Donkey Kong Bananza Breaks Nintendo Tradition With a Rare Discount Only Weeks After Launch

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 Friday might 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.

Lego Voyagers’ building is better when you – and a friend – are the blocks

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.

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Hollow Knight: Silksong – We Played It! | gamescom 2025

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.

Resident Evil Requiem Hands-On Preview

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

Love or hate Pragmata’s hacking, it’s more than just a minigame

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.

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Comic Adaptation ‘I Hate This Place’ Stalks Onto Switch This November

I hate this wait.

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!

Read the full article on nintendolife.com

High On Life 2: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever

High On Life 2: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever

Summary

  • We go hands-on with the upcoming High On Life 2 at gamesco 2025.
  • Ralph Ineson joins the cast of High On Life 2 alongside the returning actors Betsy Sodaro, J.B. Smoove, and Richard Kind.
  • High On Life 2 launches for Xbox Series X|S on February 13, 2026, and will be available on day one with Game Pass Ultimate. 

How do you follow one of the most hilarious first-person shooters ever created? Turns out: give us a skateboard and tell us to get nuts. During a recent hands-on opportunity with an early build of High On Life 2, I could instantly recognize many returning hallmarks from the original, most notably the return of the talking weaponry, Gatlians, but also the ability to use Knifey’s grapple to pull me onto ledges, and tons of sharply written dialog that blend this wild universe together. But it was skateboarding that really caught my attention.

Picking up some time after the end of High On Life, the hands-on preview kicked off with me skydiving into the world of ConCon (Convention Convention), which is a planet full of floating platforms housing (you guessed it) conventions. A bounty has led us here, targeting senator Muppy Doo, a politician who is in league with the evil executives at Rhea Pharmaceuticals who are intent on turning humankind into… prescription pills.

My mission? Make my way through multiple conventions to find him. First up is ParkingCon, a collection of crashed cars piled on top of each other with dozens of aliens fighting over the few remaining parking spaces – one space was even being “held” by a plastic chair – and we need to free one up to give returning character Gene’s flying Winnebago a chance to park by any means necessary (e.g. shooting aliens).  At first, I came to this with the approach of a standard first-person shooter, focusing on enemy groups one at a time, trying to clear these parking spaces, and cycling between my two available Gatlians: Sweezy (laser pistol) and Gus (shotgun). Then I hopped on the skateboard and everything changed.

High On Life Pro Skater Edition

The skateboard effectively replaces your sprint button, but it’s the speed and agility that comes with it that makes it such a game changer. The more I moved around the level on the board, the more objects I found to grind on by pressing the LB button, like handrails and concrete dividers. I even found some sections that resembled quarter pipes and noticed that certain cars were positioned just right to give the impression they were ramps to jump off. That’s when it dawned on me that this entire level was basically a skatepark! This is going to be great.

The speed of battle really picked up the more I became comfortable finding areas to grind, while cutting down enemies left and right with Sweezy and Gus. I could even “throw” my skateboard at enemies for a one-hit kill and found it hugely helpful that the same button tied to grinding was also Knifey’s head-latching ability, which would smartly pull me to rails or grindable objects if I was going to be coming up short. It means you can get into a real flow, even in a game where you wouldn’t expect it.

If you recall from the first game, traversal with Knifey’s grapple was a big component, unlocking a variety of environmental and platform puzzles. Now with the inclusion of the skateboard, the platforming aspects are all amplified and it wasn’t long until the demo started showcasing what else I could do.

Continuing to the next floating zone involved grinding on floating buses, bouncing on giant inflatable balloons, and then wall riding to safely cross a chasm of clouds, where I reached PoliCon (a politics convention). The skatepark motif continued here as well, with plenty of handrails and other objects to grind swiftly across this new zone, moving through to my next objective. And that’s when our personal assistant Suit-O stepped in.

High on Life 2 Screenshot

So, What Else Can You Do?

For our demo, Suit-O was ever vigilant in popping up at the bottom of the screen and making sure we stayed on schedule for our 30-minute preview – intentionally fast-forwarding us through highlights of the demo, and “accidentally” leading us to the conclusion of a boss battle with one of the game’s new characters, Sheath, voiced by the amazing Ralph Ineson. What followed was a hilarious (and bloody) dissection of his alien bounty hunter character – whose head is then transformed into a new Gatlian. Yep, a boss voiced by a famous actor is also a gun in this game.

Sheath complimented Sweezy and Gus nicely with the feel of a battle rifle – Halo fans might find the familiar “punch” here — and his alt-attack is an Impaling Spike that can be used to string together subsequent targets and to create Spike ziplines, which I later use to cross over to the next convention, MurderCon (it’s exactly what you might think it is). I love that these Metroidvania-like components are still present from the previous game, opening areas formerly unreachable once you have acquired the specific tool to do the job.

Shoot, Shoot, Shoot!

Once we’ve stepped through the gates into MurderCon, the demo’s narrative shifted slightly to focus on Knifey who, as returning players may recall, loves to get bloody. He was predictably overjoyed to attend a convention that’s all about one of his favorite subject matters. Before I knew it, we were neck deep in a battle royale, surrounded by a laser tag arena aesthetic with lots of neon strewn about. And, yes, tons of enemies to shoot at. The speedy traversal elements took a backseat here, as the demo showcased more of a traditional multiplayer-like shooter layout, allowing us to lean more into our Gatlians and their abilities.

Sheath feels great with that perfect battle rifle punch, and using his Impaling Spike to tie groups of enemies together was incredibly fun. Sweezy is still a solid laser pistol with an alt-attack that creates a slowdown bubble that surrounds a group of enemies. And Gus’ shotgun and disc shot abilities are great at clearing crowds of enemies. All this fighting culminated in a boss battle with a large, ogre-like character named Brutus, who had a giant pyramid-like helmet fused to his head. It wasn’t long after that me and my Gatlians made short work of him and were crowned winners of MurderCon.

Finally, I was whisked forward once again by Suit-O to face off with Muppy Doo. At first, the encounter was your standard fare of dodging incoming attacks and unleashing some hurt with my Gatlians. But it was the next phase of the battle that I wasn’t quite ready for – and was unlike anything I’ve played. The final boss battle took place… in the menu screen.

See, Muppy Doo has a shrinking ability and was able to get so small that he snuck into my suit’s mainframe and tied up Suit-O. After freeing Suit-O by “clicking” on him, he became my mouse cursor as I clicked through my menu screen, trying to uncover the mini Muppy Doo who was trashing my sub systems.

Muppy would pop his head out from behind an icon, or start destroying menu items, and we’d punch him, forcing him to duck into another sub-menu. After a bit of this click-tag, it became worse for my character, forcing a full system reboot and deleting my save game… which rebooted into an entirely different game – Bible Adventures. No, really. Eventually, things continued to escalate to the point where the only solution was to have Knifey stab me to death – which he was more than willing to oblige. And thus, we wrapped up our time with High On Life 2.

A few games under their belt now, I like that Squanch Games is really starting to settle into a mindset of, “Wouldn’t it be funny if…” and find ways to go through with it, while making it incredible fun (and incredibly funny) in the process. Finding that balance is not an easy thing to do – kind of like trying to ride a skateboard while blasting aliens in the face. Of which we’re very excited to try more of once High On Life 2 launches for Xbox Series X|S on February 13, 2026, available on day one with Game Pass Ultimate.

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: How a Skateboard, a Famous Actor, and Bible Adventures Make Up One of the Wildest Demos Ever appeared first on Xbox Wire.

Where Winds Meet launches November 14

Greetings, brave adventurers and budding swordsmiths! We’re thrilled to announce that Where Winds Meet—our epic Wuxia open-world action-adventure RPG game – will be launching on November 14, 2025. After five years of dedication, we’re finally ready to let you loose in a world filled with legend, danger, and endless adventure. But first, we have some exciting news to share about the game and a special pre-order bundle for PS5. Let’s dive in!

Where Winds Meet launches November 14

In our latest trailer, we give you a taste of the story and setting, offering a sneak peek into the heart of this chaotic world. Please see the video below. Set in 10th century China, a time rife with dynastic battles and unrelenting war, Where Winds Meet places you at the crossroads of history during one of the most turbulent eras. In the chaos, all kinds of legendary figures rise to fame, their stories shaping the very course of history.

You’ll step into the boots of a young swordsman or swordswoman who, raised in the tranquility of a quiet village, who is inspired by stories of martial arts heroes and the excitement of the Jianghu (the martial arts world). However, everything changes when tragedy strikes. After a series of unforeseen events – betrayals, attacks, and the collapse of everything you once knew – you are forced to leave the only home you’ve ever known.

This painful departure marks the beginning of a journey into the unknown, where you must confront both personal loss and the brutal realities of a world in turmoil. In such a troubled time, a warrior has only one sword, but there are tens of millions of people in the world. You decide the path you will travel and as you make these decisions, so the story unfolds. With your step into the Jianghu, it’s no longer just about seeking adventure; it’s about survival, truth, and ultimately discovering who you truly are in a world that’s as fractured as your past.

However, there’s more to this world than meets the eye. While the main quest will draw you into the heart of the action, the world is brimming with smaller, hidden tales that will reveal themselves as you journey deeper. The more you explore, the more pieces of the puzzle you’ll discover, and it’s up to you to put it all together. (Don’t worry, we won’t spoil it for you here—we want you to experience the excitement firsthand in the game!) 

Along your journey, you’ll encounter legendary figures, battle with them, and uncover the secrets that lie beneath the surface. As you explore freely, you’ll learn new Chinese martial arts (Kung fu) skills, join powerful factions, and choose your path in this sprawling world. Want to follow the way of a wandering swordsman, or do you dream of forging alliances with the mysterious figures that roam the land? In Where Winds Meet, it’s all about creating your own story.

We’ve crafted this game with care, pouring our hearts into every detail over the past five years, and we’re beyond excited to share it with the world.

For details about the gift pack, please check the store page. The Appearance Customization Pack is a one-time selection and cannot be changed once confirmed. The development team reserves the right to adjust or interpret bundle content as needed.

And now, the PS5 pre-order bundle is available right now, and here’s what you’ll get:

  • In-game Appearance Set: Appearance Customization Pack (choose from Red Dust Book, Ink Deep Dan Zhu, or Penglai Feather) x1
  • In-game Player Name Card: Astral Trail Name Card Background x1
  • In-game Common Currency: Coin x10,000
  • In-game Draw Item: Lingering Melody x2

For details about the bundle, please see here.

We have tried our best to create an immersive martial arts world in this game. We can’t wait for you to explore, battle, and experience the life of a warrior in this unforgettable adventure. The official release on November 14, 2025 is just around the corner, and until then, may the winds guide you!

Vampire: The Masquerade – Bloodlines 2 sticks two bloodsucker clans, including the sexy one, behind paid day-one DLC

Vampire: The Masquerade – Bloodlines 2 got a full release date during Gamescom Opening Night Live last night, along with a fresh trailer. However, there’s one detail that might put a bit of a dampener [dhampir? – Ed] on your claret-tinged celebrations about the game finally overcoming its many bloody delays.

You see, while the base version of Bloodlines 2 offers four vampire clans with different playstyles for you to get behind the fangs of, Paradox have opted to stick a further two behind paid day-one DLC.

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Battlestar Galactica: Scattered Hopes is a fugitive roguelike fleet-builder from the makers of Crying Suns

I’d entirely forgotten about Battlestar Galactica. I wouldn’t say hearing the show’s melancholy singsong theme during last night’s Open Night Live gave me Proustian nostalgia pangs, but it did fill me with a vague desire to look up Gunstar mods for Homeworld.

The game announcement in question was for Battlestar Galactica: Scattered Hopes, a new tactical roguelite from the developers of Crying Suns. Published by Dotemu, it gives you quasi-isometric control of the human armada racing to escape the sinister Cylon fleet. You’ll divide your time between managing tensions aboard your ships via branching story beats, assigning limited upgrade resources, flushing out new vessels from the planets you visit, and fending off the perfidious toasters in real-time space combat. Here’s a trailer.

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