of characters, or groups of characters who are hiding from things.”
As a virtual space, Redrock is fully mapped out, with a total map size of 9×9 kilometres, and a playable area measuring 6×6 kilometres. As you’re driving around it, it has a definite GTA-ish feel, with a believable road network, a built-up downtown area, more suburban areas on the fringes, and sparser settlements on the outskirts. “We took a lot of inspiration from Las Vegas, of course, like the population, the way that the different demographics are working,” says executive producer Misha Shmakov. “We have low-income areas, high income areas. So we see different cars, different people there.”
2) MindsEye’s story takes place at a tipping point in society’s relationship with technology
Redrock is essentially a city-wide social experiment, where the residing tech companies have a heavy influence on society and, in some cases, operative control of social institutions. The city is “protected” by AI powered copbots, and citizens are monitored by a centralised surveillance system called ‘CARE’.
These ideas were still far-flung concepts back when MindsEye began development, but have become more relevant as tech-like large-language models have emerged. “A lot of the things that we came up with back then weren’t necessarily mainstream, or even really known about, and we just thought they would be great ways to present the world,” Benzies says.
MindsEye’s story sees Redrock at a crossroads with this technology – one inspired by Benzies’ own perspective on the power and potential pitfalls he sees in real-life technological innovations. “Whenever I jump on and use AI and ask it questions, I am communicating with the most intelligent thing that exists on this planet right now, the collective intelligence of every single human being, and it’s quite friendly to me,” he says. “Used wisely, it’s going to benefit humans. Used wrongly, which so many pieces of technology are, things could go pretty bad for us.
“That’s the question that MindEye poses. What do you think? What’s going to happen? Is it going to end up like this, like, this story we’re telling you. Or is it all going to be happy and light?”
3) You play as Jacob Diaz, an ex-military drone pilot with a shattered memory
In MindsEye’s campaign, you play as Jacob Diaz, a former military drone pilot who has been implanted with a MindsEye chip that allows him to interface with the drone directly. Players enter Diaz’s story after he has left the military and his chip has been decommissioned, a process that left his memory in pieces.
At the story’s outset, Diaz gets a new job as a security guard at Silva Industries, the manufacturer of the MindsEye chip. Through this, Diaz intends to conduct his own investigation of the company and attempt to piece together his past.
It’s a story you experience through a sequence of missions that’ll take you all across Redrock, in a similar fashion to the Mafia games. According to Benzies, the linearity of the experience is a storytelling decision. “It’s sometimes difficult to tell a story in an open world, and you join Jacob at a very set point in his life, and then you leave Jacob at a very set point in his life,” he explains. “If Jacob was to go off and pop into a casino and gamble for three days, it kind of breaks the illusion of being Jacob who’s on a mission.”
4) Missions will involve racing across the city by both land and air, and occasionally shooting enemies with a massive energy cannon
The mission I was shown involves Diaz escorting Silva Industries’ CEO Marco Silva to a campaign rally for Redrock’s mayor. After arriving at the rally via his personal VTOL, and engaging in a heated debate with mayor Vega over his plans to launch a rocket into space, Silva is drugged and abducted by an armed gang, and Diaz must chase them down.
The ensuing mission sees you pursue Diaz’ abductors in a VTOL before continuing the chase in a car, weaving through the desert and barrelling through an ongoing dune buggy race. The vehicle handling is slightly lighter and more arcade-y than GTA, but still has enough weight and inertia that they require skill to control at high-speed, as I learned after repeatedly slamming my car into the boulders strewn across the desert.
The mission culminates in a protracted gunfight through an industrial backlot. At a basic level, combat is a familiar, cover-shooter affair, pressing yourself against cars and shipping crates as you pick off enemies one by one.
Your basic arsenal comprises slightly futuristic variants of familiar firearms like pistols, assaults rifles etc. While these are effective weapons (the shotgun in particular has a satisfying punch to it) they aren’t vastly different from what you’d see in other cover shooters. But later weapons include a massive energy cannon that fires charged, explosive projectiles.
The developers stressed this would not normally be available at this point in the campaign, but I nonetheless enjoyed using it to obliterate cars and send enemies flying, and it was interesting to see how MindsEye’s arsenal will expand over the course of the campaign.
5) Combat is designed to be tactical, with you using a drone to scout enemy placements and hack robots to fight by your side
When you’re not causing havoc with a rocket launcher from the future, MindsEye’s combat is designed to be a more tactical affair than that seen in GTA. Enemies will not only attempt to outgun you, but also outmanoeuvre you too. “Some of them will be more defensive. “Some of them will come and try to push you out of [cover], some of them will try to flank you,” Shmakov says. “They also look at what type of weapon [you] use. If you use a shotgun, they will try to close the distance while others are putting pressure on you.”
Initially, you’ll have to deal with these foes using straight firepower. But eventually, Jacob will regain access to his MindsEye drone, which has several functions. It can scan the environment, highlighting enemy positions. It can stun enemies for a short duration, and it can hack robotic enemies to turn them to your side. You can also deploy these functions either as quickfire abilities, or through direct control of the drone, piloting it into enemy territory to survey the battlefield or disrupt enemies before engaging directly.
6) MindsEye also features optional side-missions that provide more insight into the world of Redrock
Although MindsEye’s campaign is linear, there are side missions. As you follow Jacob’s story, you’ll occasionally encounter optional missions designed to provide a broader understanding of MindsEyes world. “These are narratively extra experiences that relate to the game but are not main story critical,” says Adrian Butchart, creative strategist at Build a Rocket Boy. “We’ve got some that are young Jacob, and some that are just completely different characters that we meet.”
One such example sees you play as Jacob in his military years, while another places you in the role of a member of the Back Niners, a criminal gang embroiled in a deal gone wrong. Both seemed like fairly straightforward combat sequences, but I didn’t see the full extent of how they played out, because these side missions don’t just exist to fill out the backstory, they’re also intended to be a gateway into MindsEye’s more creative side.
7) Build.MindsEye lets you create your own missions and experiences using MindsEye’s own assets
Part of the side content’s role is to introduce players to Build.MindsEye, aka the creative tools. These can actually be accessed at any time during play, and are usable in any area of Redrock. But the portals are designed to showcase what’s possible with the tools, and act as isolated bubbles for experimentation.
The tools themselves are designed balance accessibility with power. Assets like vehicles and characters can be added to the world through a simple drag and drop interface, while you can adjust their size, positions, and mess around with other parameters. Senior Level Designer Josh Mattyas demonstrates this in the side-mission set in Jacob’s past, jumping into build mid-action and adding in several trucks that deploy copbots. Returning to the action, the mission plays out precisely as it would normally, cutscenes and all, but with the copbot trucks integrated. “It’s quite powerful. It’s tempting to throw in all kinds of crazy stuff,” he says.
But Build can be used to construct the entire logic of a level or the ruleset of a game, via a node-based scripting system that Build a Rocket Boy describes as a blend of Unreal Engine Blueprint scripting and Minecraft Redstone. Users can also save groups of assets or scripted elements as stamps, which you can then place with a single click or publish for other people to use.
According to Benzies, the end goal of Build.MindsEye is to give players the tools to create games of blockbuster quality. “There’s nothing really out there that allows you to build triple-A quality content with ease,” he says. “Roblox, great for building in, but it’s bloody difficult, whereas Minecraft is a lot easier, but you’re not really getting that quality. We’re trying to create something in the middle.”
8) Build.MindEye is PC only, but there are plans to bring it to consoles in the future.
On launch, MindsEye Build will only be available on PC. Benzies says this is mainly a control issue. “Controllers are difficult. We will do it on console at some point. We just didn’t have the time to do it properly.” Moreover, if and when Build does arrive on console, it may not function in precisely the same manner as the PC version. “I can see there’s certain things you wouldn’t be able to do, but I think it will still [be able to] make a pretty compelling piece of content.
In the meantime, console players will receive monthly updates of new missions and other content via Play.MindsEye, the same menu that enables access to the existing side missions when you’re not near a portal.
9) While MindsEye’s campaign is linear, you can explore Redrock openly through its “Free Roam” mode
Although MindsEye’s campaign doesn’t let you explore Redrock freely, players can wander around the city as they please through its recently added Free Roam mode. Free Roam takes place after the events of the story, putting you in the role of a character called the Preacher. “You can just explore the city, see what’s happening, like, see what the other gangs are up to, fight them,” Shmakov says. “You will have a functionality where you can just call a car, your car, to come to you.”
It isn’t clear how much there will be to do in Free Roam on launch, but Build a Rocket Boy plans to add more features with future updates. “[It’s] a really big part of our post-launch, because we’ll keep updating it and keep improving on it,” Shmakov says. Part of this may well include making free roam multiplayer. “This is at first, it’s single-player, then we’ll think about how it can evolve.”
10) Build a Rocket Boy plans for MindsEye to build into its larger project, Everywhere
MindsEye is designed to function as a standalone game, but it also forms part of Build A Rocket Boy’s larger project, the massively multiplayer game platform Everywhere. “Everywhere still exists, we just closed it down,” Benzies says. “It was in beta for a while, so we got a load of data from the players. It was a decent-sized community, a very engaged community. So we’ve learned a lot from that. We took all that learning [and] we put it into the Builder Tools.”
Benzies says the tools players can use to build MindsEye are game and genre-agnostic. “Those builder tools don’t really care if it’s MindsEye, if it’s Everywhere, or if it’s any other game. They just work in exactly the same way,” he says. “It doesn’t matter what theme the game is, once you’ve learned the skills of the creator, they’ll just work across anything.”
As for how MindsEye and Everywhere relate, Benzies says the former ties into the overarching narrative of the latter. “MindsEye is a piece of content that probably sits in the middle of our big story,” he says. “So Everywhere will come back online in a slightly different shape, but will be the same thing, and it will all be part of the story.”