Assassin’s Creed Shadows is Finally Adding an Ezio Outfit — Alongside an Incredible Assassin Cat

Ubisoft has detailed a fresh update coming to Assassin’s Creed Shadows on September 11, which will add support for the game’s upcoming Claws of Awaji expansion as well as a list of other freebies — including some very special armor and a very special cat.

Assassin’s Creed Shadows update 1.1.1 will launch at 7am Pacific, 10am Eastern or 3pm UK time tomorrow, and weigh in at 12.94GB on PlayStation 5, 33GB on Xbox Series X/S and 42GB on PC (though only 17GB through Steam).

This update arrives a week ahead of Claws of Awaji’s debut on September 16 — and for much more on what that contains, be sure to check out IGN’s hands-on impressions of the expansion, including its cool Metal Gear Solid-inspired boss fight, and a lengthy chat with its developers about how Claws of Awaji wraps up Shadows’ unanswered plot threads.

As a taster of Awaji, all players will get access to the expansion’s new Bo staff weapon via an introductory quest that will be made available whether you own the new content or not. (This will unlock in-game on September 16.)

Other major changes include another level cap increase, this time to level 100, plus two new gear qualities and fresh hideout upgrades with two additional levels for each building that grant further bonuses to Naoe, Yasuke and their allies.

Several fan-requested additions are also included, such as the ability to advance the time of day (handy for sneaking into castles under cover of darkness) and improved scouts that will reveal viewpoints and safehouses. This update will also completely unfog a map region once all its viewpoints have been synchonised. Phew.

Last but definitely not least comes a fresh Animus Hub project, Sanctuary, which includes items themed around the franchise’s fan-favorite Renaissance hero Ezio. Of particular note here is the “Rooftop Cat” pet for your hideout, a white feline with custom Assassin robes. Adorable.

Below lies the patch’s list of bug fixes, in addition to all of the above.

Assassin’s Creed Shadows update 1.1.1 patch notes:

LIST OF BUG FIXES

General

  • Fixed an issue where the game crashed during the cutscene of the “Chained” rift.
  • Fixed various localization issues.
  • Fixed an issue where the vertical sliding sound effect continued if you switched characters during a slide.
  • Fixed an issue where some tutorials repeated themselves after unlocking Yasuke.

Gameplay

  • Fixed an issue where the Naginata Ronin were not vulnerable after using the Vault ability.
  • Addressed an issue where the Scale of the Koi and Soaring Tatsu trinkets were not functioning as expected.
  • Fixed an issue where the aiming reticle option “Only While Aiming” was missing from the settings.
  • Fixed an issue where a persistent “New Item” notification appeared after looting weapons from scout supply chests.
  • Fixed an issue where players were unable to start horse archery in Iga because the quest giver had moved locations. Get back in your spot!
  • Fixed an issue Ikko Ikki Kamon banner was missing after completing the “Collection of Crests” quest.
  • Fixed an issue where the Mount Nukai contract targeted a chest that was already opened.
  • Fixed an issue where multiple waypoints were not synchronizing.

Difficulty Options

  • Fixed an issue on Nightmare difficulty where Teppo enemies appeared broken.
  • Fixed an issue on Nightmare difficulty where the Samurai Spear Guard had a combat glitch.
  • Fixed an issue where Canon Mode disabled itself on the second launch of the game.

Hideout

  • Fixed an issue in the Hideout when selecting the option to duel with Naoe or Yasuke did nothing.
  • Fixed an issue in the Hideout where certain buildings or set pieces could not be rotated.
  • Fixed an issue in the Hideout that prevented players from moving the horse stables after changing their original location. Back to your Hideout planning!
  • Fixed an issue where Rufino remained stuck in the Hideout after being recruited.

Skills, Abilities & Upgrades

  • Addressed an issue where the Shadow Piercer ability was not functioning correctly.
  • Addressed an issue where the 33% health recovery on posture attack perk was not functioning as expected.

Visuals & Graphics

  • Fixed various visual issues.
  • Fixed a visual issue with the architect’s lip sync in the “Seta-Killers” quest.
  • Fixed a visual issue affecting Yasuke’s aim with the Teppo when wearing variations of the Samurai Hat.
  • Fixed a visual issue with the Ronin Kasa Hat.
  • Fixed a visual issue with the Blush of the Earth bow quiver.
  • Fixed a visual issue with Oni’s Flesh Armour.
  • Fixed a visual issue where Gashadokuro’s mask did not have red eyes on the Memories screen.

SPOILERS WARNING!

Quests

  • “A Critical Encounter”: Fixed an issue where players could not interact with Rufino to trigger the quest. He was just being shy.
  • “Broken Horn”: Fixed an issue where players could not progress due to being stuck by the Animus wall.
  • “Face the Oshiroi Baba”: Fixed an issue where Yokai objective member rewards were not being granted correctly.
  • “Feast For Thought”: Fixed an issue where requirements were automatically completed for the quest.
  • “Man Behind the Curtain”: Fixed an issue where after Ermigo died, Gaspar was incorrectly shown as dead.
  • “My Name Is Yasuke”: Fixed an issue where players could not progress due to being stuck outside the Animus wall.
  • “Of My Enemy”: Fixed an issue where Hiromichi’s man stopped moving if the player entered combat while following him.
  • “Out of the Shadows”: Fixed an issue where the game crashed after the cutscene.
  • “Silver Smugglers”: Fixed an issue where Yoshisada could be assassinated early before the quest.
  • “Tea Bowls for Rikyu”: Fixed an issue in the Hideout where tea bowls could no longer be placed after completing the quest.
  • “The Tournament”: Fixed an issue where players could not interact with Gyoji despite a blue marker being shown.
  • Fixed an issue where players were unable to talk to Katsuhime in the crop field when she was sitting on the ground.

PLATFORM-SPECIFIC FIXES

PC

  • Fixed an issue where the heavy attack (LMB+Shift) was not functioning correctly on keyboard and mouse.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Assemble a manga page to beat up thugs in this flashy roguelike based on a hit Japanese series

The bar for getting me to write up a new roguelike has never been higher. I don’t care how many twists you throw into the formula, developers. I don’t care how imaginatively you have reinvented the wheel of permadeath and unlocks. I am tired of this genre/wantonly adhesive cultural phenomenon. I wish for it to die in shame and ignominy.

You’ve made a roguelike in which attacks are performed by assembling a manga page, you say? Well… go on then. Here’s a trailer for The Fable: Manga Build Roguelike.

Read more

“Everyone Is A Director” At Nintendo, Says Former Dev, But Don’t Make Excuses

Or you’re outta here, pal.

Motoi Okamoto, a former developer at Nintendo and now steward for the Silent Hill franchise at Konami, has taken to social media to comment on whether game directors might be considered “incompetent” if they’re unable to judge new ideas without first implementing them.

As covered by Automaton, Okamoto – who worked on games such as Pikmin, Luigi’s Mansion, and Wii Play – describes a culture at Nintendo in which “everyone is a director”, thus giving team members the agency to make decisions that might improve a game.

Read the full article on nintendolife.com

High On Life 2: Why Squanch Added a Whole New Hub-Based Design

High on Life 2 concept art

High On Life 2: Why Squanch Added a Whole New Hub-Based Design

High On Life 2 is doing the things you’d expect this sequel to do – it’s bigger, more packed with jokes, even more experimental than the first game, and now has a skateboard you can use at any time (naturally). But it’s also doing something we didn’t expect: changing the first game’s structure fundamentally. High On Life 2 is taking cues from Metroidvania games, but using them to its own ends.

In an episode of the Official Xbox Podcast, Squanch Games’ COO & Executive Producer, Matty Studivan, and Creative & Art Director, Mikey Spano explained – among many other things – about how the team changed their thinking to offer a whole new hub-based design for the game.

High on Life 2 screenshot

“Our Design Director, Erich Meyr, and I early on decided we wanted to do something that had Metroidvania elements to it, but we also wanted to support telling really tight stories,” explained Spano. “So, this time around, we tried to keep all of the Metroidvania elements in the hubs.”

While the original High On Life was built around a single hub, Blim City, the sequel will take you to three different hubs, each with a lot more to them and, in classic Metroidvania style, offering more and more interactions the more you play and earn.

“It’s a big step up for us from the first game,” said Studivan. “If you played it and you know Blim City, it’s a really cool spot, but pretty small geographically.”

“We have three decent-sized hubs in [High On Life 2],” adds Spano, “and each one of those hubs has a lot of little side things you can do, NPCs you can find, tons of collectibles, tons of unlockable things. And obviously with the skateboard; there’s a lot of cool stuff related to the skateboard that you can do in the hubs.”

The change is effectively about letting Squanch have their cake and eat it – the new structure means that the team can pack in the stupendously weird moments that made High On Life beloved, without needing to derail the core story to get non-sequitur jokes in there. It’s an elegant mix:

“In terms of how it all flows together, you’ve got your home base that you’re always returning to,” explained Spano. “And in there, you’re talking to your crew about what you’re going to do next. And then, you’ll be dropped down into the hub. And then from there, you’re navigating to a target that you’re following. But once you get to a certain point, it triggers a more linear experience where we can tell the story in a tighter way. We still always have choices that you’re making and stuff like that.

“But in terms of finishing a level and then coming back with new power-ups, we try to keep all that in the hub so that we can tell a complete story without needing players to come back and hear the same things over and over again.”

The upshot is that Squanch can tell the story they want to, but give players the freedom to step away and explore just how odd the surrounding world is at their leisure. To help create all that side content, Squanch took a very fun approach:

“One of the ways we were able to do that is that we do game jams at the studio, because the entire team is so creative,” added Studivan. “And so, we had eight or nine teams [jam] for a week – and I think like seven of the game jams are in the hubs in this game.”

It should make exploring the hubs rewarding in itself – with entire other game types hidden away, every discovery can become something new. We’ll get more of what we learned to expect from the first game, too – High On Life included entire, real-life movies to watch, and that will return (with a movie theater to watch them in). We also know that Squanch has licensed full games (NES game Bible Adventures formed a pivotal part of the demo we recently played) that will appear along the way.

“We’re spending a lot more resources and time on [side content]. It really makes the world feel like you’re somewhere lived-in,” said Studivan.

The big changes to structure are also about catering to different kinds of players. Those who just want the story can jump from main mission to main mission without friction. Those who want to do everything can do so without having to repeat missions, and at their own pace. And there are also those who might waver between quick blasts and marathon sessions:

“So, with the missions, we try to keep them at a certain length so that if you’re like, ‘I’m going to go take down this bounty,’ you actually can finish it in a night and then get back to putting your kids to bed or whatever it is that you have to do,” said Spano. “And then for the gamers that want a more free-form experience, they know they can just hang out in the hub for a while and do whatever they want and take on missions whenever they want.”

For a game that presents itself as unabashedly dumb, there’s a core of smart, classic game design thinking sitting beneath all the madness. With that design in place, it allows Squanch to go as wild as they want with the ideas we, as players, will interact with.

Even in the earliest looks at the game, we’re seeing how far they can push this – one boss fight suddenly sees your enemy hack your game, sending you navigating your own menu screens to fight him off. And, best of all:

“That’s one of the more normal parts of the game,” Spano said. “This demo is early in the game. By Act Three it’s just so off the rails and insane. I think people are going to be really surprised.”

I’m very much looking forward to seeing how much weirder this can get – High on Life 2 arrives for Xbox Series X|S and Xbox on PC on February 13, 2026, and will be available on day one with Game Pass Ultimate.

If you want to hear much, much more about the game, make sure to check out the full Official Xbox Podcast episode, which dives into how Squanch turned around a sequel so quickly, the difficult art of writing comedy for games, the benefits of switching to Unreal Engine 5 and… the wonder of Microsoft Excel.

Xbox Play Anywhere

High On Life 2

Squanch Games, Inc.

You’ve done it. You’ve taken down an intergalactic cartel, brought humanity back from the brink of extinction, and hunted dangerous bounties to the far corners of the galaxy. Bounty hunting has brought you fortune, fame and love; but when a mysterious figure from your past reappears and puts a price on your sister’s head, your cushy life gets thrown into chaos.

Do you have what it takes to risk it all and bring down an intergalactic conspiracy that once again threatens your favorite species (humans)?

High On Life RETURNS as you and your beloved rag-tag team of alien misfits shoot, stab, and skate your way through gorgeous, dangerous worlds all across the galaxy to blow up the EVIL pharmaceutical conglomerate hell-bent on putting price tags on HUMAN LIFE!

The post High On Life 2: Why Squanch Added a Whole New Hub-Based Design appeared first on Xbox Wire.

Announcing PlayStation Family App for parental controls and family management

At Sony Interactive Entertainment, we’re committed to providing safe play for gamers of all ages, including enhancing ways for parents to manage their children’s gaming experience. This includes the current parental control features available on the PS5 and PS4 console, such as playtime settings and age restriction settings for games. Today, we’re pleased to announce our next step in this commitment with PlayStation Family, a new dedicated parental control mobile app available on iOS and Android devices*. PlayStation Family app will be launching around the world starting today.

PlayStation Family app is a new experience to help parents set up and manage their children’s gaming experience on PlayStation – straight from their supported mobile device. The app includes a number of new customizable features for parents to manage their children’s playtime, including an activity report, more visibility into what their children are playing, and approving extra playtime requests  –  all at the tap of a finger. 

Announcing PlayStation Family App for parental controls and family management

Here’s a look at the features from PlayStation Family app:

Guided Onboarding – Enjoy a thoughtfully guided experience setting up a child account easily with PlayStation Family app. 

Real-Time Notifications – Get notified what game a child is playing in real time. Approve or decline a child’s requests for extra playtime, restricted games, and communicate from a mobile device – you have the final say.

Activity Reports – Review daily and weekly activity reports at a glance. Parents can see up-to-date information about a child’s playtime and activity. 

Manage Playtime – Set playtime limits for each day of the week. Children can enjoy more flexibility by requesting additional playtime from the console, while parents can approve or decline their requests from a phone or tablet.

Manage Spending – Manage spending activity by adding funds, viewing balances, and setting a monthly spending limit for a child to buy content from the PlayStation Store.

Content Filters – Choose and configure age appropriate content with a tap of a button. We’ve included presets that automatically apply recommended settings for different age groups, and every setting can also be customized individually to best suit each child.

Social Interactions-  Customize privacy settings and how your children connect and play. Manage access to social features.

PlayStation Family app is available for download on the App Store and Google Play in most markets starting today.

We’re excited to bring an easy way for parents to manage their children’s gaming directly from their mobile devices. This is just the beginning with our new mobile app – we’ll plan to continue adding enhancements to PlayStation Family app to evolve the experience over time. We hope you’ll enjoy it and we look forward to your feedback.   

*PlayStation Family app is compatible with iOS version 14 and Android 8 or higher.

Ubisoft Knows You’ve Already Played 100 Hours of Assassin’s Creed Shadows, but Hopes You Return for Claws of Awaji to Play the Expansion’s Cool Metal Gear Solid-Inspired Stealth Boss Fight

“After 50, 70, 100 hours, you need something a bit unique,” says Simon Arsenault, content director for Assassin’s Creed Shadows expansion Claws of Awaji at Ubisoft Bordeaux. And it’s true to say that — despite much of the upcoming add-on feeling familiar — Awaji still contains just enough distinct moments that the portion of its additional 10 hours we’ve now played felt fresh enough, rather than only offering more of the same.

Ubisoft is keen to showcase more of these distinct moments individually, and also keep some surprises back for players at launch, when the expansion arrives next week on September 16. But for now, IGN is able to highlight a cool Metal Gear Solid-inspired boss fight that doubles down on the series’ focus on stealth, and is a highlight of the expansion’s first half.

Set in an atmospheric arena deep within Awaji’s dense forest, players are tasked with repeatedly tracking down Awaki, one of the expansion’s four main villains. Awaki is a master of stealth and disguise, and near-indistinguishable from a set of straw decoys also spread around the area. To counter her, you’ll have to scuttle, sneak and crawl while staying out of sight, or risk getting sniped from long range by Awaki, who’s equipped with a teppo rifle.

Every time you’re discovered, or mistakenly attack a decoy, Awaki changes her position — forcing you to start your hunt afresh. The only clues you’re given are an ability to focus in on her voice whenever she taunts you, affording you a sense of direction, and the ability to use Naoe’s Eagle Vision when in very close range, in order to confirm your suspicions.

It’s a relatively elaborate set-piece and something quite unlike anything else in Assassin’s Creed — though stealth genre fans will find it somewhat similar to showdowns seen elsewhere. Indeed, while on a tour of Bordeaux’s studio, developers acknowledged to IGN that the mission was inspired by Metal Gear Solid 3’s The Fear fight, as well Dishonored, and Snake’s MGS5 showdown with Quiet.

The fight also plays into Awaji’s more isolated island setting , and the darker, creepier atmosphere the expansion hopes to differentiate itself with. “We really liked the idea of an island region, with natural boundaries all around, it’s compact, there’s a seclusion we like, something where you’re a bit isoloted,” Arsenault notes. “It brings increased tension to the experience, increased danger. As soon as we added a new faction in there, it’s their world. As players you’re coming into their land. You’re not in control anymore, not as much.”

Awaji’s quartet of antagonists embody much of that tension, and always seem one step ahead of Naoe and Yasuke as they search for answers regarding the former’s mother, and hunt for Shadows’ final mystery box macguffin. Standing in their way are Kimura Yukari, the daughter of a Templar Yasuke previously killed, her bodyguard Imagawa Tomeji, their spymaster Yasuhira, and lastly Nowaki — she’s the cloaked character in a horned mask, above.

Most of these characters look set to have their own unique boss encounter, and it’s these — alongside smaller tweaks to Shadows’ main gameplay, the expansion’s new weapon (the Bo staff), and a smattering of extra skills and abilities for existing play styles that Arsenault is hoping will keep players further entertained.

“It’s not as much countering it, it’s more kind of spinning it,” he tells me, when I ask about disrupting player expectations. “So you’re expecting something and it doesn’t behave the same way.” I mention to him how, when going hands-on with the expansion, I sent out scouts to determine a mission’s location as usual — only to discover a new gameplay system in Awaji where doing so alerts the local populace, making them antagonistic when you arrive. It’s a new trade-off to using an existing system, and something Arsenault hopes will give veteran players something else to consider.

“What should I do? Should I find a new strategy? Should I avoid sending scouts or should I send them somewhere else? That’s what’s interesting with it,” he continued. “You take something that has been learned and has become kind of a routine and you just add a small twist. And we did that with a lot of systems. You’re used to civilians [needing help], or merchants, but now some can attack you — that didn’t happen.”

For much more on the expansion’s story, IGN sat down with Arsenault for an in-depth discussion detailing how Claws of Awaji picks up from Assassin’s Creed Shadows’ finale and, finally, answers the game’s two major narrative threads — even as various story elements shifted during development.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

The Sims 4 Adventure Awaits’ first gameplay trailer presents an ethically concerning look at imaginary friends

Look, we all know The Sims is a weird little series. You can torture your Sims, meet fairies and werewolves and vampires, have half alien babies. So I feel like I shouldn’t be all that surprised by The Sims 4’s next expansion pack, Adventure Awaits, seeing the return of imaginary friends. And yet here I am, taken aback and slightly horrified by the game’s interpretation of imaginary friends in its first gameplay trailer.

Read more

Beefy Steam update brings custom name sorting to the masses, along with CPU temp monitoring and extra desktop mode accessibility

Hola, big Steam update alert, featuring some stuff you might already have tried in beta and a crap tonne of other stuff you might not have. Either way, it’s all in the hands of the masses now, so worth being aware of. Yes, “removed a setting from music settings that wasn’t hooked up to anything” is a change you need to know about, don’t question me!

You can find the full notes for this latest Steam update here, and I advise you whip out your best Sunday Papers pipe and slippers when you do, because there are bullet points for days. In the meantime here’s a quick rundown that you can safely consume without old man tobacco and weird indoor shoes.

Read more

Little Nightmares 3: The Final Preview

While I’m not the one to choose to watch a horror movie or read a spooky book, I actually love a good horror game. The bar-setting remakes of Resident Evil 2 and 4 are fantastic, Alan Wake 2’s unconventional storytelling was incredibly suspenseful and memorable, and my favorite spooky experiences come from passing the controller around with a room of friends trying to keep my character alive in games like Until Dawn or The Quarry. The thing is, while I’m a fan of dreadful atmosphere, creepy ambiance, and shocking, disgusting character designs, I don’t really play these games by myself, and can only stomach the anxiety of good horror if I’m experiencing it alongside other people in the room.

That’s why I’m so excited after playing Little Nightmares 3 for nearly two hours: the third entry in Bandai Namco’s horror puzzle-platformer series is designed to be a completely cooperative two-player adventure (though it can be played solo if you like), and based on the level I played, it’s shaping up to fit the same niche as puzzly co-op classics like Split Fiction and Unravel Two.

To be fair, Little Nightmares 3 isn’t nearly as scary as your traditional rated-M horror game anyways. It’s surreal, fantastical horror made from the stuff of children’s nightmares. The level my co-op partner and I played had us sneaking through a haunted carnival filled with giant blob-like people waiting in line for carnival games, stuffing their faces with apples, and carelessly whacking what appeared to be one of their own kind with sticks, like a pinata. It’s a delightfully unsettling, rich atmosphere, and in my conversation with Little Nightmares 3 producer Coralie Feniello – who also served as associate producer on Little Nightmares 2 – she talked about how the Little Nightmares games are built to star children in a world that is not made for them. The carnival level really nailed that feeling, as we climbed through vents, boosted each other up to open doors, and avoided oversized monsters in an unfamiliar, unwelcoming place.

Little Nightmares 3 isn’t nearly as scary as your traditional rated-M horror game anyways. It’s surreal, fantastical horror made from the stuff of children’s nightmares.

We played as Low and Alone, the two new protagonists being introduced in Little Nightmares 3. The pair is looking for a path that could lead them out of the Nowhere. I controlled Alone: a young girl with pigtails and an aviator helmet who comes equipped with a wrench, while my partner was Low, a young boy who wears a crow mask and uses a bow and arrow. Our two different tools led to combat encounters where Low needed to shoot an arrow at an undead creature charging toward us, and I would finish the job by pulverizing the decapitated head with my wrench before the animated, headless body took one of us out. This required constant communication, and while the instant death for any mistake felt a little frustrating throughout our demo, generous checkpoints kept us motivated to achieve the perfect run.

The controls for all of this are fairly simple, which is another reason Little Nightmares 3 is setting up to be a great choice to play with a partner or friend who may not be as familiar with games. Most actions are performed with just a couple of buttons, and the difficulty comes in through communication and the intensity of doing everything exactly right as you’re being chased around like an unwanted mouse in a large house.

Just like the combat, every puzzle is also designed to be completed by both characters. There was nothing too head-scratching, but one highlight saw us working our way through multiple rooms to find a power source for a radio. Once we found it, one of us had to tune the radio to the right frequency to power on the lights in the room while the other used said lights to open the path forward. Just as in co-op games like Split Fiction, simple puzzles like this are enjoyable when communicating with a partner to solve them. Little Nightmares 3 also seamlessly weaves its world into its puzzle design. In one room, we needed to move a box to use it as a platform to climb higher, and the crate available to us was one component of the classic sawing-a-person-in-half magic trick. Only this time, there was no magic involved and the victim was ripped in half, and as we pulled the box away, their guts unceremoniously spilled onto the floor.

Moments like that really sell Little Nightmares 3’s unique art style that combines claymation-like models with dense, moody lighting. The way light creeps into a dark room through a lone window is striking, and the outdoor segments where the carnival is the only illumination against a rainy, pitch black backdrop creates a very memorable atmosphere. The carnival is just one chapter in Little Nightmares 3, and I’m excited to see how its visuals translate to completely different settings across the full game.

Supermassive worked hard to understand the DNA of the originals while also bringing in their own passion for the universe.

I should point out that this was my first experience with the Little Nightmares series. Outside of researching ahead of this preview event, I never played the first two, which were developed by Tarsier Studios. In 2019, Tarsier Studios was acquired by Embracer Group, and they’re now working on Reanimal, a very Little Nightmares-esque game set to release next year (and which itself is leaning hard into co-op). Bandai Namco retained the Little Nightmares franchise in the transaction and have partnered with Supermassive Games on this third entry, the studio behind horror games like Until Dawn and The Quarry that I mentioned earlier. In my conversation with Feniello, I asked what changes longtime fans of the series should expect from Little Nightmares 3, and she said Supermassive worked hard to understand the DNA of the originals while also bringing in their own passion for the universe.

And, she said co-op was the most highly-requested feature from the Little Nightmares community, which led to Bandai Namco’s decision to build this sequel around that idea. While my impression so far of Little Nightmares 3 is without the context of the originals, I can safely say I really enjoyed my time with this one and it got me interested in checking out the whole franchise, for what that’s worth. It will utilize a Friend’s Pass system, where only one player needs to buy a copy of the game to play online with a friend on the same platform. And for any solo players out there, you can play Little Nightmares 3 alone with an AI companion instead of another person, with Feniello noting that they worked hard to balance the experience for single-player as well.

I’m glad I wasn’t playing alone for the second half of our demo, though, which had us working through a more choreographed stealth-action set piece where we had to escape from an old man and his… son? Pet? It’s unclear what that small creature who chased us on all fours was, but that’s part of the fun. It started when we were forced to wake the pair up by tearing a plank off the wall to progress, and from there, each room was another test in avoiding getting caught.

This sequence required us to learn the routines of the residents in this hellscape, watching as the man poured the little guy a bowl of food in the kitchen, as we learned we needed to make our break for the next safe spot as he crawled across the table to dig in. There was plenty of trial-and-error as we tested the limits and pacing of their movements, and I really enjoyed the loop of learning a little bit each run, forming a game plan with my co-op partner, and ultimately succeeding. We also got split up for a brief section where my partner was locked in a cage and needed to make noise to distract the man while I worked on setting him free. After several failed attempts we finally escaped unscathed, and I left feeling excited to see the other intense scenarios Little Nightmares 3 will drop us into in the full game. Little Nightmares 3 arrives on October 10 for all major platforms.

NBA 2K26 review

I regularly go against my best consumer instincts and check out the yearly iterations of sports games. It’s not something I’d likely be doing without some Steam press account magic letting me dodge the yearly cash sacrifice for a game that usually shares a huge chunk of DNA with its direct predecessor; a sense of deja vu is inevitable, unless you’ve been sensible enough to either let a few years pass or wait until you’ve spotted a new feature that piques your interest.

With NBA 2K26, there was one such addition in my mind. As someone who’s been keen to see 2K’s ball-to-basket series get rid of the invisible wall it’d put up between its simulations of men’s and women’s basketball for a good few years, the first-time addition of WNBA players to one of the marquee male-dominted modes caught my attention. Granted, it was MyTeam, the depressing pit in which you fork over either real money or fake money – acquired across hours of grinding – to buy trading cards that may or may not be dished out via something resembling a slot machine.

Read more