Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

Rev your engines, racers, there’s new Sonic Racing: CrossWorlds news that just dropped at Gamescom. Over the past few days, Sonic has dominated the newsfeeds with not one, but two trailer drops, featuring huge reveals. 

Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

The first was a crossover no one saw coming – two iconic retro gaming heroes coming together in a universe-shattering collaboration: Sonic the Hedgehog and Pac-Man playable in each other’s upcoming games. Sonic joins Pac-Man in Pac-Man World 2 Re-Pac for an explosive birthday celebration, featuring Sonic-inspired levels, costumes, and more. 

Then, Pac-Man and Team Ghost put their racing skills to the test in Sonic Racing: CrossWorlds as part of the growing roster of guest characters included in the Season Pass.  Players can venture through Pac-Village, eat up Pac-Dots, & escape the iconic Maze in the Pac-Man Mobile.

Sonic Racing: CrossWorlds – Pac-Man crossover and Open Network Test details

The all-new Competition Trailer showcased even more Sonic Racing action and detailed the various game modes players can look forward to experiencing once the game is released. In Sonic Racing: CrossWorlds, there are tons of ways to compete:

  • Grand Prix – Compete solo or with friends in local splitscreen co-op for first place in one of 7 cups (comprised of 4 races each). Racers are awarded points based on their placements at the end of races, and the racer with the most points at the end wins.
  • World Match – Test your skills and compete online against 11 other players. Earn Rank Points, increase your World Rank, and aim for the top.
  • Friend Match – Play with up to 11 other players online in custom lobbies where you can control all aspects of a race such as Speed, Team Size, Course/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.
  • Race Park – Change up the rules and teams online and offline in this party mode that features six unique race formats.
  • Time Trial – Compete for the best time on individual courses and aim for the top of the Leaderboard Rankings.
  • Custom Match – Play with up to 4 players offline split-screen where you can control all aspects of a race such as Speed, Team Size, Courses/CrossWorlds, AI Difficulty, Frenzy Gates, Items, and Rule Sets.

Eagle-eyed fans will also notice that the trailer revealed a few new tracks based on Sonic’s most recent adventures. Kronos Island from Sonic Frontiers makes its debut, featuring iconic ancient architecture strewn across the open fields. Northstar Island from Sonic Superstars arrives colorfully on the scene, with many nods to stage obstacles, local fauna, and even a… giant mechanical dinosaur whale? And Shadow fans, rejoice. The White Space from Shadow Generations has been recreated in glorious detail, down to the Doom’s Eye looming menacingly overhead. 

On the racetrack, there’s no shortage of competitive trash talk. Just as Sonic, Shadow, Espio and Jet are shown jockeying for first place and taking their rivalries to the next level, players can look forward to over a thousand voice lines and interactions between their favorite Sonic characters. Ever wonder what a race between Amy and Big the Cat would sound like? You may find out. 

On top of all that, it was announced that fans can get their hands on Sonic Racing: CrossWorlds a little sooner than expected during the Open Network Test. This free, limited-time event will take place from August 29 to September 1. Players on PS5 will be able to race online with 12 iconic Sonic characters, compete on 16 courses (9 main courses & 7 CrossWorlds), and mix and match 42 gadgets to create the ultimate racing machine. Put your driving skills to the test against players worldwide. There might even be a couple of surprises in store… 

Come Race on our level when Sonic Racing CrossWorlds zooms onto PS5 and PS4 on September 25!

Warhammer 40,000: Dawn of War 4 – First Impressions From a Series Veteran

The thunder of bolters repelling an Ork incursion and the distinctive red and white ceramite armor of the Blood Ravens bring me right back to the moment the trailer for the original Dawn of War made me an instant Warhammer 40K fan more than 20 years ago. And it’s that first game in the series that serves as the jumping off point for the upcoming Dawn of War 4. A lot has changed, but a lot remains the same, bringing bigger battles and snazzier graphics to a classic take-and-hold RTS that is equal parts spectacle and tactics. I played through the 1-2 hour demo a few times and it felt like Dark Crusade never left.

The last we heard of this franchise was in 2018 when Relic ended support for the divisive Dawn of War 3, and this next chapter is deploying under different masters. King Art Games, the developer of the alt-history dieselpunk RTS Iron Harvest, has taken up the banner, and I can definitely see a throughline between the big, stompy robots in that game and the classic dreadnoughts and titans in this one. King Art has also elevated the cinematic carnage by adding a synced animation melee system that can simulate a scrape between any two of its many dozens of units.

Like the recent editions of the tabletop game on which it’s based, Dawn of War 4 has jumped 200 years deeper into the 41st Millennium, after the Eye of Terror opened and split the Imperium of Man apart. The Blood Ravens are a scattered and beleaguered chapter trying to put themselves back together, serving as one of the four… and a half playable factions. Their roster reflects the newest Space Marines codex, with Primaris Intercessors and Bladeguard Veterans leading the charge. Older, tracked mainstays like the Rhino and Predator have been swapped for the higher-tech repulsor vehicles. But some classic favorites like the Dreadnought and Terminators have stuck around.

Dawn of War 4 has jumped 200 years deeper into the 41st Millennium, after the Eye of Terror opened and split the Imperium of Man apart.

Space Marines focus on small, elite squads that are expensive to build and reinforce, but outshine most of their opponents pound-for-pound. Their buildings are large and expensive, with defensive structures being fully automated rather than manned. In fact, they barely pay attention to cover at all, which was an adjustment from having replayed Dawn of War 2 fairly recently. They do have a lot of tactical flexibility though, with most infantry squads being trained into a pool of strategic reserves that can be deployed by drop pod to anywhere you have vision. The drop pods are even armed, and will stay on the map as a light defensive turret until destroyed.

ENEMIES OF THE IMPERIUM

The other ubiquitous Dawn of War race from that very first trailer, the Orks, are the second faction, and the primary enemies in the demo I played. They have much more of a horde style of combat, though with a few units like the Meganobz in their petroleum-fueled power armor that can go toe-to-toe with a space marine. Their buildings are cheap, and all of them have some kind of little guy with a machine gun on them, so vomiting production structures across the map is also how you create defensive positions. The animations are especially thematic and entertaining, as it really looks like a giant heap of scrap that was chucked unceremoniously through the atmosphere.

The Orks also, of course, get a WAAAGH! mechanic that lets them earn powerful deployable stratagems for causing all sorts of havoc.

Just as I was coming to grips with the Orks, though, one of my control points was taken by surprise by the other hostile race, the terminator-like Necrons. Hinted at in the epilogue of Dawn of War 3 but never fully materializing, they make a dramatic return with the monolith super unit that can warp in new squads to its location. For balance reasons, Necrons can’t simply get right back up when killed like they can in the tabletop game. But they do get a special building called the Resurrection Chamber that can respawn a certain number of destroyed squads for free.

They play the most differently from the other factions in that they aren’t especially concerned with the requisition and power capture points dotted around the map. Rather, their economy relies on spreading their matrix – like an eerie, cybernetic form of zerg creep from Starcraft – that grants bonuses to their units when fighting on it and provides them with resources the more of the map is covered in it.

STALWART ALLIES

Having barely fought off the Necron incursion and getting pushed back hard by the Orks due to my divided attention, who would arrive at the crucial moment to join the Blood Ravens in turning the tide of battle? Would you believe it’s a faction completely new to the Dawn of War series? The final of the four fully-playable multiplayer factions is the Adeptus Mechanicus, with their swarms of cyborg servitors and impressive, well-kept war machines.

The AdMech have a unique ability to see enemy contacts as blobs of color relative to their size and power on the minimap, even in the fog of war, so it’s almost impossible to surprise them. Their buildings are also networked, providing them with powerful boosts to production for being in range of a network node, which can make them vulnerable to surgical strikes severing the connection. Their super unit is the titanic Imperial Knight, which really shows off Dawn of War 4’s scale next to the puny units it’s stomping over.

The Imperial Guard were present on the mission I played as AI-controlled allies, although with a limited roster of units. They will also be playable in the tutorial mission of the campaign, but not in multiplayer. Not yet, at least.

I did say four and a half factions, though. The Imperial Guard were present on the mission I played as AI-controlled allies, although with a limited roster of units. They will also be playable in the tutorial mission of the campaign, but not in multiplayer. Not yet, at least.

The other four factions will each have their own campaigns with branching story paths, taking us back to the planet Kronus from the Dawn of War: Dark Crusade expansion. The story features more than 40 minutes of CGI cutscenes across all factions, and was written by prolific Black Library author John French, author of the recent Ahriman novels among others.

Dawn of War 4 will also bring back the popular Last Stand mode from Dawn of War 2, though in a way that was described to me as less hero-centric and “less MOBA-like,” focusing more on the classic RTS mechanics like Dawn of War 1. Co-op is also on the slate, and there was a conspicuously greyed-out “Painter” option on the main menu. The devs weren’t ready to talk about this one yet, but told me their goal was to include everything the previous Dawn of War games had in terms of customization and then add a bit more.

I certainly wasn’t expecting a new Dawn of War any time soon, much less from a studio other than Relic. But from the bit of it I’ve played, it seems like King Art Games understands the assignment. As a Dawn of War 2 fan, I miss the emphasis on cover and move-and-fire tactics. But Dawn of War 4 has nevertheless made a big first impression. I can hardly wait to get dug in next year.

Retro-Inspired Action RPG Shrine’s Legacy Gets Official Release Date

Developer Positive Concept Games and game management platform indie.io announced at gamescom Wednesday that 16-bit action RPG Shrine’s Legacy will release October 7 on Steam.

If you’re not already familiar with Shrine’s Legacy, it’s inspired by classic RPGs of the SNES era and blends that retro look with more modern real-time combat and puzzle solving. The story takes place in a land called Ardemia, a magical world threatened by a returning evil. It can only be saved by uniting the Sword of the Shrine and the eight elements of magic scattered across the world.

You play as two young heroes, Rio and Reima. Rio is heir to the Sword and a descendant of the last hero to banish the ancient evil, while Reima is a mage who’s been desperately seeking the Sword. The two are brought together by the rise of this evil and will go on a journey to find the eight elements before it’s too late.

That journey will take you across an expansive world full of dungeons to explore, puzzles to solve, and secrets to discover. Investigate its nooks and crannies to find crafting materials and magical jewels, and face down treasure-guarding bosses to earn stat-increasing items and learn powerful spells.

This is a character-focused tale, one that will force its two heroes to deal with pain, tragedy, and loss. Vanquishing an ancient evil isn’t possible without sacrifice, and we won’t go into spoilers here, but you’ll find out just how much Rio and Reima are willing to lose to successfully complete their quest.

You can play all of Shrine’s Legacy either solo or in two-player co-op. As you could probably guess from their descriptions, Rio is a melee fighter and Reima is a ranged magic user. If you play solo, you can swap between them at any time, with AI controlling whichever character you’re not actively playing. For co-op, you can go the old-fashioned way and play with a friend on the couch or pair up online via Steam Remote Play Together or Parsec. Either way, there’s full controller support and customizable keyboard controls.

If you want to try Shrine’s Legacy for yourself, there’s a free demo available on Steam now. It contains about two hours of the game’s story, including two dungeons, two towns, and multiple bosses. Just like the full game, the demo can also be played solo or in co-op. If you want to stay up to date with the latest news and previews, you can also follow the game and developer on Twitter, Facebook, or Instagram.

Video: At Last! We’ve Played Hollow Knight: Silksong On Switch 2

Threading the needle.

You’ve read the title, you’ve seen photos of the booths online, so you know it’s coming — six years after its last official public demo, we’ve finally played Hollow Knight: Silksong. And, we’ve played it on Switch 2, too.

Ahead of the game’s special broadcast tomorrow, 21st August, we — or, more specifically, the lovely Felix — has spent some hands-on time with the highly-anticipated sequel to Hollow Knight.

Read the full article on nintendolife.com

ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play!

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Summary

  • The ROG Xbox Ally and ROG Xbox Ally X launch October 16, with expanded day-one availability. 
  • We’re also announcing new handheld experiences today, including the Handheld Compatibility Program. 
  • With next-level performance and purpose-built features, these handhelds give players more ways to play anytime, anywhere. 

Together with ASUS, we are launching the ROG Xbox Ally and ROG Xbox Ally X on October 16. Since unveiling the ROG Xbox Ally handhelds, the community’s excitement and anticipation have been nothing short of inspiring, and we’re excited to bring you a whole new way to experience the joy of gaming—with the people you want, anywhere you want. 

These devices deliver an era of handheld gaming that makes it easier than ever to access your favorite games from Xbox, Battle.net, and other leading PC storefronts wherever you go. Whether you’re experiencing the crisp, colorful skateparks of Tony Hawk’s Pro Skater 3 + 4 or diving into the dynamic, immersive action of Gears of War: Reloaded, the Xbox Ally and Xbox Ally X are built to give you the freedom to play your way, anytime, anywhere. 

On October 16, the Xbox Ally handhelds will be available in Australia, Belgium, Canada, Czech Republic, China (Xbox Ally X only), Denmark, Finland, France, Germany, Hong Kong, Italy, Ireland, Japan, Malaysia, Mexico, the Netherlands, New Zealand, Norway, Philippines, Poland, Portugal, Romania, Saudi Arabia, Singapore, South Korea, Spain, Sweden, Switzerland, Taiwan, Turkey, United Arab Emirates, United Kingdom, United States and Vietnam. Availability will follow for other markets where ROG Ally series products are sold today, including Brazil, India, Indonesia and Thailand. In China, the Xbox Ally will launch early next year. 

Built to Play Anywhere 

Whether you’re hopping between games in your library or streaming from the cloud (where available), the Xbox Ally lineup makes it easy to jump in and stay connected while you play on the go.  

As we shared in June, both devices offer standout features, such as: 

  • The Xbox full screen experience, a dedicated experience purpose-built for gaming, powered by Windows 11, and inspired by the console user experience. With new modifications that minimize background activity and defer non-essential tasks, more system resources are dedicated specifically to gameplay. 
  • A dedicated Xbox button opens an enhanced Game Bar overlay for Windows 11, making it easy to return home, browse your library, launch or quit games, chat with friends, access ROG’s innovative Armoury Crate SE, and more. 
  • An aggregated gaming library gives you quick access to games from Xbox, Game Pass (where available), and installed games from Battle.net and other leading PC storefronts. 
  • Ability to play natively, via the cloud (where available), or via Remote Play from your Xbox console anywhere in your home. 
  • AMD processors that deliver premium gaming performance—the AMD Ryzen Z2 A processor in the Xbox Ally balances performance and power consumption to maximize battery life without sacrificing gameplay quality, while the AMD Ryzen AI Z2 Extreme processor in the Xbox Ally X provides the best level of performance and visual settings. 
  • Through our investment in Xbox Play Anywhere, with support for over 1,000 games, a single purchase means you can play with Xbox, including your progress and achievements, across Xbox console, PC, Xbox Ally (where available), and other Windows handhelds—at no additional cost.   
  • Gaming Copilot (Beta) via Game Bar, a personalized AI gaming companion that helps you get to your favorite games faster, improve your skills, and offers context-aware support based on what you’re playing. 

The Xbox Ally handhelds deliver a feature-rich experience from day one—and they’re built to get even better over time. Today, we are announcing even more features that will be available on the Xbox Ally handhelds, including our Handheld Compatibility Program and new AI features that enhance your gaming experience. 

Introducing the Handheld Compatibility Program 

Today, we’re excited to introduce the Handheld Compatibility Program—a new Xbox initiative designed to make more games ready to play on your supported handheld. We have worked with game studios to test, optimize, and verify thousands of games for handheld compatibility, allowing you to jump into the game without having to tweak settings, or requiring only minor adjustments.  

At launch, you will be able to see handheld compatibility directly in your game library —look for the “Handheld Optimized” or “Mostly Compatible” badges, or use a filter to quickly find titles that are ready to play:  

  • Handheld Optimized: This indicates games that are ready to go—with default controller inputs, an intuitive text input method, accurate iconography, clear text legibility, and appropriate resolution in full-screen mode—so you can spend less time adjusting settings, and more time defeating that next big boss.  
  • Mostly Compatible: This indicates games that may require minor in-game setting changes for an optimal experience on handheld. 

Games will also feature a Windows Performance Fit indicator to reflect expected performance on your supported device. When a game is both “Handheld Optimized” and carries a Windows Performance Fit “Should play great” or “Should play well” badge, it signals compatibility and performance fit—giving you added assurance before you play. 

But our work doesn’t stop there. We’re continuing to partner with developers to submit new and existing PC titles for handheld compatibility testing, so you can continue to grow your library of handheld compatible games over time.   

Enhanced Play with Xbox Ally X and More AI Features Coming Soon  

Designed for those in search of the most advanced handheld experience, the Xbox Ally X delivers 1TB of storage, 24GB of high-speed RAM, 80Wh of battery, and impulse triggers for more immersive play. Whether you’re gaming on the go or pushing performance at home, Xbox Ally X is built to handle today’s top titles—and tomorrow’s innovations. 

The Xbox Ally X is the first handheld to leverage the top-of-stack AMD Ryzen AI Z2 Extreme, paired with a powerful neural processing unit (NPU) to unlock upcoming AI powered features starting early next year—with more to come: 

  • Automatic Super Resolution (Auto SR): A system-level feature that uses the power of the NPU to upscale games running at lower resolutions—delivering high-resolution visuals and smooth framerates across a wide range of games, with no additional changes required from game developers.    
  • Highlight reels: AI captures your standout gameplay moments—like epic boss battles or victories—and generates short replay clips for you to share with friends or on social channels.   

More AI-powered features will roll out over time as both Xbox and developers continue exploring what’s possible with the Ryzen AI Z2 Extreme.    

And… More is Still Coming  

The Xbox Ally and Xbox Ally X were built to evolve with the future of tech. As we look ahead, we’re continuing to build new features and options for players on handheld. Expect regular updates that unlock new capabilities, boost performance, and elevate your handheld experience. Here’s a sneak peek at what we’re working on:  

  • Advanced shader delivery, a new feature that preloads game shaders during download, so select games launch up to 10x faster, run smoother, and use less battery on first play. More games will support this feature over time.  
  • A wide range of compatible accessories, including the newly announced ROG Raikiri II Xbox Wireless Controller—created by our partners at ASUS through the Designed for Xbox program—featuring a 1000Hz polling rate on PC mode, anti-drift TMR joysticks, and dual-mode triggers. The ROG Raikiri II Xbox Wireless Controller will ship out worldwide this holiday. More details will be shared soon. 
  • And even more in the coming months, including enhancements to the docking experience for the Xbox Ally and Xbox Ally X as we work to enable a seamless, high-performance setup that supports big-screen gaming, Auto SR, intuitive controller pairing, optimized display output, and more! 

Whether you’re a seasoned player, new to gaming, or simply want more flexibility, the Xbox Ally and Xbox Ally X are built to move with you. With next-level performance and purpose-built features, these handhelds mark the next step in how and where you play. Stay tuned for more details about pricing and pre-orders in the coming weeks. We can’t wait for players around the world to experience this new way to play with Xbox. 

The post ROG Xbox Ally Handhelds Launch October 16: Get Ready to Play! appeared first on Xbox Wire.

Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

Entering the narrative sandbox

You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

Human by day. Vampire by night.

The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

Fighting the living, the dead, and everything In between

Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!

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.