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Metal Gear Solid Delta: Snake Eater Review - No Going Back

Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Konami
Developer: Konami
Release:
Rating: Mature

Metal Gear Solid 3: Snake Eater is a PlayStation 2 classic in a way not many games from that era are. Few games from that generation continue to hold up graphically, narratively, and remain fun to play. Metal Gear Solid 3 is still impressive to look at and play, even in 2025, which is a testament to Hideo Kojima and the team that created and released it in 2004. I never thought it needed a remake, but now that it’s here, I’m not sure I will ever be able to go back to the original versions.

Watch Our Metal Gear Solid Delta Review:

As Konami grapples with what to do with Metal Gear without its creator, the decision to specifically revisit Snake Eater makes sense. Along with ranking as a favorite among series fans (myself among them), it is also the first in the broader storyline. It has always been my recommendation for anyone looking to dive into the dense but engaging story, and this version will now be my recommendation moving forward.

My biggest fear with the remake was that without Kojima’s involvement, the game would lack a soul, an admittedly impossible-to-define element. However, because the game is such a direct adaptation of the original with only a handful of understandable changes, that element of the game came over just fine in the copy/paste/improve process. Even without the original creator’s involvement, the fact that it came from a team with such a specific and expertly executed idea and point of view remains intact. Decisions like not re-recording the dialogue (as they did for the GameCube remake of Metal Gear Solid, Twin Snakes) and keeping all of its strange bonuses and secrets (Snake can still have a nightmare), all add up to Delta feeling as compelling as it did in 2004, which is a feat. The few changes that were made, however, are smart.

Visually, the team at Konami has fully brought the game up to contemporary standards. Snake looks amazing, and you can see every scar from every battle on his exhausted face. The jungle, in particular, with its dense foliage and various animals, looks terrific. And though no element of the cinematography or cutscene choreography has been changed, it is filled with renewed life thanks to all the heightened detail and new lighting. Later sections of the game, when you are spending more time in plain military buildings than outdoors, lack the impressive pop of those early moments, but they still look fantastic.

You can use the original controls if you desire, but the new standard controls make Snake move and shoot more like a modern third-person shooter. It took some getting used to, and early in my playthrough, I would panic when I got caught, and muscle memory would make me press the wrong buttons, but I can’t imagine ever going back to the way things were. I was popping off tranquilizer headshots quickly and efficiently and having a good time doing it. Quick-changing camo with shortcut keys is also a godsend and finally fixes an element of the game that has always annoyed me.

One place where Delta’s age does show is in its writing. Don’t get me wrong – it has been years since I played without skipping most cutscenes. For this playthrough I remained fully and consistently engaged with the characters and the story's direction. The Boss’ journey has always been the highlight of Snake Eater, and I appreciated it all the more playing the remake.

But there are moments where you just have to suspend disbelief. Why wouldn’t they take Snake’s radio when they put him in jail? Why do they let Tatyana, their prisoner, more or less come and go as she pleases? In one moment, antagonist Volgin literally says, “Very well. I'll explain it before I kill you,” before settling into an extended and frankly absurd monologue doing precisely what he promised. It also takes entirely too long for the game to start. As a longtime fan of Snake Eater, I find these elements charming and even comedic, but I completely understand if a newcomer gets frustrated by the excessive and frequently self-indulgent character lectures.

 

Metal Gear Solid Delta makes the case for its existence quickly. It smartly adheres to what made the original game great with evident reverence and makes updates only to the most crucial elements. For fans like me, it colors Snake Eater in a new light and elevates it to something better than I remembered. It’s impossible for me to objectively imagine this being my first experience with Snake Eater, but I am extra excited for those players who have always been curious about Metal Gear for this to be their starting line.

GI Must Play

Score: 9

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Warhammer 40,000: Dawn Of War IV Makes Me Want To Become An RTS Sicko

Warhammer 40,000 Dawn of War IV

Warhammer 40,000: Dawn of War IV was originally on my Gamescom schedule as "Unannounced RTS game," and I took the appointment out of pure curiosity. I haven't played an RTS game in ages, save for the excellent Pikmin games, and I wanted to know what "unannounced" was – when I saw Dawn of War IV announced during Opening Night Live earlier this week, I immediately knew it was the game I had an appointment booked for. 

I'll be honest: my excitement for this appointment was quickly dampened when I saw the reveal trailer for Dawn of War IV. I'm not super familiar with the Warhammer 40,000 franchise, save for last year's great Warhammer 40,000: Space Marine 2, and, as I already mentioned, RTS games aren't really for me. Fast forward two days later and I'm sitting on a bench in Cologne, Germany, an hour separated from my hour-long Dawn of War IV hands-on preview, eating those words (or thoughts, rather – I promise I didn't talk out loud while sitting surrounded by strangers during Opening Night Live). 

Now, let me preface this: I didn't do well during my hands-on preview of the game. In fact, I struggled to make any forward progress as the Blood Ravens (Space Marine) faction against the Orks. Sitting in a room surrounded by other members of the press who clearly live and breathe RTS games, I knew I was doing terribly. However, it's how poorly I was doing that has me wanting to play this game more; I'm even considering giving the older Dawn of War games a try, though it's clear based on the in-room sentiment that I should avoid Dawn of War III. 

Not only did I have a good time tinkering with Dawn of War IV's many, many, many systems, units, buildings, and more, but I feel compelled to learn how this RTS series works, if only, at least, to go back and defeat the Orks in that single mission. It wasn't like playing a Soulslike or another challenging type of game where I just need to keep practicing; I need to learn Dawn of War IV's systems, understand how different combos work best together, and learn the strategy behind gaining ground, winning and holding control points, and ultimately, defeating the enemy. 

Warhammer 40,000 Dawn of War IV

The single pre-alpha mission I played was simple: defeat the Ork base. I began at the bottom of the map and that base was at the top. Dotted in between their base and mine were various neutral control points. Taking them over allows me to build various buildings where I can deploy more troops, elite soldiers, vehicles, and more. You absolutely cannot win without winning these control points, as they effectively allow you to move your base of operations and army manufacturing sites forward. Other than that, I needed to direct my soldiers and vehicles to hordes of enemies to defeat. It's all simple on paper, but much harder in execution. 

I sucked at it. I don't want to suck at it. My desire to play more is rooted in beating this mission one day. I suppose this is a roundabout way of saying I think Warhammer 40,000: Dawn of War IV is going to be a hit because if it has me wanting more, I can only imagine what those who already love these games are going to feel. And let's be real: this all might be a way for me to justify the horrid RTS performance I turned in today. 

 

If you're already a Dawn of War fan and are not enthused reading an amateur's thoughts on the newly announced entry in the long-running hardcore RTS series, don't worry – I'm a much better notetaker than I am a Blood Raven commander and I have plenty to share about what to expect in Dawn of War IV when it launches next year. I've listed them below in bullet form for easy digestion: 

  • There are over 10,000 permutations for combat, thanks to different factions, all the units, abilities, and more.
  • Developer King Art Games says this is going to be the biggest Dawn of War game in series history in terms of content and game modes that will be available at launch.
  • Dawn of War IV will launch with Skirmish, Multiplayer (co-op for Skirmish and Campaign), and Last Stand.
  • There are four playable factions, and each has its own Campaign:
    • Space Marine: the Blood Ravens
    • Adeptus Mechanicus: this is their debut as a playable faction; they are zealous tech priests that use data and connectivity to augment forces and overcome foes.
    • Necrons: one of the biggest factions; originally promised for Dawn of War III, but wasn't delivered.
    • Orks: They rely on brute force and overwhelming numbers to beat enemies to a pulp.
  • Each faction has well over a dozen missions to its name:
    • Not every mission will be playable in your first playthrough, as critical narrative choices will change how your Campaign plays out.
  • Dawn of War IV will feature a "flagship story campaign" with a narrative written by Black Library author John French, who has written various books set in the Warhammer 40,000 universe.
  • Dawn of War IV marks a return to the planet Kronus, last seen in the first Dawn of War game.
  • Three returning characters (so far, at least):
    • Cyrus, Chief Librarian Jonah Orion, and Ork boss Gorgutz
  • There are over 40 minutes of "gorgeous" cinematics in the game. 

For more about Warhammer 40,000: Dawn of War IV, check out the reveal trailer

Pragmata Blends Hacking And Shooting For A Sci-Fi Surprise

Pragmata is Capcom's new sci-fi third-person action-adventure, with a combination of gunplay and hacking that makes you feel like you're texting and dodging at the same time. We got hands-on time with it back in June, at Summer Game Fest 2025, and now we've got some footage of it to share amid Gamescom 2025. 

So, this is our preview from June combined with the most recent footage, covering the same sections of Pragmata and showing off what Capcom's new experiment looks like in real time. Enjoy!

The Coolest Games We've Played During Gamescom 2025

Hollow Knight Silksong First Level Gameplay

Gamescom 2025 has begun, and I'm on site in Cologne, Germany, checking out more than two dozen new and upcoming games, ranging from Hollow Knight: Silksong to The Outer Worlds 2 to 007 First Light and beyond! I'll be doing individual write-ups for many of these games, but I'll also be writing condensed quick-hit thoughts on the coolest games I've played so far, and you can read them right here (so bookmark this page, folks!). 

The Most Dope Games We've Played During Gamescom 2025

Below, you'll find a running list of the games I've played during Gamescom 2025. 

Hollow Knight: Silksong

Hollow Knight Silksong First Level Gameplay

It's real, y'all. Hollow Knight: Silksong exists and is playable, and I checked out the game's very first level, Moss Grotto. After a brief cutscene that shows Hornet trapped in a Cinderella-like carriage (that she then breaks out of), I take control. Immediately, Hornet is much faster than the first game's protagonist, both as she platforms around and with her attacks. She has a new ability called Bind (used by pressing B on an Xbox controller) that heals her. However, you can't spam this ability as it requires using a bar on screen that must be full. 

It recharges over time and by defeating enemies, and I found it pretty easy to get it full for another Bind. Platforming around Moss Grotto feels a lot like 2017's Hollow Knight, though Hornet is more nimble and can mantle up cliffs and platforms. The enemies here are easy to defeat, and it's not until I fight the demo's boss, Moss Mother, that I'm challenged. It's a fun fight, but still mostly easy. 

With the demo and my hands-on time with Silksong behind me, I'm excited to see what else awaits me in the full game. If this first level is any indication, it's going to be a great Metroidvania, much like the first game. That said, I'm not convinced it's going to break through the hype and make a mark on the genre like the first game did. I'm also not convinced it needs to, though. 

For more, read my full Hollow Knight: Silksong hands-on thoughts here

Pokémon Legends: Z-A

Pokemon Legends: Z-A Release Date October 16 Presents Switch 2 Nintendo Edition


Pokémon Legends: Z-A is not just a sequel to The Pokémon Company's latest spin-off/experiment to its traditional Pokémon series, but also the first Pokémon game launching on Nintendo Switch 2. Though I'm not convinced the experience will be great on Switch, after 30 minutes of hands-on time with it on Switch 2, I'm starting to believe this will be the best Pokémon games in years.

My demo consisted of two parts: three trainer battles within a nighttime-exclusive battle zone, and a fight against a Mega-Evolved Absol. Stay with me here: Pokémon Legends: Z-A's combat reminds me most of Final Fantasy XII, something I suspected more and more as I heard more and more about its combat. It's real-time, but rather than mashing buttons to attack, you select moves in real-time that your Pokémon performs, then, while waiting for that move's cooldown to complete, use other moves. All the while, I'm dodging and running to get my Pokémon out of harm's way and utilizing stat-affecting moves to prime the opponent's Pokémon for my next move.

It's an exhilarating change to the Pokémon formula, and its MMO-like cooldown-focused combat reminds me of Final Fantasy XII's hybrid combat that fell somewhere between real-time and the timed combat of its MMO predecessor, Final Fantasy XI. I like switching Pokémon on the fly, using my knowledge of effectiveness to bring the right one out from my party, and I especially like sneaking up on unaware trainers to start the fight with a big advantage. These battles were simple, but I can already see how the challenge could ramp up in the full game.

In fact, I got a taste of that challenge in a 1v1 fight between my Lucario (capable of mega-evolution) and a Mega-evolved Absol. Not only did I have to balance my attack moves with my defensive ones like Protect to avoid fainting, but as the trainer, I had to dodge out of harm's way to prevent Absol from hurting me. This battle against Absol felt like an MMO boss fight where I had to pay attention to its moves and react and counter appropriately. Absol even had an AOE attack that blanketed the arena in damage after a brief charging period I could interrupt with a super-effective attack. This fight wasn't easy – I actually lost my first go – but it's a level of challenge I'm happy to see in a Pokémon game. I can't wait to see what else awaits in the final game this October. 

Read my full hands-on preview thoughts here

Keeper

Keeper gamescom 2025 hands-off preview impressions double fine productions

I didn't get to go hands-on with Keeper, but after a 30-minute hands-off preview of it, with developer Double Fine Productions' Tim Schafer no less, I wish I did. Set in a fantastical Salvador Dali surrealist world where humanity is no more and nature has taken over, Keeper is about a lighthouse with legs. And a sea bird named Twig. There's also a village of tiny lil guys that are actually clocks, a mystical area where pink pollen lowers your gravity, and so much more. 

But I only saw snippets of this across three gameplay segments. At the heart of each is vibes and atmosphere, and according to Schafer, that's the heart of the game. There's no combat. There are some puzzles, but they short and sweet. There's no dialogue. Instead, Schafer and Co. want you bask in the ambiance of Keeper. I'll gladly do it, because that ambiance is great so far. 

I'm excited to see how the core gameplay – walking around this island to reach its mountainous peak while using the lighthouse's light to illuminate objects – transforms across the game's runtime. Fortunately, I don't have to wait too long, because Keeper is out on October 17. 

For more, read my full Keeper preview thoughts here

The Blood of the Dawnwalker

Rebel Wolves is a studio made up of former CD Projekt Red devs who worked on Cyberpunk 2077 and critically (for The Blood of the Dawnwalker), The Witcher 3: Wild Hunt. I mention this because The Blood of the Dawnwalker feels like another timeline's Witcher, except instead of fantastical monsters to hunt and execute, it's vampires. 

Protagonist Coen is a Dawnwalker, which means he can tap into vampiric abilities at night and magic during the day. The day/night cycle is core to Dawnwalker, as Coen only has so many days to save his family. Every quest he completes has a time notch associated with it, and upon completing quests, Coen's timeline gains a few notches, slowly decreasing the amount of time he has left to save his family. I'm not quite sure how this works in full, but it's an interesting gameplay addition I'm excited to see more of. 

The combat itself is... very Witcher, except it's not just swords; Coen can utilize his vampiric claws and other vampire abilites (like sucking the blood of enemies to regain health). During the day, when he's not tapped into his vampiric abilities, Coen can use magic, like speaking with the dead to learn critical information about quests and more. 

If you watched gameplay of Dawnwalker, didn't know what it was, and called it Witcher, I wouldn't blame you. A lot of what it's doing is clearly a result of former Witcher devs creating a new IP. But with its vampiric twist, day/night cycle, and time restraint, it's clealry charting its own course through medieval times. It still has a ways to go – it's not set to launch until next year – but it's one I'll absolutely be keeping an eye on. 

Knights of the Fall

Knights of the Fall comes from Airo Games and is one of publisher Bohemia Interactive's five games in its Bohemia Incubator project. Though my hands-on time with Knights of the Fall was just an early look at what the team has planned for this game, its unique blend of 2D sidescrolling with tactical, combo-heavy combat has me intrigued. 

There wasn't much story to my quick demo – I believe it's set in a post-apocalyptic Japan that's been decimated by a sci-fi phenomenon that has caused grotesque monsters to inhabit spaces once home to humanity. You play as a lone soldier of sorts, handy with a katana and a wrist-mounted gun. Using this gun, you can stun enemies, which opens them up to become victims of your gravity gadget. You can pull stunned enemies toward you and decapitate them, push them into other enemies (especially useful if they're an explosive enemy), or let them fly past you, opening you up for an easy escape. 

That was my main method for taking down enemies, though utilizing the katana's three-hit combo and parries did well, too. In my short demo, the protagonist was after some long-forgotten logs, left somewhere in a house. I explored various houses in search of these logs, running into different enemies along the way. I enjoy the game's slower, more methodical pace in the 2D sidescroller space, and its unique art style makes it stand out even more. 

Airo tells me there's still lots of work to be done – it hopes to release a demo or playtest of sorts for the public next year to try it out – but after my hands-on time with the game, Knights of the Fall is one I'm going to keep an eye on. 

Borderlands 4

Borderlands 4

Game Informer has covered Borderlands 4 extensively – it was one of our recent cover stories after all. But that didn't stop me from giving it a go during Gamescom 2025. For this quick demo, I played through a vault mission where I had to defeat waves of enemies, including mini bosses and a final boss, to complete a journey to the end of a vault where tons of loot awaited me. 

It was mostly a showcase of the game's combat, but I did notice how much more enjoyable (and less annoying) the writing was compared to Borderlands 3. It shows a lot more restraint than its predecessor. Sure, it's still the Borderlands humor you expect, but instead of 15 jokes a minute, it's a joke every couple of minutes. I really welcome this change of pace in its cadence of humor, and it allows me to focus better on the mission at hand. And that was crucial because reaching the end of this vault was tough work. 

Enemies pursue you aggressively, forcing me to stay on the move throughout each wave. Bosses killed me more than once (and so did basic mob enemies), and I had to strategically think about when it was best to utilize my ultimate-like signature abilities. I felt challenged in a way that forced me to rethink my more casual approach to Borderlands 4 shootouts, and it was a feeling I really enjoyed. I look forward to seeing the other ways this game will keep me on my toes when it launches next month. 

Black State

Developer Motion Blur's Black State is a game I knew very little about before encountering it here at Gamescom. It gives off big Unreal Engine 5 vibes (you know the vibes), and while I initially thought it could go the way of this year's MindsEye, I walked away from my half-hour of hands-on time with the game at least willing to give it a shot next time I can. 

Set in a futuristic sci-fi world, it plays with time travel in a fun way. In my demo, the protagonist is warped to a military camp just moments after enemy forces there launches ballistic missiles into the sky. Because of the time travel shenanigans at play, our protagonist already knows these missiles will start the very war he's trying to prevent. It's a cool premise, but unfortunately, I don't learn too much more of the story at play here. 

I do learn a lot about Black State's gunplay, which is serviceable. The machine guns and pistols feel fine, and the shotgun packs a nice punch, but I'm most intrigued by items like grenades. Instead of chucking them into the air, you roll them on the ground and they autonomously roll right to an enemy, sending their body parts flying in gory fashion. The same can be said for special electric stun grenades that are effective against robots. There's even a Cleaner grenade that lasers away bodies, removing those you've killed from the sightlines of other enemies in the area. 

That Cleaner grenade is especially useful when utilizing stealth to dispose of enemies scattered about the military base I'm infiltrating. Motion Blur isn't reinventing the wheel with stealth in Black State and it's about what you expect – sneak up on enemies and then press a button to execute them. 

The final aspect of Black State that intrigues me is its portal doors. Sometimes, when walking through a door, you can walk back through it and appear in a totally different place. I'm told this will be explained better in the final game when I understand the story more, but I'm hoping Motion Blur uses this tech and premise to take our protagonist to more unique places than military bases. 

Pragmata 

I played one of the first stages in Pragmata and I legitimately cannot wait to play more. It feels like a new type of game, something I haven't felt since 2019's Death Stranding. That's because it's one part a third-person shooter, another part a puzzle game. The unique twist of Pragmata, though, is that the third-person shooting and puzzle solving happen at the same time. That's because the little android girl that accompanies protagonist Hugh (I love that this dude, the protagonist of a wild sci-fi story, has such a normal name) has the ability to hack into enemies. 

You do this by moving a cursor along a grid, ideally moving it through debuffs that affect the enemy upon completing the hack. This hack weakens the enemy (and can damage them, too), opening them up for some heavy damage via Hugh's pistol and other weapons he can use like a fusion rifle or trap gun. I really enjoy the added stress of solving these puzzles on the fly while engaging in third-person shooter combat, and even in the early stages of Pragmata, it's good fun. I imagine this fun and stress will ramp up later in the game. 

The design of this world is great, too, with an excellent sci-fi soundscape to accompany your every action. Electricity sizzles, fire explodes across the screen, and every weapon sounds cool. It also looks great, ironically evoking a lot of Death Stranding's unique sci-fi vibe. 

Capcom's more experimental games of late have impressed me greatly – looking at you, Kunitsu-Gami: Path of the Goddess – and Pragmata seems set on joining this string of releases. It's due out sometime next year, and I look forward to seeing what else is in store for Hugh and his hacker robot surrogate daughter. 

Resident Evil Requiem

Y'all, we are so back; not that we ever left, because Capcom has been releasing banger after banger when it comes to its prolific survival horror series, but Resident Evil Requiem is already shaping up to be an excellent game. The demo I played wasn't anything new – it's what Capcom let Game Informer's very own Marcus Stewart played during Summer Games Fest this year – but it was my first time playing, okay!!

It begins with Grace Ashcroft upside down, strapped to a gurney, her blood being drained into blood bags... for some reason. If Ashcroft sounds familiar, you're probably recognizing it as the last name of Grace's mother, Alyssa, the playable Raccoon City field reporter from the Outbreak series of RE games

My hands-on time with Requiem begins after a cutscene showing Grace strategically escaping from this gurney. My mission? Escape this decrepit care center. After stepping out of the room, I'm faced with a terrifying, dimly lit hallway, reminiscent of the hallway from P.T. Hands shaking, I head down it, attempting to find something to help me out of this hellhole. 

I reach a storage room, but the light doesn't work and I can't see anything in the room. So I double back to where I started and go down the other side of the hallway. As I make my way to the end of the hallway, the walls and ceiling shake – I'm not alone. 

I find a door adorned with Cherub imagery, but it's locked. I continue down the hallway, open a drawer, and find a Cherub key. I know what to do next. After opening the Cherub door, I frantically search for anything useful. I find a lighter! Aha! Light!

I dip back to the other side of the hallway and light up the storage room, but not before a dead body jump scare starts me and then something even more terrifying: a massive hulking monster that I can best describe as a woman with extremely large humanoid feet, draped in distressed cloth, with a face not even a mother could love. Something is very wrong with this creature, and she's hungry for me, it seems.  

Grace is the more helpless, "god, how do I get out of here?" type of character. As such, I don't have a way to fight back against this creature, save for throwing bottles in the direction opposite of me as a distraction. 

The next five minutes of my demo – also the last five minutes of my demo – can best be described as me poorly escaping the clutches of this creature while trying to find a way to access a battery stuck behind a screwed-in panel on a wall. I say poorly because I'm unsuccessful in time, dying at the hands of this monster. I'm not allowed to describe the game over death scenes of Grace, but they sure are something

One last thing: I was able to switch back and forth between first-person and third-person perspectives. Both work extremely well in Requiem and I have no idea which one I'll choose for my full playthrough of the game. 

Fortunately, you don't have to wait too long to see them for yourself because Resident Evil 9: Requiem launches February 27, 2026. 

[Editor's Note: An earlier version of this Resident Evil Requiem write-up stated "Capcom has made clear that the dual protagonist approach of Requiem means Leon is the heroic action hero and Grace is the..." The article has been updated to remove this line, as Capcom has never stated anything about a dual protagonist system. Game Informer regrets the error.]

Warhammer 40,000: Dawn of War IV

Warhammer 40,000 Dawn of War IV

The single pre-alpha mission I played was simple: defeat the Ork base. I began at the bottom of the map and that base was at the top of the map. Dotted in between their base and mine were various neutral control points. Taking them over allows me to build various buildings where I can deploy more troops, elite soldiers, vehicles, and more. You absolutely cannot win without winning these control points, as they effectively allow you to move your base of operations and army manufacturing sites forward. Other than that, I needed to direct my soldiers and vehicles to hordes of enemies to defeat. It's all simple on paper, but much harder in execution.

I sucked at it. I don't want to suck at it. My desire to play more is rooted in beating this mission one day. And I will. 

Reanimal

I love Little Nightmares I and II, both developed by Tarsier Studios, and though I'm excited for Supermassive Games' take on the series in Little Nightmares III, I'm more excited for Reanimal, the upcoming adventure game from Tarsier. It's set to launch sometime in early 2026, and after playing a quick 20-minute hands-on demo, I can't wait. It is a lot like Little Nightmares, but with a different coat of paint on it... on the surface. Small and smart tweaks to elements like its camera work, puzzles, and more show Tarsier still has more give to this genre. 

During my demo, which I played in co-op alongside another member of the press, we needed to move a cart across some tracks over a massive gap. As you might expect, especially if you're familiar with Little Nightmares, puzzles required us to work together, sync button presses, and even work in tandem to properly work a see-saw lever up and down to move the aforementioned cart. During this section, we also encountered what I can best describe as meat sacks: the abandoned flesh of humanoid monsters without innards, and a large and terrifying farmer hat man. We hid under benches, snuck through grass, and sprinted for our dear lives to escape his clutches (but not before dying and being eaten by him first). It was a blast, and I enjoyed the extended control of the camera and use of an X-Y-Z plane, in terms of perspective, to make every action feel more cinematic. 

We'll see how it pans out next year, but so far, Reanimal might turn out to be even scarier than Tarsier's Little Nightmare games, and it's undoubtedly going to be just as fun to play if this preview is any indication. 

Ground Zero

I cannot emphasize this enough: if you are not paying attention to Ground Zero, you should be. Coming from Sweden-based newcomer studio Malfunction Games, Ground Zero is – wait for it – a survival horror game set in post-apocalyptic South Korea with visuals and gameplay inspired by PS1-era titles like Resident Evil. It has save rooms, inventory management, tank controls (as well as more modern controls), fixed camera angles, and 2D pre-rendered backgrounds. 

Dropped into South Korea's Busan, special forces agent Seo-Yeon, with help from an agent companion named Evan, will travel more than 125 miles in her journey across a ruined South Korea to Daejeon as she tries to piece together what's become of the country after a meteor strike has morphed humans into monstrous creatures. It looks and plays like a PS1-era survival horror, but features unique touches that make it distinctly its own. I'll elaborate more in the separate preview I plan to write for Ground Zero, but just know: if you're a survival sicko, you should keep an eye out for Ground Zero. 

Exoborne

I enjoyed my Exoborne demo so much that it has me wondering if maybe I've been wrong – maybe I am an extraction shooter sicko. Perhaps "sicko" isn't the right word, considering I've barely dipped my toes into the genre, but it's a style of game I rarely pay attention to. After 30 minutes with Exoborne, I am, at the very least, going to start taking notice. In fact, it has a closed playtest coming up next month, and I'm hoping to get into it. 

It follows the extraction shooter formula closely: drop onto a map, take out enemy AI and other actual players, loot as much as you can, and get out with all of it intact. Oh, and if you die, none of that loot comes with you. It has a lot of risk versus reward opportunities. But Exoborne's twist on the formula comes in the form of futuristic skeletal rigs that grant you special abilities, like being able to super-jump and hover via jetpack, and post-apocalyptic weather. There's fire, lightning, and, as I experienced in my demo today, tornadoes. 

Of course, this weather poses a threat, but it can also be used to your advantage. I loved using tornadoes to launch into the air and glide to safety and looting what I wanted amidst a firefight. I look forward to seeing how other types of dangerous weather shift the tides of the various combative encounters Exoborne follows with each extraction run. 

Rewilders: The Last Spring

I really enjoyed Herobeat's Endling – Extinction Is Forever, an adventure game about foxes with something to say about the environment and humanity's impact on it. After watching some Herobeat devs play the team's next game, Rewilders: The Last Spring, I'm excited for more. Like Endling, it, too, has something to say about the environment, this time about humanity's destruction of nature and its effect on the natural world, but it's wrapped up in a mechanical package I prefer: roguelike. 

After your four siblings are consumed by hatred, they become bosses scattered around a destroyed land. Your mission is to explore these lands, restore life to your siblings, and defeat them to save them. Rewilders is a run-based roguelike, so the world you explore and restore is different in each run, but the Hantus – fictional animals with abilities you use in combat that populate your airship home base – stay with you. You can upgrade their skills, teach them new ones, and mix and match your playstyle based on the ones in your four-Hantu party. Alongside Hantus, you'll fight off once-beautiful creatures poisoned by the environment's destruction in third-person Dark Souls-inspired combat. 

The entire package is wrapped up in a cozy visual style, and I look forward to seeing if Rewilders can successfully marry two communities – Soulslike and cozy fans – to create something unique in the roguelike space. 

Lego Batman: The Legacy of the Dark Knight

I will have a lot more to say about this game very soon after I write a separate preview for it, but Lego Batman: The Legacy of the Dark Knight is easily the most exciting release from developer TT Games' history, for me. It is a Lego Batman game based on the movies I love – pretty much all of the Batman movies in the character's lineage – while also pulling inspiration from other Batman media, such as TV shows and comics. And, perhaps most excitingly, it's heavily cribbing the combat from Rocksteady's Batman Arkham games to create easily TT Games' best combat. 

After roughly 45 minutes with the game, exploring the open-world Gotham City and playing through a full mission set in ACE Chemicals, I'm comfortable betting that Legacy of the Dark Knight will join games like Arkham Asylum and City as some of the best superhero games ever made. The humor, charm, collectibles, and reverence TT Games has always excelled at are here, but now the studio is using a world-class combat system as the basis for its latest take on the Caped Crusader, and it feels incredible. 

Stay tuned for more of my thoughts on Legacy of the Dark Knight, including some information I learned from an interview with one of its lead developers. 

Crimson Desert

After a new 45-minute demo with Pearl Abyss' Crimson Desert, which starts with a brand-new tutorial tweaked heavily following fan feedback before placing me in the center of a chaotic battlefield, I continue to be heavily intrigued by this game. It is doing so. dang. much. Every time I learn more about the game, I believe a little more and more that this team might pull it off, but there is truly a staggering amount of systems and mechanics in this open-world single-player RPG. 

The tutorial alone took me 15 minutes, and it features a staggeringly large number of moves and combos to complete actions. For example, to lift a banner flag and place it into a control point – a critical aspect of gaining ground on the battlefield – I had to press L3 + R3 to go into Focus mode, then press Triangle + Circle to pick up the banner, then press X rapidly to lift the banner, then press Triangle to hold the banner once it's been fully lifted off the ground, then walk it over to the control point, and press L1 + another button I can't remember to place the banner in the control point. Okay, it sounds ridiculous typing it out, and it somewhat felt the same in practice. 

But I can't deny that I'm intrigued by the way these myriad systems interact with each other and work in practice in combat, exploration, and elsewhere in Crimson Desert. There's so much happening in the game that it almost feels fake, but it's not – I played it. 

Project Spectrum

Project Spectrum comes from China-based studio, Team Jade, and one of its main leads is a former Call of Duty: Mobile designer. As is becoming increasingly frequent in China, a mobile developer/team is looking to break into the triple-A world , and Project Spectrum presents an interesting case for why horror fans should keep an eye on Team Jade's next title. 

It's an asymmetrical first-person multiplayer shooter that features soldiers called agents, PvE elements, and a controllable Executioner, a Symbiote-like thing that stalks agents while they investigate anomalies and other supernatural elements. Before Team Jade told me, I could already tell Project Spectrum is inspired by Annihilation and Arrival, and I learn during a Q&A with the team that other inspirations include the S.T.A.L.K.E.R. books, too.

Project Spectrum is a tactical first-person shooter, the kind where every bullet counts, and it features a unique "Sanity" system that directly affects what you see. Bad weather, enemies, and more can bring your sanity down, causing you to hallucinate and see the world differently. That this happens while a player-controlled Executioner stalker is hunting you makes it all the more exciting. It's still somewhat early in development – production only began last year – but what I saw was unique enough to guarantee I'll keep an eye on this asymmetrical multiplayer game, a genre I typically don't care to monitor. 

Recur

Braid fans, this one's for you. Recur comes from Germany-based studio kaleidoscube and uses time-advancement elements to create unique puzzles in a world with a visual style inspired by Spider-Man: Into the Spider-Verse. It helps that one of the developers actually worked on that film. The premise is this: your world is ending, you need to save it, and when you walk right, time advances, and when you walk left, time reverses. 

I only got to play 15-ish minutes of Recur, but I really enjoyed solving the puzzles presented to me using this unique time mechanic. It took a second for my brain to understand how I could use this mechanic to solve puzzles, but once it clicked, I wanted more. Unfortunately, I only got a taste of Recur's puzzles, but I can't wait for more. However, if you think you're immediately turned off by how many times I used the word "puzzle" here, fret not – Recur's director tells me Recur isn't really a puzzle game, but rather, an adventure game with some puzzles. I look forward to learning what that means when Recur launches sometime in the future. 

Mortal Kombat: Legacy Kollection’s Full Roster Includes Mythologies Sub-Zero And Special Forces

Digital Eclipse has revealed the full roster of games for its retrospective compilation/interactive documentary, Mortal Kombat: Legacy Kollection. This update reveals that the infamously terrible single-player spin-off titles Mortal Kombat Mythologies: Sub-Zero and Mortal Kombat: Special Forces will be part of the bundle.

Mortal Kombat Mythologies: Sub-Zero launched for the original PlayStation and Nintendo 64 in 1997 and is a side-scrolling action game starring the titular ice ninja (specifically Bi-Han, the first Sub-Zero and eventual Noob Saibot). Spoiler: It’s a very bad game, but it is notable for featuring the series debuts for staple fighters Quan Chi and Shinnok. You can watch former GI editors (including Giant Bomb's Dan Ryckert) suffer through this game in this classic 2010 episode of Replay, posted below.

Mortal Kombat: Special Forces was released in 2000, also for PlayStation 1, and is a 3D action game starring Jax. The game sees him taking on Kano and his crew of baddies, including the debuting Tremor, who would later resurface as a DLC fighter in Mortal Kombat X. Special Forces didn’t exactly light the world on fire; that’s a nice way of saying it’s also terrible. It does have a very funny and strange ‘70s spy-themed intro cinematic going for it, though.

Digital Eclipse also announced that the extremely rare WaveNet Arcade version of Ultimate Mortal Kombat 3 is part of the Kollection. This version was originally made to support Midway’s WaveNet online matchmaking service for arcades, and has not been available on any platform since 1997. It’s also the only arcade release to feature Noob Saibot as a playable fighter. 

Check out the Kollection's new trailer from Gamescom below. 

Here is the full list of titles in the Kollection:

  • Mortal Kombat – 1992 (Arcade, SNES, Genesis, Game Boy, Game Gear)
  • Mortal Kombat II – 1993 (Arcade, SNES, Genesis, Game Boy, 32X)
  • Mortal Kombat 3 – 1995 (Arcade, SNES, Genesis)
  • Ultimate Mortal Kombat 3 – 1995 (Arcade, WaveNet Arcade, SNES)
  • Mortal Kombat Trilogy – 1996 (PlayStation)
  • Mortal Kombat 4 – 1997 (Arcade)
  • Mortal Kombat Mythologies: Sub-Zero – 1997 (PlayStation)
  • Mortal Kombat Special Forces – 2000 (PlayStation)
  • Mortal Kombat Advance – 2001 (Game Boy Advance)
  • Mortal Kombat: Deadly Alliance – 2002 (Game Boy Advance)
  • Mortal Kombat: Tournament Edition – 2003 (Game Boy Advance)

Mortal Kombat: Legacy Kollection launches later this year for PlayStation 5, Xbox Series X/S, Switch 2, PlayStation 4, Xbox One, Switch, and PC.