Developer Positive Concept Games and game management platform indie.io announced at gamescom Wednesday that 16-bit action RPG Shrine’s Legacy will release October 7 on Steam.
If you’re not already familiar with Shrine’s Legacy, it’s inspired by classic RPGs of the SNES era and blends that retro look with more modern real-time combat and puzzle solving. The story takes place in a land called Ardemia, a magical world threatened by a returning evil. It can only be saved by uniting the Sword of the Shrine and the eight elements of magic scattered across the world.
You play as two young heroes, Rio and Reima. Rio is heir to the Sword and a descendant of the last hero to banish the ancient evil, while Reima is a mage who’s been desperately seeking the Sword. The two are brought together by the rise of this evil and will go on a journey to find the eight elements before it’s too late.
That journey will take you across an expansive world full of dungeons to explore, puzzles to solve, and secrets to discover. Investigate its nooks and crannies to find crafting materials and magical jewels, and face down treasure-guarding bosses to earn stat-increasing items and learn powerful spells.
This is a character-focused tale, one that will force its two heroes to deal with pain, tragedy, and loss. Vanquishing an ancient evil isn’t possible without sacrifice, and we won’t go into spoilers here, but you’ll find out just how much Rio and Reima are willing to lose to successfully complete their quest.
You can play all of Shrine’s Legacy either solo or in two-player co-op. As you could probably guess from their descriptions, Rio is a melee fighter and Reima is a ranged magic user. If you play solo, you can swap between them at any time, with AI controlling whichever character you’re not actively playing. For co-op, you can go the old-fashioned way and play with a friend on the couch or pair up online via Steam Remote Play Together or Parsec. Either way, there’s full controller support and customizable keyboard controls.
If you want to try Shrine’s Legacy for yourself, there’s a free demo available on Steam now. It contains about two hours of the game’s story, including two dungeons, two towns, and multiple bosses. Just like the full game, the demo can also be played solo or in co-op. If you want to stay up to date with the latest news and previews, you can also follow the game and developer on Twitter, Facebook, or Instagram.
You’ve read the title, you’ve seen photos of the booths online, so you know it’s coming — six years after its last official public demo, we’ve finally played Hollow Knight: Silksong. And, we’ve played it on Switch 2, too.
Ahead of the game’s special broadcast tomorrow, 21st August, we — or, more specifically, the lovely Felix — has spent some hands-on time with the highly-anticipated sequel to Hollow Knight.
We’re also announcing new handheld experiences today, including the Handheld Compatibility Program.
With next-level performance and purpose-built features, these handhelds give players more ways to play anytime, anywhere.
Together with ASUS, we are launching the ROG Xbox Ally and ROG Xbox Ally X on October 16. Since unveiling the ROG Xbox Ally handhelds, the community’s excitement and anticipation have been nothing short of inspiring, and we’re excited to bring you a whole new way to experience the joy of gaming—with the people you want, anywhere you want.
These devices deliver an era of handheld gaming that makes it easier than ever to access your favorite games from Xbox, Battle.net, and other leading PC storefronts wherever you go. Whether you’re experiencing the crisp, colorful skateparks of Tony Hawk’s Pro Skater 3 + 4 or diving into the dynamic, immersive action of Gears of War: Reloaded, the Xbox Ally and Xbox Ally X are built to give you the freedom to play your way, anytime, anywhere.
On October 16, the Xbox Ally handhelds will be available in Australia, Belgium, Canada, Czech Republic, China (Xbox Ally X only), Denmark, Finland, France, Germany, Hong Kong, Italy, Ireland, Japan, Malaysia, Mexico, the Netherlands, New Zealand, Norway, Philippines, Poland, Portugal, Romania, Saudi Arabia, Singapore, South Korea, Spain, Sweden, Switzerland, Taiwan, Turkey, United Arab Emirates, United Kingdom, United States and Vietnam. Availability will follow for other markets where ROG Ally series products are sold today, including Brazil, India, Indonesia and Thailand. In China, the Xbox Ally will launch early next year.
Built to Play Anywhere
Whether you’re hopping between games in your library or streaming from the cloud (where available), the Xbox Ally lineup makes it easy to jump in and stay connected while you play on the go.
As we shared in June, both devices offer standout features, such as:
The Xbox full screen experience, a dedicated experience purpose-built for gaming, powered by Windows 11, and inspired by the console user experience. With new modifications that minimize background activity and defer non-essential tasks, more system resources are dedicated specifically to gameplay.
A dedicated Xbox button opens an enhanced Game Bar overlay for Windows 11, making it easy to return home, browse your library, launch or quit games, chat with friends, access ROG’s innovative Armoury Crate SE, and more.
An aggregated gaming library gives you quick access to games from Xbox, Game Pass (where available), and installed games from Battle.net and other leading PC storefronts.
Ability to play natively, via the cloud (where available), or via Remote Play from your Xbox console anywhere in your home.
AMD processors that deliver premium gaming performance—the AMD Ryzen Z2 A processor in the Xbox Ally balances performance and power consumption to maximize battery life without sacrificing gameplay quality, while the AMD Ryzen AI Z2 Extreme processor in the Xbox Ally X provides the best level of performance and visual settings.
Through our investment in Xbox Play Anywhere, with support for over 1,000 games, a single purchase means you can play with Xbox, including your progress and achievements, across Xbox console, PC, Xbox Ally (where available), and other Windows handhelds—at no additional cost.
Gaming Copilot (Beta) via Game Bar, a personalized AI gaming companion that helps you get to your favorite games faster, improve your skills, and offers context-aware support based on what you’re playing.
The Xbox Ally handhelds deliver a feature-rich experience from day one—and they’re built to get even better over time. Today, we are announcing even more features that will be available on the Xbox Ally handhelds, including our Handheld Compatibility Program and new AI features that enhance your gaming experience.
Introducing the Handheld Compatibility Program
Today, we’re excited to introduce the Handheld Compatibility Program—a new Xbox initiative designed to make more games ready to play on your supported handheld. We have worked with game studios to test, optimize, and verify thousands of games for handheld compatibility, allowing you to jump into the game without having to tweak settings, or requiring only minor adjustments.
At launch, you will be able to see handheld compatibility directly in your game library —look for the “Handheld Optimized” or “Mostly Compatible” badges, or use a filter to quickly find titles that are ready to play:
Handheld Optimized: This indicates games that are ready to go—with default controller inputs, an intuitive text input method, accurate iconography, clear text legibility, and appropriate resolution in full-screen mode—so you can spend less time adjusting settings, and more time defeating that next big boss.
Mostly Compatible: This indicates games that may require minor in-game setting changes for an optimal experience on handheld.
Games will also feature a Windows Performance Fit indicator to reflect expected performance on your supported device. When a game is both “Handheld Optimized” and carries a Windows Performance Fit “Should play great” or “Should play well” badge, it signals compatibility and performance fit—giving you added assurance before you play.
But our work doesn’t stop there. We’re continuing to partner with developers to submit new and existing PC titles for handheld compatibility testing, so you can continue to grow your library of handheld compatible games over time.
Enhanced Play with Xbox Ally X and More AI Features Coming Soon
Designed for those in search of the most advanced handheld experience, the Xbox Ally X delivers 1TB of storage, 24GB of high-speed RAM, 80Wh of battery, and impulse triggers for more immersive play. Whether you’re gaming on the go or pushing performance at home, Xbox Ally X is built to handle today’s top titles—and tomorrow’s innovations.
The Xbox Ally X is the first handheld to leverage the top-of-stack AMD Ryzen AI Z2 Extreme, paired with a powerful neural processing unit (NPU) to unlock upcoming AI powered features starting early next year—with more to come:
Automatic Super Resolution (Auto SR): A system-level feature that uses the power of the NPU to upscale games running at lower resolutions—delivering high-resolution visuals and smooth framerates across a wide range of games, with no additional changes required from game developers.
Highlight reels: AI captures your standout gameplay moments—like epic boss battles or victories—and generates short replay clips for you to share with friends or on social channels.
More AI-powered features will roll out over time as both Xbox and developers continue exploring what’s possible with the Ryzen AI Z2 Extreme.
And… More is Still Coming
The Xbox Ally and Xbox Ally X were built to evolve with the future of tech. As we look ahead, we’re continuing to build new features and options for players on handheld. Expect regular updates that unlock new capabilities, boost performance, and elevate your handheld experience. Here’s a sneak peek at what we’re working on:
Advanced shader delivery, a new feature that preloads game shaders during download, so select games launch up to 10x faster, run smoother, and use less battery on first play. More games will support this feature over time.
A wide range of compatible accessories, including the newly announced ROG Raikiri II Xbox Wireless Controller—created by our partners at ASUS through the Designed for Xbox program—featuring a 1000Hz polling rate on PC mode, anti-drift TMR joysticks, and dual-mode triggers. The ROG Raikiri II Xbox Wireless Controller will ship out worldwide this holiday. More details will be shared soon.
And even more in the coming months, including enhancements to the docking experience for the Xbox Ally and Xbox Ally X as we work to enable a seamless, high-performance setup that supports big-screen gaming, Auto SR, intuitive controller pairing, optimized display output, and more!
Whether you’re a seasoned player, new to gaming, or simply want more flexibility, the Xbox Ally and Xbox Ally X are built to move with you. With next-level performance and purpose-built features, these handhelds mark the next step in how and where you play. Stay tuned for more details about pricing and pre-orders in the coming weeks. We can’t wait for players around the world to experience this new way to play with Xbox.
I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.
Entering the narrative sandbox
You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.
One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.
What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.
Human by day. Vampire by night.
The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.
With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.
The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.
To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.
Fighting the living, the dead, and everything In between
Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.
Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.
After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.
Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.
If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.
The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.
The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
The only game IGN has awarded a 10 in 2025 has been discounted only a few weeks after it launched on Nintendo Switch 2. Donkey Kong Bananza is down to $62.99 at Amazon right now, $7 off its original list price, and a 10% saving for those counting.
$7 savings isn’t much, all things considered, but it’s still a tidy discount for anyone who was holding off until the game got cheaper after shelling out big for that shiny new Switch 2.
Plus, it’s mighty rare for Nintendo games to get any kind of discount so soon after release, so we shall take what we can get!
As far as I’m aware, Costco had this discount first for members, but it seems like sites like Amazon and Best Buy might finally be getting around to price matching.
Should I Wait For Black Friday Before Buying?
Maybe? Donkey Kong Bananza has received what can only be described as a super duper rare discount sale offer. 10% off isn’t game changing, but it is a nice saving for those who aren’t just yet ready to pay $70 for a video game.
Black Fridaymight offer better deals, but at this stage, it’s incredibly hard to tell how Nintendo will bestoy its gifts of discounts this year (if there even are any, with major price rises potentially even looming as well).
My advice? Go with your gut. If you want to gift yourself the truely valuable (but not actual currency) gift of time, and end your summer playing one of the best games of the year, then go for it! If $63 is still a little too pricey for you, hold off and stick with us on IGN as we cross our fingers and hope the game gets another discount a few of months down the line, and near the close of 2025.
Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.
Despite the grand sense of wanderlust dripping off its title, Lego Voyagers casts you and a pal not as minifig explorers (or even the tiny brickfolk of Lego Builder’s Journey), but as humble 1×1 blocks. You’ll get one eye each, and be thankful for it. Nonetheless, Voyagers still wants you to venture out and roll your way through its plastic wilderness, with some light puzzling, Split Fiction-style cooperative mischief, and building – usually with your own heads as the cornerstones – along the way. Last week, ahead of its Gamescom showing, Mark and I channeled our inner construction materials to try it out.
I finally played Hollow Knight: Silksong. No, I don’t mean to brag, but instead find myself having to type it out just to convince my eyes that it actually happened. Yes, it may have only been for around 20 minutes, but the long-awaited sequel shows little sign of disappointing.
During my demo at gamescom 2025, I was faced with a choice of two areas to play in: Moss Grotto or Deep Docks. Of course, I was going to try both, but first went for Moss Grotto — based on nothing apart from green being my favourite colour — which turned out to be the right decision. This sunlit grassy zone appears to be the very beginning of Silksong, as I fell into it following a brief cutscene in which a caged Hornet (the playable princess-protector protagonist) breaks free from the metal wagon she’s held captive in by collapsing the bridge it’s being paraded on. Developer Team Cherry seems keen on immersing us straight back into the world of Hollow Knight right from the very beginning, teasing lore via a passage of Conductor Romino’s Pharloom Folly.
As for Moss Grotto itself, it felt very much like a (re)introduction to the core mechanics of Hollow Knight. A mixture of rudimentary platforming and simple battles was littered across its grassy floors in a short but sweet section of Silksong’s presumably sprawling labyrinth of a world. It all ended with a boss fight against a large queen-bee-like insect that attempted to lock me in her lair. Moss Mother gave me little boss bother, though, dispatching them by unlocking that long-dormant Hollow Knight muscle memory as I leapt over darting diagonal attacks and evaded crumbling rocks falling from the sky. It was action platforming 101, but still felt incredibly satisfying.
I then swiftly moved onto Deep Docks, which turned out to be an entirely different proposition. Tools such as kunai, which can be thrown horizontally to pierce foes, were added to my arsenal, along with skills such as a familiar dash ability. Things naturally get more complex with more items to juggle, t, which is reflected in Deep Docks’ level design that comprises a maze of clanking metal elevators and the numerous semi-hidden levers that operate them. I may have only spent a handful of minutes there, but I could already see myself getting hopelessly lost without the aid of one of Cornifer’s ever-valuable maps.
Discovering the secrets of Hollow Knight’s world was maybe the purest of its joys to me; I wouldn’t want Silksong to feel like running into a brick wall too often.
Upon unlocking a boss arena, I was confronted by an enemy of far greater threat than any I had encountered yet. Lace, a balletic white insect, not too dissimilar in look to Hornet herself, dazzled me with intricate combos delivered at a speed my poor brain could not compute quickly enough. Defeated, I moved on, knowing this would be a battle for another day and not one I particularly wanted the dozens of people waiting in the queue behind to witness me losing again and again.
While it’s too early to gauge the overall difficulty of Silksong, the jump up in this later area was noticeable, with enemies capable of far more than simple prods and darts. I usually welcome added complexity and evolution of combat when it comes to sequels, so I have no great issue here. I just hope that in totality, fights won’t become too tiresome with exploration and progress being halted too often. Discovering the secrets of Hollow Knight’s world was maybe the purest of its joys to me; I wouldn’t want Silksong to feel like running into a brick wall too often.
There are concessions to make you feel more powerful compared to the original, though. Health regain is now divorced from skills, meaning you can throw those kunai liberally without having to sacrifice a potential life-saving heal. Attack is still the best form of defense, echoing some of my favourite systems from the likes of Control, Doom Eternal, and, of course, the original Hollow Knight. This is emphasised by the fact that you can only trigger health regen when your silk-white bar is full, encouraging even more offensive maneuvers to build that up quickly. Dodging will only get you so far in Hollow Knight Silksong.
All of these tweaks and changes tie together to create a more aggressive minibeast, and, although I certainly have a soft spot for the original Hollow Knight, I’m finding myself instantly drawn to Silksong more. 2018’s game often placed you on the back foot, but here I felt instantly more empowered and ready to go toe-to-toe with my aggressors. As someone who traditionally enjoys the push of faster-paced action games as opposed to the pull of more modern examples of the genre (I’m really trying my hardest not to use the term soulslike here), I’m left encouraged. Creature design is still one of the highlights in the sequel, with the borderline adorable adversaries almost being too cute to stab. At one stage, I got locked in a room with some flying nuisances with pots over their heads who lobbed molten rocks at me, as well as a pudgy little round lad with a saucepan for a shield. I almost felt bad killing them.
But in truth, combat was never the highlight of Hollow Knight for me anyway, but rather the layers of exploration and discovery lurking beneath each of its beautifully crafted environments. And while I’ve barely scratched the surface of what secrets Silksong has stored in this regard, initial impressions promise a similar bounty of nooks and crannies packed full of insect friends and foes. Platforming through these mazes is still a joy; a delicately delightful balance between precision and floaty jumping that tests your skills, that crucially never feels unfair when dropping into a gap unwillingly. The addition of mantling in the sequel helps this massively, with edges freely within grasp even when slight misjudgments are made.
I was instantly taken by how much more colourful the environments are this time around. Cinders dance around caves dripping with lava and glowing green moss dresses earthy overhangs, themselves floating precariously above pools of glistening water. Hornet’s red cape billows against the painted backdrops, both acting in harmony to form the sort of Saturday morning cartoon look you’d expect if one were to hang in the Louvre. Hornet also feels bigger on the screen, dominating the frame to a greater degree than her meeker-yet-still-mighty forebearer. That visual design feels like a deliberate choice, one aimed at creating more of a power trip sensation this time around. It’s these ideas — from revamped combat design to its repainted world – that appear to be acting in concert to a magical degree, and impressive proof, even in this small dose, of what Team Cherry has been brewing.
Yes, we’ve been waiting many, many years for this sequel, but everything at this stage points to it being worth it. Each aspect feels authored and prescribed to a clear vision — a piece of playable art that is as fun to wield as it is to watch (I should know, the gamescom queue was very long). It may have been the shortest of demos, but so far, Silksong is very much singing to me, maybe even more than the original.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Since 2017’s Resident Evil 7, a regular staple of Capcom’s horror series has been the inclusion of an enemy that stalks you. Jack Baker burst through a wall and into our hearts, the world fell in love with Mr. X, and Lady Dimitrescu provoked *cough* her own kind of online adoration. Resident Evil Requiem appears to be keeping up this tradition with its own take on the hulking, relentless pursuer. And so far, from my small 20-minute sample at gamescom 2025, it feels like Capcom has created a new, lumbering foe that more than lives up to the mantle of a Resident Evil stalker.
The short demo takes place at the Rhodes Hill Chronic Care Center and stars our latest protagonist, Grace Ashcroft, who creeps through the dimly lit and suitably spooky setting armed only with a lighter and glass bottles. While I expect combat will be part of the full game, there are no firearms to be seen in this demo, so there’s an inherent emphasis on caution while creeping around the clinic’s handful of rooms and a single long connecting hallway. If you think that sounds like an incredibly small location to explore, then you’d be right. My sample of Requiem lacked any real kind of exploration and was largely a task of collecting item A to open item B, which allows you to get item C and so forth. All sounds simple enough, right? Well, in classic survival horror fashion, your uneasy confidence is quickly jump-scared out of existence upon the arrival of the as-yet-unamed stalker enemy.
After Grace discovers a lifeless zombie (or “infected,” in her words), a hulking claw lurches into frame to manhandle the corpse. The camera lifts just as the creature plunges its teeth into the zombie’s skull, both demonstrating the beast’s sheer mass and how it has little consideration for the series’ iconic fodder. This new stalker is Lady D tall, with the frame of Resident Evil’s Lisa Trevor, and the vice-like jaw of a Wendigo. She has bulbous eyes, claws for hands, and a hunched posture. Once unleashed, this stalker – like its recent relatives – is persistent, promptly reacting to the sounds, sights, and smells of Grace. And like her Xenomorph stalker cousin from Alien: Isolation, this monstrosity can and will travel above you through the ceiling space, dropping down as quickly as it can scarper up. Basically, she’s relentless and can easily out-manouvre you.
Fortunately, there are a few tools in Grace’s arsenal that can help you survive, the first being the aforementioned glass bottle. As you might expect, they are primarily used as a distraction tool, drawing the stalker’s attention to the other end of the hallway and buying you time to slip past. It can also, in theory, be used as a weapon, although I’m not sure I’d recommend it – as with most stalking enemies, you can’t damage or kill Grace’s pursuer.
Creep as much as you wish, but your pursuer is always hot on your heels, no matter how carefully you tread.
Perhaps Grace’s most valuable weapon though, as you might have gathered by now, is sneaking. While crouching, you are afforded some moments of mercy, as you take advantage of whatever small pockets of space you can find, be that under tables or behind corners. It’s a useful skill, particularly in the Nurse’s Station room when drawing the attention of the beast is inevitable due to a scripted sequence. It does, however, only buy you a moment to slip by, and even when you reach a safer spot, flicking open your lighter to illuminate the darkness will draw the stalker’s attention back to you. Creep as much as you wish, but your pursuer is always hot on your heels, no matter how carefully you tread.
Interestingly, this new enemy type does have an Achilles heel, though: Light. Or, more specifically, the bright white light of a room’s ceiling lamp (the lighter’s tiny flame didn’t appear to make any difference). When chasing Grace into a well-lit room, the monster’s skin visibly burns, causing her to scream and retreat. Not only does this put some of the power back into your hands, but it’s also a nice interpretation of Resident Evil’s safe room rules. If you’ve ever seen Mr. X’s bizarre backpedalling when he’s confronted with a safe room, you’ll know this change is a welcome one, adding some well overdue logic to the classic gameplay trope that magically blocks the stalker from entering your safe haven.
While there was neither much space nor opportunity to explore, thanks to the small environment and constant presence of the terrifying stalker, what little exploring I did do felt – perhaps to no surprise – very familiar. Like Resident Evil 7, Village, and the series in general, you’re managing inventory slots, examining items, finding strange keys to unlock strange doors, and fitting fuses into circuit breakers. It’s all very traditional and fans of the series will feel completely at home. The first-person perspective of the more recent mainline games also remains, and at the suggestion of both the developers and myself, it’s the optimal way to play a horror sequence like this one. However, following in line with the upgrade Capcom provided Resident Evil Village, you can also play Resident Evil Requiem from the classic third-person perspective. Your choice of camera can be changed on the fly in the menu anytime you wish, allowing you to freely switch and create a different atmosphere. It’s an interesting choice for a non-remake Resident Evil game, and certainly doesn’t feel like an afterthought, even if it may cynically appear to be at first. In a way that perhaps only a triple-A budget game can, both viewpoints are extremely well-designed, with moments tailored for each experience to maximise the player’s fear.
In first-person, the stalker looms larger and feels significantly more imposing, the restricted field of vision allowing for scripted scares to have more impact. During the demo, you’re forced to make noise by moving a cart across the room to create a step to reach your next item of importance. With the more focused first-person viewpoint, mid-action, you’re treated to a giant, claw-shaped signifier of the beast’s impending arrival scraping past the window. It’s a panic inducing moment, and one that loses its power when your hyper-specific point of view is opened up by a wide, third-person camera.
It’s clear that Capcom is aware of this, though, and has made an effort to maintain scares despite your preference. In this short gameplay slice, that ethos was perfectly demonstrated. In first-person, just after the stalker’s introduction, you simply turn around to smoothly run down the hallway as fast as you can, leaving the stalker in your wake – it’s only the sounds of her shambling that follow you that remind you of the danger. In third-person, however, perspective-specific animations have Grace stumble and fall, ratcheting up the tension to make up for the reduced level of threat produced by the wider, vision-granting perspective.
It’s a lovely touch, and something I hope to see a ton more of in the full game – hopefully providing ample amounts of horror despite your perspective preference. My short playtime was such a small sample size of Resident Evil Requiem that it’s very hard at this early stage to know where the ninth entry in the mainline series will fit in comparison to its predecessors. And that’s assuming that the scenario in this demo will even feature in the full game at all – there’s the possibility of this being a bespoke demo, something Capcom has prior experience in with Resident Evil 7’s “Beginning Hour” demo. But even if this is just a tonal example, it’s very hard to not be excited for what horrors Resident Evil Requiem has in store for us when this unstoppable beast arrives early next year.
Dale Driver is an Associate Director of Video Programming at IGN. Be thoroughly bored by following him on Bluesky at @daledriver.bsky.social
I loaded up a recent Pragmata demo in blissful ignorance – or, at the very least, regular ignorance – of the depth of feeling surrounding its central hacking system. The need to shut down robotic baddies’ defences before giving them the ol’ semi-auto handshake is, it seems, widely enough perceived as a potential dealbreaker that Capcom have recreated it as a browser game. As if to whisper a reassuring “No, look, it’s not that fiddly,” into sceptical ears ahead of release next year.
I get it. Described in the abstract, it does sound like you can have a little third-person shooting, as a treat, but only after you finish your tile-colouring minigame. After actually playing Pragmata, though, I’m firmly on Team Hacking: besides being rich with upgrade potential, it doesn’t interrupt the action so much as conduct it, specifically to a tempo that feels refreshingly unique by over-the-shoulder standards.
Skybound Entertainment and Broken Mirror Games have announced that I Hate This Place, the adaptation of the comic series from writer Kyle Starks and artist Artyom Topilin, will launch on the Switch on 7th November 2025.
The new trailer also gives us a further glimpse at the craft-based survival horror gameplay, with an isometric viewpoint and cool, stylised visuals paying homage to the comic itself. Developer Broken Mirror Games was founded in 2024 and sits under the larger Bloober Team, which itself is shortly launching Cronos: The New Dawn on the Switch 2. These folks are all about the horror!