Project Spectrum Is Looking Extremely Weird and More Than a Little Creepy

As a general rule, any first-person game where you’re walking around derelict areas and pointing a camera at things is probably going to be super creepy, and upcoming asymmetrical shooter Project Spectrum certainly seems like it will reinforce this tried-and-true guideline. The brief eight-minute hands-off demo of this suspenseful shooter left me with as many questions as I got answers, with lots left unexplained about how exactly this weird idea will work, but it also showed signs of a fairly new take on the asymmetrical multiplayer genre that’s become one of my favorite pastimes in recent years. Taking a page out of fellow supernaturally inclined monster slaying game Hunt: Showdown 1896, you and your friends explore the map and take down dangerous creatures as you hunt the boss in each area for a final confrontation – in this case, using your camera to track the source of the reality-warping ghostly corruption that plagues the world. But instead of competing against rival crews, you’re being hunted yourself by player-controlled, bizarre looking monstrosities with frightening abilities, adding a bit of Evolve-like flavor to the mix.

From the few bits of story I was able to glean, Project Spectrum has you playing as special paranormal hunters entering areas affected by a supernatural entity called Ember Zones where you’ll track down the source of the corruption and kill them dead. Mixing horror elements, like zombies rushing at you and spooky investigation sequences where you’re looking over your shoulder while snapping a photo of some strange anomaly, with more traditional FPS gameplay where you’re shooting humans in a rundown mansion and crafting improvised trip mines to keep would-be interlopers at bay, will hopefully make for a nice pairing of action-packed combat and tense creepy sections that could be a match made in heaven, even if I didn’t get the impression that story was a major focus (though it’s hard to tell from such a short demo).

There was also a pretty clever crafting system where you could do things like scavenge a soda pop can from the ground and convert it into a silencer for your pistol with a bit of good ol’ survival game ingenuity. I still have a lot of questions about how crafting works, since at one point they crafted a trip mine using a grenade and wire that they got seemingly out of nowhere, but it was still a nice touch.

The most interesting part of the demo, though, came when a powerful multi-armed creature suddenly popped out of nowhere and started hunting the players, and it was revealed to be controlled by another human.

The most interesting part of the demo, though, came when a powerful multi-armed creature suddenly popped out of nowhere and started hunting the players, and it was revealed to be controlled by another human. As a freaky-looking ball of smoke with dangerously flailing limbs, this player hopped on top of the mansion the human players were exploring and hunted them down one-by-one, leaping from place to place when they were separated from one another to pick them off. I wasn’t able to get a sense of what the creature’s abilities might be, or what it might feel like to play as them, but seeing it crawl on top of buildings, stalking unaware players down below definitely sounds like my idea of a good time.

There are some pretty big things I’m still not entirely clear on, like what the meta progression looks like, for example. The developer didn’t say if Project Spectrum will have a traditional story-driven campaign, or will be limited to one-off matches on a preset map where you’re making progress in some other way. Since it’s a free-to-play game with a multiplayer focus that has a lot in common with Hunt: Showdown, my guess is it’ll be the latter, but with a lot of focus on worldbuilding, it’s a bit hard to say for sure.

And although there were some neat ideas, like the crafting system and the ability to play as a creepy monster hunting players, there’s a bit too many unanswered questions for me to get excited just yet. For example, the gunplay looked a bit basic, with generic pistols and assault rifles that seemed a tad boring in a game about hunting ghosts, and melee gameplay looked a bit sloppy as well. Also, there was one part where a character revived another player, and the animation for doing so was grabbing a whole med kit and rotating it around their own arm like they were applying gauze, which broke my brain for a minute. It seems pretty likely to me that this is a very early look at a game that is likely to change quite a bit before we’re able to understand how it’s taking shape.

I’ll need to see more (and hopefully get my hands on it) before I get my hopes up, but a new IP with some interesting new ideas and the chance to scare the pants off my friends as an interdimensional monster certainly is welcome news. Here’s hoping we get the chance to take a closer look at Project Spectrum in the coming months.

Preview: Sakurai’s Kirby Air Riders Is A Kaleidoscopic Adrenaline Rush

Watch out, Mario Kart World.

Kirby has the ability to put everyone in a good mood, right? I mean, I’ve been in a lovely mood thanks to the pink puffball (and Nintendo), as I was lucky enough to go hands-on with the upcoming racer Kirby Air Riders for the Nintendo Switch 2 at Gamescom in Cologne, Germany.

As a surprising sequel to Kirby Air Ride on the GameCube, it’s a really fascinating game, and it does, as director Masahiro Sakurai said in yesterday’s Nintendo Direct, feel very different to Mario Kart World. So let me run you through what I got to play during my behind-closed-doors session.

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Hollow Knight: Silksong – Yes, We’ve Finally Played It 

Hollow Knight Silksong Hero Image

Hollow Knight: Silksong – Yes, We’ve Finally Played It 

The sheer weight of anticipation, expectation and, yes, a lot of memes, gives Hollow Knight: Silksong a pretty unique challenge to overcome as it makes a first impression. Six years since its announcement, and eight years since the original game arrived, it needs to demonstrate two things: that it’s familiar and that it’s different. Not the easiest thing to balance. 

As paradoxical as it sounds, I’m delighted to say that having played a new public hands-on demo at Gamescom 2025, Team Cherry has managed just that. If you, like me, have been part of the baying millions waiting to see what a Hollow Knight successor could possibly be, I’m pretty confident you’re going to be pleased. 

The trick is in how the developers have chosen to introduce this new game – as I turn on the demo for the first time, I’m given a choice of two locations to enter: Moss Grotto and Deep Docks. The first shows how returning players are getting more of what they want, but the second shows we’re getting the new ideas a sequel needs. 

Moss Grotto 

Beginning with a cutscene showing a captured Hornet (the NPC/boss from the first game, who is now our playable character) escaping into the mysterious new world of Pharloom, the verdant Moss Grotto is an immediate reminder of the key pleasures of the original Hollow Knight

Even with this much distance from the first game, the first minutes of Silksong feel blissfully familiar – and reveal how right Team Cherry got things the first time around. This is still an immaculately drawn and animated world – its weaponized insects shudder gorgeously through lush environments, always darkened and inviting at the corners.

It still offers a maze of tunnels, beckoning you to explore in new directions, few of them truly signposted. And, crucially, it still feels unerringly good at reacting to exactly what you want to do – every button press rewarded with snappy, precisely judged reactions, from platforming to combat.  

But, having returned to the original game to prepare for this demo, Moss Grotto also gives us a hint of what Hornet offers as a main character that the first game’s silent protagonist did not – namely, speed. Hornet attacks more precisely, can mantle obstacles, and even uses a new Bind ability to instantly regain health. But don’t take this as a notoriously difficult game getting easier for its second outing – Deep Docks disavowed me of that notion very quickly. 

Deep Docks 

Set further into the game, this second area is clearly designed to challenge you. More labyrinthine, and often very dark, this warren of an area immediately pits me against flying enemies able to pelt me with magma, enemies who block, and a boss who mercilessly takes me down, time and time again (more on her later). 

It serves as a reminder of quite how challenging Hollow Knight could be, but also an introduction to the ways this game will enliven that. Yes, Hornet is a swifter fighter than the original protagonist – so Team Cherry has simply applied to the same logic to her enemies. The result is a combat system that feels less like a slugfest and more like a swordfight – you’ll need to evade, attack, and parry with more purpose. And when you get into the flow, it feels superb. 

Also introduced in the Deep Docks are your Tools – perhaps the biggest change to how Silksong works compared to Hollow Knight. As part of a new crafting system, Hornet can equip Tools to add abilities to her repertoire. I’m able to use the Straight Pin – a ranged attack that functions like a throwing knife – and Silkspear, a much more powerful attack that only recharges through combat, forcing me into the fray in order to activate it. Even with a limited number on offer, it’s clear how much my choice of Tools will affect how I play through the full game. 

And that’s clearest when I meet Lace, the boss guarding the end of the demo. Another swordfighter, she’s as fast – perhaps faster – than Hornet, able to parry, and with shifting attack patterns that feel as though they’re responding to how I’m choosing to fight. It’s here that I realise quite how far Team Cherry is pushing speed as a defining factor in Silksong after many, many failed attempts, it’s only by using my own maneuvrability (and some well-thrown Tools) that I’m able to take her down. I’m not simply learning attack patterns, or spamming moves, I’m reacting. It might look like Hollow Knight, but it feels like I’m playing on some hidden Turbo Mode at times. 

And Beyond… 

There’s much still to be discovered, only hinted at in the demo. I’m able to collect both currency (called Rosaries) and crafting materials (called Shell Shards) in the demo, but I’m unable to spend either. Entire fundamental abilities – like wall grabbing – aren’t shown as part of my playthrough, either. And, beyond a brief chat with Lace, I don’t see much of Hornet’s own character – lest we forget, she can speak, unlike our original hero – meaning the story is still fairly unknown. Like any good demo, it leaves me excited to see more, rather than a feeling of knowing everything there is to know. 

But what is on show here is a clear message – the core of this game is about fast, muscular, precise platforming and combat, taking what Hollow Knight achieved, but augmented with years more experience, years more thought, and years more confidence for Team Cherry as developers. I feel pretty good about saying, yes, this is the game you’ve hoped for during all those years.  

Hollow Knight: Silksong

Team Cherry

Ascend to the peak of a vast, haunted kingdom in Hollow Knight: Silksong! The sequel to the award-winning action-adventure, Hollow Knight. Explore, fight and survive as Hornet, princess-protector of Hallownest, as she discovers a land ruled by silk and song.

The post Hollow Knight: Silksong – Yes, We’ve Finally Played It  appeared first on Xbox Wire.

Kirby Air Riders – The First Preview

After zipping around in Kirby Air Riders for maybe an hour, I rushed back to my apartment to get in a round of Mario Kart World just to see. In the game’s Direct earlier this week, director Masahiro Sakurai said (even if he was just being cheeky) his unlikely GameCube sequel was “basically Mario Kart.” And yeah, if you compare the two on the level of “a bunch of guys from decades of Nintendo games race around and/or duke it out” then sure, I guess.

In every other way, Kirby Air Riders is so extremely not just a Mario Kart redux that riding around 150cc matches at home felt practically quaint. Wall rides and bar grinds? That’s cute. In Kirby Air Riders, I’m drifting corners so screamin’ fast that I barely had time to blink. Whirlpool traps and gentle river runs? How serene. Air Riders’ Waveflow Waters race course has violent vortexes and corridors of walls made of water to punch through. Oh, and brace yourself for a gigantic meteor shower of fireballs that reign down during City Trials too!

In the time I spent with Air Riders, I got through a good chunk of tutorials, raced through two Air Rider courses (Floria Fields and Waveflow Waters, both of which were featured in the Direct), and crushed three rounds of City Trials, the topographical brawler and power-up collection zone that ends in a challenge of your choosing. Getting through the checklist of lessons to get a handle on maneuvering, as patronizing as they may seem for a game that now relies on two whole buttons (up from one!), was actually quite nice. Because once an Air Ride or City Trial started, it was buckle-up time and not as easy as it might seem on paper.

As for the expanded cast of characters, I only got to mess around with a few, but Bandana Waddle Dee with his spear flurry is my early frontrunner for favorite.

Part of that boils down to each of the many machines having distinct characteristics that aren’t just a matter of alleged differences in weight and handling that a chart claims when I’m picking it. The way, say, a tank drives, which is heavy and super directionally flexible, is wildly different from Meta Knight’s soaring shadow glider, and I think a lot of the fun will be in the trial-and-error of those. As for the expanded cast of characters, I only got to mess around with a few, but Bandana Waddle Dee with his spear flurry is my early frontrunner for favorite. (I wanted to love Starman, but I need some more time for him to grow on me.)

Like my NVC host colleagues have already called out about Kirby Air Ride (2003), City Trials is still the standout game. It’s also the most derived from Sakurai’s Super Smash Bros. directorial sensibilities, from its brawler nature down to the selection screen and slow-mo KO animations. It is, however, utter pandemonium, like the aforementioned meteors that you’ll need to avoid or sudden calls to zoom over to a highlighted area to fight in a dust-up, if you so choose. The five-minute countdown breezed by as I attempted to manhandle my gliders to collect power-ups, food items that were practically copy-pasted from the real world into the dreamy palette of Kirby Air Riders, and also wreck some other players. Was I excelling at any of this? Not really, but the game didn’t make winning feel like it was the priority (which I guess is quite different from Smash Bros., where loser characters look onto the winner with existential anguish). It was more important to simply have fun, and it’s easy to imagine anyone from grade schoolers to college kids and cool adults (ahem) turn Kirby Air Riders into a shouty party game.

The maximalism of Kirby Air Riders is its core charm; it feels brewed from impish, chaotic-neutral alchemy. Even Nintendo is calling this a “vehicle action game,” not a kart racer, which honestly seems apt – a silly genre distinction for a purposefully unserious game. It might not have been the sequel the people were clamoring for, but I’m glad that it exists.

Natsume’s Next Harvest Moon Game Arrives On Switch This October

Home Sweet Home.

Harvest Moon is returning to the Switch next month with two 3DS games, but it looks like there could be even more on the way.

According to a new rating that’s popped up in Taiwan, the mobile game Harvest Moon: Home Sweet Home is making its way across to the Switch and PlayStation 5. As mentioned by Gematsu, this game originally made its debut on iOS and Android devices in August 2024.

Read the full article on nintendolife.com

Sonic x Pac-Man Collabs Announced For Sonic Racing And Pac-Man World 2

“Two legendary icons, two epic crossovers”.

In case you missed it, it’s been announced Pac-Man is joining the Sonic Racing: CrossWorlds Season Pass.

Pac-Man and the “iconic rival ghosts” will link up with not only Sonic’s crew but also characters from other Sega universes and beyond. Apart from this, there will also be a track inspired by Pac-Man’s modern and classic arcade-era titles.

Read the full article on nintendolife.com

Round Up: Gamescom Opening Night Live 2025 – Every Switch 1 & 2 Announcement & Trailer

Indiana Jones! He-Man! Absolum!

Wrapping up the summer of gaming in Cologne, Gamescom 2025 has kicked off with Opening Night Live, a two-plus-hour showcase of new game announcements and updates.

And, well, things started off strong for the hybrid consoles, but as the show progressed, the announcements slowed down. That didn’t stop us from getting a few big surprises, including a port we desperately wanted to see.

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Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox

Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox

Imagine another version of our world, where people have begun to work and even live on the moon. You’re sent there on a job to repair a fault in a lunar base’s automated security network, but when you arrive, the station is empty.

This once thriving tourist attraction is now abandoned and uncomfortably still. As you begin to search for answers, you discover that something else got here before you – and it sees you as a threat. 

A Distinctive Horror Experience

Launching later this year on Xbox platforms, Routine is a sci-fi horror game played in first-person with its own original take on space horror. It brings the player into an alternative future, set on an abandoned Lunar base with a design inspired by the cultural vision of the future that was established during the 1980s.

Analogue technology can be found everywhere. Terminal screens flicker and distort imagery in a way that’s instantly recognisable to anyone that’s owned a CRT television; while the halls, corridors and facilities of the base all contain details that feel like they have some kind of purpose, or function.

Routine screenshot

Investigating the Unknown

Your arrival on the lunar base places you into immediate uncertainty and danger. It’s not clear what’s happened, but it’s obvious something has gone terribly wrong.

By exploring, overcoming obstacles both physical and mental, and accessing critical terminals and locations, you can progress through the various areas of the lunar base and uncover crucial information that may help you piece things together. Or perhaps your discoveries will only lead to further, deeper mysteries.

Routine screenshot

Introducing the Cosmonaut Assistance Tool (C.A.T.)

Your investigation is aided by a sci-fi take on the swiss-army knife – the Cosmonaut Assistance Tool (C.A.T.). This handy bit of tech acts as an essential maintenance tool for the engineers working on the lunar base, allowing them to access terminals, diagnose system problems and navigate its diverse environments. It can also come in handy when exploring dark corridors or staying out of sight.

Routine screenshot

The Rules of Survival

As a game primarily focused on exploration, immersion and problem-solving, Routine does not feature direct combat as an ideal method of defence. It’s usually safer to run or hide within enclosed spaces, as a way to outmanoeuvre threats or avoid detection entirely.

However, in emergency scenarios, the C.A.T. can be used as a last resort to defend yourself. Just make sure to keep it charged with batteries to use this functionality.

Routine screenshot

Immerse Yourself Into This World

Routine has been designed to fully immerse players into its world, in order to create a strong atmosphere and firmly establish its specific horror tone. There is minimal UI, deadzone aiming and it’s possible to view your entire body by looking down.

Great attention has also been paid to audio in the game. Influenced by the lo-fi, tangible sounds of 80s technology, the diegetic audio of Routine is all encompassing and firmly grounded in reality, so that players will feel almost as if they are right there on the lunar base.

Made by a Passionate Development Team

Lunar Software is a small team of three based in the UK, driven by a strong passion for horror, science fiction, and atmosphere, which they have poured into Routine. It’s taken some time to bring this vision to life but today they’re very happy to share the news that development on the game has almost finished, and Routine will release later this year on Xbox Series X/S, Xbox One and Windows 10. Routine will also be available to play via Xbox Game Pass from launch day.

ROUTINE

Raw Fury

$19.99

ROUTINE is a First Person Sci-Fi Horror title set on an abandoned lunar base designed around an 80s vision of the future.

Curious exploration turns into a need for survival when a lunar base goes completely quiet. Searching for answers puts you face to face with an enemy who is certain the main threat is you. Discoveries lead to deeper unknowns and the only way to go is forward.

EXPLORE: Roam through contrasting sectors of the lunar base, from abandoned malls to deteriorating Living Quarters.

OBSERVE: Investigate your surroundings and uncover crucial information to progress and piece together the events that unfolded before your arrival.

IMMERSE: Full body awareness, diegetic audio, and a minimal UI help create a gripping and atmospheric experience.

OPERATE: Your Cosmonaut Assistance Tool (C.A.T.) is vital. Use it to access critical terminals, navigate the environment and identify clues.

SURVIVE: Run, hide, or attempt to defend yourself against unknown threats using the C.A.T. as a last resort.

The post Distinctive New Sci-Fi Horror Game Routine Launches Later This Year on Xbox appeared first on Xbox Wire.

PlayStation Opens Preorders for a Replica of the Guitar From The Last of Us Part II

The PlayStation store is selling guitars now. If you’re a fan of Naughty Dog’s Last of Us series, either the games or the TV show, you can now preorder a replica of Ellie’s guitar that Joel customized with the custom moth inlay fretboard. This guitar was first featured in The Last of Us Part II and made an appearance in the second season of the HBO series.

The guitar is a collaboration with Taylor Guitars and is a special edition of the Taylor 314ce. You can preorder it for $2,999.99 at the PlayStation Store and it will officially release on November 18, 2025. It’s listed in the PlayStation store’s hardware section among various consoles, controllers, and other accessories.

Taylor 314ce The Last of Us Part II Replica Guitar

The guitar has distinctive rich tobacco sunburst top in Sitka spruce pulled straight from the game and the latest season of the TV show.

If you think that $3,000 is a ridiculous amount of money to pay for a guitar, it’s actually not that terribly priced, especially for a nice acoustic guitar. The standard Taylor 314ce costs around $2,499 on its own without the Last of Us details included.

It’s worth noting that Taylor is selling a slightly cheaper version of this replica directly from its website. It’s a Taylor 314c (rather than a 314ce) and it’s priced at $2,799 without the bundled accessories.

What’s next for The Last of Us?

This replica guitar is the latest piece of merch inspired by the popular Naughty Dog game and likely won’t be the last. But what about new games and episodes of the show? Game-wise, The Last of Us Part 3 has yet to be officially confirmed and it seems unlikely that it ever will be. Creator Neil Druckman has said during an interview to not “bet on there being more of ‘Last of Us.’ This could be it.”

As for the TV series, HBO CEO Casey Bloys confirmed that Season 3 of the show is definitely planned to arrive in 2027. He also said that this season will potentially be the last run of episodes.

Dante’s epic poem La Divina Commedia is getting turned into a videogame again

Enotria: The Last Song developers Jyamma Games are making a new action-RPG inspired by and named after Dante Alighieri’s 14th century epic poem La Divina Commedia, aka the Divine Comedy.

Like the poem, it sees you descending through the circles of Hell, each the geological manifestation of a particular Sin. Unlike the poem, it features a set of combat classes, a choice of protagonist genders, a narrative alignment system, procedurally generated extraction dungeons, and customisable weapons and armour. As the poet himself might say: in the middle of the journey of our life I came to myself within a dark wood where I had to grind for crafting materials.

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