New Game Preview
New Game Preview
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Get a sneak peek at the most anticipated games of the year. From action-packed adventures to mind-bending puzzles, we've got something for everyone. Stay ahead of the game with our exclusive previews!
Marathon Hands-On Preview — A Day In The Life Of A Corpo Reclaimer
Marathon Hands-On Preview — A Day In The Life Of A Corpo ReclaimerI can safely say that this latest Marathon reboot has the potential to be among the best of the genre.
Previews – CGMagazineApr 29
ARC Raiders Hands-On Preview: Come For The Violence, Stay For The Rooster
ARC Raiders Hands-On Preview: Come For The Violence, Stay For The RoosterARC Raiders is shaping up to be a top-tier third-person sci-fi adventure — and one of the most distinctive extraction shooters to date.
Previews – CGMagazineApr 29
Going Hands-On With Mycopunk—Grunge Work
Going Hands-On With Mycopunk—Grunge WorkMycopunk is an upcoming co-op shooter from Pigeons at Play and Devolver Digital that is as fun and chaotic as it is strategic!
Previews – CGMagazineApr 28
Towerborne Preview - From Tactics To Brawling – The Banner Saga Developers’ Big Multiplayer Swing
Towerborne Preview - From Tactics To Brawling – The Banner Saga Developers’ Big Multiplayer Swing Platform: Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Stoic Rating: Teen Banner Saga and its sequels won plenty of praise from both critics and tactics fans for its deep and thoughtful take on challenging battles set against an inspiration of Norse mythology. After completing the trilogy, the teams newest game feels like a dramatic departure – a bright and inviting multiplayer brawler focused on loot and fast, compelling action. Ahead of the game’s release on Xbox Game Preview (via Game Pass) on April 29 and as the PC early access title continues to evolve, we had a chance to ask development team members about the project and what makes it distinct. GI: Towerborne feels like a big departure from the team’s work on Banner Saga. Even so, were there any big carry-over elements or learnings from the team’s prior projects that helped inform Towerborne? John Watson, CTO & Co-Founder of Stoic: There certainly are some differences between Towerborne and Banner Saga. Banner Saga was driven by the story with the tactical combat mechanics supporting and providing weight and atmosphere. The combat mechanics of Banner Saga were tightly constrained, with small numeric ranges, relatively similar battlefield sizes and opportunities for mobility, and rare loot drops of substantial importance. Towerborne, on the other hand, is driven by its gameplay mechanics and revolves around combat: the action combat skills you develop as a player, the huge amount of variety in combat tactics, the vastly flexible RPG progression system, and of course the great wealth of loot to support and fuel it. The story and lore of the Towerborne world is rich and deep, but unlike Banner Saga it plays a supporting role instead of driving the player's experience. The Towerborne world is much more approachable and hopeful than the dark and serious world of Banner Saga. One of the biggest carry-overs from our experience with Banner Saga is the desire to engage with our community and participate with them in a living game. One year into the development of Banner Saga, we released Banner Saga Factions, which was a free online version of the game which focused entirely on multiplayer combat. This allowed us to test, tune, and iterate on the combat in real time with our community. The experience was incredibly positive and many of the people who joined us for that are still with us today. Towerborne allows us to do that again, but on a bigger scale. GI: Towerborne has an appealing and approachable art style with some familiar fantasy trappings. Can you share some perspective on the art direction of the game? Arnie Jorgensen, Chief Creative Officer & Co-founder of Stoic: We started with the idea that the player is playing an animated film, something Ghibli’esque. I say “esque” because we were never trying to do something like an anime exactly, we just used it as inspiration to get going. We initially planned on the game being fully 2D, similar to Banner Saga, but eventually to make the gameplay what we think it needed to be we pivoted to 3D and I think that move also shifted us away a little from the initial inspiration. Once we started bringing on more artists and the Lead Concept Artist, Jeff Murchie, the game really started taking on its own artistic identity and it’s been growing ever since. My job has largely been to simply make sure we’re staying within the large bounds of what we initially envisioned and it’s been fascinating and rewarding for me to see it grow into what it is today - the team really killed it I think, all props to them and our amazing Art Director, Pedro Toledo. GI: While the game seems to be leaning heavily into brawling and loot as core elements, can you share anything about the lore and fantasy setting for all that action? Daniel McLaren, Game Director: We definitely wanted to expand the concept of the brawler through the introduction of a deeper loot and itemization system, but also we wanted to open up an entire world around the game. The central theme of Towerborne is “hope”. When we sat down and started talking about the story (humanity's cities have been destroyed by some mysterious antagonist and now they have taken refuge in the Belfry, where our story takes place), the main thing we said was, “This is not a post-apocalyptic story. It’s a post-post-apocalyptic story.” The idea has always been that this story focuses on the restoration of humanity and the reclamation of the world from those who seek to destroy it. Without giving too much away, the conceit here is that humanity has always had a connection to “the other side”–or, the Ebb–and some rare, but exceptional, humans can interact with it via friendly creatures called Umbra. Through that knowledge and relationship humans learn how to thrive and survive in this dangerous world. Being completely on-brand, humanity gets kinda soft and thinks “What could possibly go wrong?”, and of course, some mysterious agent of evil is like, “yeah, that’s my cue”, and thus destroys the technology that keeps everyone safe. Well, that action tears the veil between the real world and the Ebb, so now the Umbra are “bonding” to special humans after they die and bringing them back with powers. These are known as Aces, and of course, you play one! So now the game starts with you trying to figure out what happened, who dunnit, and why. No pressure.   GI: Would you share some details about combat in the game, and how Towerborne aims to elevate above button-mashing brawling? Isaac Torres, Lead Live Designer: When designing the combat of Towerborne it was always important to make something that was easily approachable and had tons of depth. Towerborne has a lot of similarities to games like God of War and Devil May Cry in terms of combat prowess. Combos can be intertwined in a variety of ways where it’s just fun to try stuff out. That's just the start, though. Then you have your more advanced tactics like dodge cancels, jump cancels, special move cancels, and even combo resets. Umbra are reminiscent of assist characters in tag fighting games, giving you an extra tool that you may not normally have. Sometimes you may want to just drop an elbow into a crowd of enemies and see the chaos unfold. A key philosophy of the combat system is to give players fun ideas that can be explored in a variety of ways. It’s that nuance that really makes Towerborne shine, which is then amplified by the new Class Skills system. Want to expand the capabilities of your favorite move? There’s a Skill for that. You can even change up the functionality of your core Class mechanic. We also have a Skill for players who want to button mash and it’s super fun! There really is something for everyone. GI: What can you share about Curios and how they feed into the game’s monetization and progression? Would you share some examples of Curios, and how they might differ from items or equipment found naturally through playing the game? Daniel McLaren, Game Director: One of the most important things we had to figure out early was how we would monetize Towerborne, and something that was incredibly important to us was the idea of getting rid of as much “fear of missing out” (FOMO) as we possibly could. So the main thing here is that none of the rewards in the Curio will impact gameplay, so no Sword of Slaying +100 Damage to Beasts, or boosters, or in-game currency, or anything like that. It’s all cosmetics, expression stickers, emotes, etc. So if a player decided they don’t want to buy a Curio, they’re not being penalized in their actual gameplay. With that, we wanted to look at how the Curio was structured. Personally I have always hated the idea that the common Battlepass is a linear, arduous system that is stacked with rewards you must get, but might not want to have, and then, if you don’t get all 100 items before the timer runs out–oopsie! Too bad! So we did a couple things (and happily other games have beat us to the punch so we were able to see our concepts executed in real time): The first was to let players be able to purchase it and complete it whenever they wanted. Or, even better, cherry pick the things you want and then leave it to never be completed if you don’t care. There are a few restrictions in that we’ve structured it in tiers and each tier is unlocked when you purchase a couple items from the previous tier. We do want to incentivize playing the game and giving goals for the players to achieve. Which leads to the second point: We made sure that the in-game play activities that reward Curio currency (writs) are designed around things you, as the player, want to do. This is important, because a lot of games give you a checklist of challenges to earn battlepass points, and 50% of the challenges are either lame, or they’re things you don’t want to do as a player. So no more, “Go kill 1500 enemies with a pistol while blindfolded and doing a backflip in PvP” tasks. What if I stink with a pistol, or what if I hate PvP? Then I miss out on the currency and my progression is stymied. It’s a terrible feeling and it’s a big reason why players feel penalized for engaging with that kind of a system. Now one final thing here, and I think this is really important. If a player does not purchase a Curio when it becomes available, normally it would never come back and you would miss out forever on those things. We are working on systems to ensure that the items in the Curio, or the Curios themselves, will make a return. How long until they do? We don’t know, but we want our future players to be able to acquire things that our day-1 players had the ability to acquire–we just want to give the players who bought it when it originally released to have a meaningful window of exclusivity to thank them for helping us thrive! GI: Can you walk us through the release timeline coming up? Is the game still going to be in early access when update 6 launches at the end of April? On what platforms can players try out the game at that point? Do you have a targeted timeframe for the full 1.0 launch? Trisha Stouffer, CEO & President of Stoic: Towerborne will continue to be in Early Access / Game Preview throughout the summer and it is available on Steam, Windows PC, and Xbox Series X|S. It is playable on handhelds and via Xbox Play Anywhere. Player reaction and our ability to respond thoughtfully to feedback will influence when we go to 1.0 and the game is free-to-play.
Game Informer PreviewsApr 25
Dune: Awakening Preview: Arrakis Awaits
Dune: Awakening Preview: Arrakis AwaitsDune: Awakening is an upcoming multiplayer survival game from Funcom. Set to release on May 20, 2025, this third-person, exploration, and survival title aims to refine some of the long-established mechanics of the genre.
Previews – CGMagazineApr 25
TRON: Catalyst Hands-On Preview—Son of a Glitch
TRON: Catalyst Hands-On Preview—Son of a GlitchCGM takes a first look at Bithell Games and Devolver Digital's upcoming foray into The Grid in TRON: Catalyst.
Previews – CGMagazineApr 24
Tron Catalyst Preview: Groundhog cycle
Tron Catalyst Preview: Groundhog cycle"Players fill the bytes of Exo, a former courier turned super-powered program unknowingly immersed in intrigue and system-destroying stakes," Steve writes in his Tron Catalyst preview. The post Tron Catalyst Preview: Groundhog cycle appeared first on Stevivor .
Previews | StevivorApr 24
Wartorn Is Trying To Combine Classic Warcraft/StarCraft RTS Gameplay With A Roguelike Structure
Wartorn Is Trying To Combine Classic Warcraft/StarCraft RTS Gameplay With A Roguelike Structure Platform: PC Publisher: Stray Kite Studios Developer: Stray Kite Studios Paul Hellquist is new developer Stray Kite’s creative director, but before helping co-found the studio, he was the lead designer on Bioshock and spent a lot of time at Gearbox working on the Borderlands series. Today, Hellquist and the Stray Kite team shared more about its upcoming debut project, Wartorn, which it describes as a fantasy, roguelike, real time tactics game. We got a chance to see the game in action and learn a bit about the team's intentions and how it hopes its genre mash-up will appeal to roguelike fans, RTS fans, and players who have potentially been intimidated by the games that inspired it like StarCraft and Age of Empires. Wartorn takes place in a fantasy world where a large family has come under attack and are forced to flee their home. Players control siblings Elani and Yara as they venture out to reunite their family and participate in bite-size RTS battles along the way. Hellquist and team showed off the hub world where Elani and Yara will restart between runs and explained how it will grow and expand over the course of the game. As you find your family members, they will expand your suite of abilities. You will also receive powerful heirlooms and find pages for spell books, giving you access to more spells, all while building a small army. Elani and Yara flee their under-attack home through the Catacombs for each run, which places them in a moving caravan. The caravan moves along the roads and at the forks, players must make decisions about which path to take. Sometimes it might be a matter of meeting a merchant or other story moments, but often it will lead to combat. Combat in Wartorn is heavily inspired by classic real-time strategy games, but Hellquist says the team is trying to specifically elevate their favorite parts of the genre and speed up the gameplay. Importantly, however, they also want to let players slow it down when they need to. Pressing the spacebar at any time will slow fighting to a crawl to help assist with decision-making and strategy. “I feel that the Starcraft games and stuff like that – they're awesome, but they get really, really overwhelming, especially for me,” Hellquist says. “One of the things we were trying to design here is [...] more digestible combats where you only have a handful of squads.” The idea is that the combat encounters will feel like a classic RTS game, but with more focused gameplay. It will give combat encounters a little bit of a MOBA feeling in that way.   When you’re in combat, you’re focused on managing your squads. “There is obviously no base building, which is a big part of your StarCrafts and your Age of Empires that split your attention," technical director Shovaen Patel says. Those base building-like elements of classic RTS still exists in a different form in Wartorn, but it’s separated away from combat to help players focus on one thing at a time. “When you're in combat mode, you’re just in combat mode. You don't have to worry about that management stuff." Patel cited another classic game as inspiration for this separation of mechanics, crediting Bungie’s pre-Halo work on the game Myth: The Fallen Lords. Alongside the RTS inspirations, Hellquist also cites Oregon Trail as an inspiration to the decisions that must be made while in the caravan. And in the way we may have forgotten Oregon Trail is a surprisingly challenging game, Wartorn seeks to give players a worthwhile challenge. In fact, in our hands-off demo, they didn’t make it far and died during a combat encounter. Stray Kite is targeting a Spring Early Access release for Wartorn on Steam, and was understandably vague on long-term plans. "We're not exactly sure when 1.0 will be yet," Hellquist says. Steam Deck support, however, is a priority, and Stray Kite is hoping to release for consoles, as well, for its eventual 1.0 release. When asked about a potential Switch 2 release with mouse support in the future, Stray Kite was not able to commit to anything, but it did say controller support is important. "We are actually working on controller support,” Hellquist says. “A lot of things in the game are controller supported, but not everything. We highly recommend playing with mouse and keyboard for this, especially on the overworld." Purchase
Game Informer PreviewsApr 24
VICE Undercover Hands-On Preview: Detective Work With Your AmigoOS
VICE Undercover Hands-On Preview: Detective Work With Your AmigoOSAncient Machine’s first title, VICE Undercover, is one to keep an eye on as it nears a TBD launch date in Q2 2025.
Previews – CGMagazineApr 23
Forza Horizon 5: Horizon Realms Preview — Full Throttle Down Memory Lane
Forza Horizon 5: Horizon Realms Preview — Full Throttle Down Memory LaneForza Horizon 5: Horizon Realms isn’t a game-changer, but it is a pretty solid reason to jump back in.
Previews – CGMagazineApr 23