Luca Buelli
The Sinking City 2 understands something its predecessor occasionally struggled to recognise: more is not necessarily better. Frogwares could have answered the original's shortcomings with a larger map, more activities, and a greater commitment to its open-world structure. Instead, it has made the more difficult choice of cutting back. The sequel is smaller in scope, but considerably more deliberate in how it uses that scope. That restraint is the foundation of a much stronger game. Exploration, investigation, and combat no longer feel like separate ideas competing for the player's attention; they now support a common rhythm. Combat remains conventional, but its precision, readable enemy design, and weak-point system give encounters a welcome degree of tactical depth. Boss fights build on those foundations effectively, demanding greater awareness of patterns, timing, positioning, and resources when the difficulty is raised. The biggest improvement, however, may be found in the spaces themselves. The open-map structure gives Frogwares greater control over density and pacing, allowing locations to be built around meaningful routes, secrets, resources, and environmental storytelling rather than simply providing another stretch of world to cross. The sequel understands that an environment does not need to be enormous to feel expansive; it needs to give the player a reason to explore it. Investigation has undergone a similarly measured transformation. Frogwares has reduced the complexity of its puzzles without stripping away the investigative core of the series. Evidence still needs to be examined, connections still need to be made, and the player is still encouraged to participate in the process of uncovering the truth. The result is less demanding than before, but arguably more consistent with the game's broader survival-horror structure. It is the writing, though, that ultimately gives these systems their context. The Sinking City 2 understands that Lovecraftian horror is not simply about monsters, forbidden rituals, or ancient entities. It is about what happens when the pursuit of knowledge begins to undermine our ability to make sense of what we discover. Calvin's search for Faith gradually opens onto the Slither and a much larger cosmic conflict, with each revelation providing answers while simultaneously making the world less comprehensible. Frogwares is particularly effective when it resists the temptation to explain everything. The final act leaves several questions unresolved, allowing uncertainty to remain part of the horror rather than treating every mystery as a problem that requires a definitive answer. The journey to Antarctica, drawing directly on the imagery and ideas of At the Mountains of Madness, takes that philosophy even further. Away from Arkham's familiar streets and institutions, the game places Calvin in a landscape where isolation and scale themselves become sources of unease. The sequel still has weaknesses. Its technical performance is the clearest blemish, particularly on PC, where frame-rate drops can occasionally interfere with combat and shader compilation can produce unwelcome interruptions. Some loading times are also longer than they should be, while ammunition management is not always ideally balanced. A handful of puzzles, meanwhile, feel less developed than the stronger investigative sequences. None of these problems is catastrophic, but they are enough to keep the game from achieving the level of consistency its best moments suggest is within reach. What matters is that these shortcomings exist within a fundamentally stronger vision. Frogwares has not tried to solve the problems of The Sinking City by making the sequel larger or more elaborate. It has solved them by becoming more selective. The result is a game that knows what its different systems are for, how they should interact, and – just as importantly – what they should leave out. That makes The Sinking City 2 more than simply a better version of its predecessor. It is the point at which the series' two defining identities finally become compatible. Investigation gives the horror context; horror gives investigation consequence. Exploration creates the opportunity to discover something; discovery creates the reason to fear what comes next. There is still room for Frogwares to refine the formula, and the sequel's technical shortcomings prevent it from reaching the highest tier of the genre. But as a statement of direction, The Sinking City 2 is remarkably clear. This is a series that has finally found a shape capable of supporting its ambitions. And perhaps that is the most fitting conclusion for a game so concerned with forbidden knowledge. The greatest horror is not necessarily what waits in the darkness. It is what we discover when we decide to look into it, and the growing suspicion that some truths are frightening precisely because they can never be fully understood. The Sinking City 2 knows that the search for answers is not always a path towards certainty. Sometimes, it is the path towards madness.
STALKER 2: Cost of Hope is an uneven expansion, but an undeniably fascinating one: perhaps the most revealing direction GSC Game World could have taken the series at this stage. Its greatest strength is, without question, the writing. The Duty storyline is the clear highlight and arguably the finest piece of narrative content in the expansion. Zulù is compelling, Voronin is a welcome surprise, and Tkachenko leaves a genuine mark. More importantly, the campaign succeeds in giving the Duty something the series has rarely afforded them: a deeply human identity. Brotherhood, loyalty, sacrifice, and conviction are no longer simply ideological concepts; they become relationships the player can actually feel invested in. Mavka's campaign is more uneven, but it remains thematically ambitious. Its exploration of freedom, ownership of the Zone's miracles, and the increasingly blurred relationship between those who inhabit the Zone and the organisations operating beyond it adds meaningful weight to the expansion's broader questions about who should ultimately control this extraordinary and dangerous territory. The new locations are impressive. The boss encounters provide some welcome escalation. And the train sequence with the Duty is one of the DLC's most memorable set pieces, precisely because the spectacle is grounded in relationships and stakes that have been carefully established beforehand. The problem is that the gameplay does not consistently match the ambition of the writing. The platforming is frequently frustrating rather than rewarding. The puzzles can struggle with clarity and balance, with the centrifuge sequence standing out as one of the expansion's least convincing stretches. The AI remains inconsistent, while A-Life still does not deliver the fully autonomous, reactive ecosystem that has always been one of the defining promises of S.T.A.L.K.E.R.. Technical issues have also not disappeared entirely: crashes, performance drops, and lengthy loading times can still surface, making it increasingly difficult to dismiss these problems as remnants of an early build. Yet none of this represents the expansion's most significant weakness. Its real problem is that it keeps expanding the story without allowing enough of it to move forward. Zulù's new position. The signal. The Untold Stories. The new Consciousness. The mercenaries. The world beyond the Zone. Every one of these threads has the potential to become crucial to the future of S.T.A.L.K.E.R.. But the more the Zone expands, the more apparent it becomes that some of its mysteries need to start paying off. Mystery has always been fundamental to the series. S.T.A.L.K.E.R. understands the power of withholding information, of allowing players to piece together fragments of a world that rarely offers straightforward answers. But mystery is only compelling when it creates the expectation of resolution. When every revelation simply opens another question without meaningfully advancing the ones that came before it, intrigue can gradually give way to narrative inertia. That is ultimately where Cost of Hope leaves us. The Zone is richer. Its lore is deeper. Its characters are more compelling. Its future feels more consequential than ever. But it still does not feel complete. GSC Game World has proven that the Zone is nowhere near running out of stories to tell. The next challenge is considerably harder: to give some of those stories an ending.
Halo: Campaign Evolved is a visually ambitious, technically interesting remake, but it can’t replicate the most important part of the work it aims to celebrate: that extraordinary combination of shooting, sandbox, AI, and freedom that turned Combat Evolved into a masterpiece. It’s a project that proves, once again, that rebuilding a classic is far easier than truly understanding its legacy.
Killing Floor 3 is at its best when it embraces the fundamentals that have always defined the series: cooperative Horde combat, satisfying gunplay, and the constant pressure of working together to survive increasingly chaotic encounters. The foundation remains solid, and when played with a coordinated team, the game can still deliver some genuinely enjoyable moments. The problem is everything built around that foundation. Progression can feel unnecessarily cluttered, balance is inconsistent, and the underlying structure becomes repetitive long before the experience has exhausted its ideas. More importantly, Killing Floor 3 repeatedly hints at a much more ambitious game without ever fully committing to it. Its maps, lore, and environments suggest a world with far greater narrative potential, yet the absence of a dedicated campaign leaves much of that promise unexplored. The result is a competent and often entertaining cooperative shooter that feels frustratingly close to being something more. Killing Floor 3 proves that its core formula still works, but instead of using that foundation as a springboard for meaningful evolution, it remains largely within the boundaries of what the series already knows how to do. The ingredients for a more ambitious sequel are there; the game simply never brings them together.
Death Stranding 2: On the Beach stands as the fullest expression of Hideo Kojima’s creative philosophy. It’s an ambitious work, imperfect and surprising, and deeply personal. Kojima Productions doesn’t simply build a bigger sequel to the first game: the studio delivers an emotional and philosophical journey that questions humanity’s future, the meaning of relationships, and the value of bonds in a world increasingly dominated by technology. Sam Porter Bridges returns as the protagonist of an even more complex adventure, backed by an extraordinary cast and a screenplay that alternates intimate moments with cinematic sequences of real impact. The team refines the gameplay without losing its identity. Exploration grows richer. Combat feels more satisfying. The world turns more unpredictable. But the game’s real strength lies in its ability to make the player feel something. In an era where many titles try to hold their audience through sheer quantity, Death Stranding 2 chooses instead to build an experience grounded in meaning. It’s a game that demands patience. It demands attention. It demands a willingness to let go and get carried away. This work certainly won’t win over every player’s taste. But anyone who chooses to get pulled into its vision will discover an original, memorable experience: one of the boldest and most visionary of this generation.
DOOM: The Dark Ages – Revelations is an expansion that ultimately leaves a lingering sense of disappointment. This is by no means a bad DLC: its gunplay remains among the strongest in the genre, its technical execution continues to set an exceptionally high standard, and several narrative sequences provide worthwhile additions to the Slayer’s story and the broader mythology of the series. Yet, for every strength, Revelations is accompanied by choices that prevent it from reaching the same heights as the main game. The decision to introduce greater complexity into the combat system once again, the return of mechanics that have historically struggled to complement DOOM’s strengths and a narrative that moves too quickly through events of considerable importance ultimately hold the expansion back. The Dark Ages succeeded in streamlining the modern DOOM formula without sacrificing its depth, creating a combat system that felt immediate, readable and remarkably satisfying. Revelations, by contrast, occasionally feels as though it is retracing ground that the series had already learned to leave behind. That is ultimately what makes the expansion so frustrating. There is a genuinely compelling story buried within Revelations, and its revelations could have formed the foundation for a far more substantial chapter in the Slayer’s journey. Instead, several important developments are compressed, relegated to the background or resolved with a degree of haste that undermines their dramatic weight. Rather than functioning as a fully self-contained expansion capable of building upon the exceptional foundations established by The Dark Ages, Revelations feels more like a bridge to what comes next. From a broader narrative perspective, that purpose is understandable: the expansion introduces important developments, reshapes elements of the Slayer’s past and leaves the door open for the next stage of the saga. As a standalone experience, however, that same approach becomes its greatest limitation.
007 First Light is everything a James Bond game should be: cinematic yet personal, spectacular yet intelligent, faithful to the franchise’s legacy yet unafraid to redefine it. With a compelling narrative, outstanding performances, and gameplay that captures the essence of espionage through player choice and creative freedom, IO Interactive has delivered not only the strongest Bond game to date, but one of the most memorable releases of the year.
Voidling Bound is one of the most compelling and unexpected surprises the monster-collecting genre has seen in years. It is a game that successfully carves out its own identity through a richly realised world, a memorable cast of characters, an engaging combat system, and a progression framework that offers considerable strategic depth. Equally noteworthy is the development team’s responsiveness to community feedback, with the improvements made since the early builds demonstrating a clear commitment to refining and strengthening the experience. The experience is not without its flaws. Certain sections still lean too heavily on mandatory grinding, and a few minor technical issues remain. Even so, these shortcomings do little to overshadow the game’s many strengths. What ultimately sets Voidling Bound apart is something many of its contemporaries struggle to achieve: a clear creative identity, a strong sense of personality, and the unmistakable impression of a world with the potential to grow far beyond its current form. Should post-launch support continue at the current pace, and should the developers successfully build on the foundations already in place, Voidling Bound may ultimately be remembered as more than one of the strongest monster-collecting games of 2026. It carries the potential to become a future benchmark for the genre, as well as the first chapter of a major new franchise.
Legacy of Kain: Defiance Remastered is more than the return of a beloved classic; it marks the long-awaited revival of one of gaming’s most ambitious, mature, and narratively accomplished franchises. More than two decades after its original release, Defiance remains a striking reminder of what set Legacy of Kain apart from many of its contemporaries. Its intricate narrative, richly realised cast, and uniquely oppressive vision of Nosgoth continue to resonate, while the improvements introduced in this remaster make the experience significantly more accessible to modern audiences. The revised camera system, refined controls, enhanced presentation, and wealth of archival material collectively strengthen the package, without compromising the identity of the original work. Not every aspect has aged gracefully. The absence of modern navigational aids can, at times, make progression feel unnecessarily opaque, while parts of the archival bonus content remain locked behind premium editions. These shortcomings, however, are ultimately minor when weighed against the significance of what has been preserved here. More than twenty years later, the story of Kain and Raziel remains one of the most compelling and thematically ambitious narratives the medium has produced. Legacy of Kain: Defiance Remastered does more than revisit a classic; it reaffirms its place among gaming’s most important storytelling achievements. Above all, it serves as a timely reminder that few fantasy worlds have ever felt as rich, as distinctive, or as enduring as Nosgoth.
Whispers from the Star is a project that resists easy categorisation. It is neither a straightforward narrative adventure nor a conventional survival game, and certainly more than a mere technological experiment. Instead, it takes shape as a hybrid interactive experience that seeks to redefine the relationship between player and digital character, shifting the emphasis away from action and toward emotional connection. That is where its greatest strength lies. Despite a few unavoidable technical shortcomings – most notably in voice recognition and in the handling of certain interactions – Whispers from the Star nevertheless delivers a distinct sense of novelty. Not through the depth of its mechanics, but through the way it builds emotional investment, presence, and a feeling of relational responsibility. Beyond its technological experimentation, gameplay mechanics, and ambitious scope, Whispers from the Star achieves something increasingly rare in contemporary game design: it places the player in a position of emotional responsibility for another life. And it is this feeling – simple in form yet deeply human in substance – that stands as its most significant achievement.
Luna Abyss stands as a powerful reminder of what video games can still achieve as an artistic medium. Not merely entertainment, nor spectacle alone, but a fully authored experience capable of leaving a lasting psychological and emotional imprint. Kwalee Labs delivers a shooter that unsettles, absorbs, and resonates with remarkable confidence, supported by striking art direction, an unusually mature narrative, and gameplay that remains cohesive, precise, and assured in its identity. While the experience intentionally leaves certain questions unresolved and suffers from occasional readability issues in a small number of late-game boss encounters, these remain minor shortcomings within an otherwise remarkable achievement. Luna Abyss is a dark, oppressive, and deeply evocative descent into a world consumed by faith, decay, and obsession – an experience that gradually pulls the player deeper into its depths until nothing remains except the Abyss itself. And when the credits finally roll, the feeling that remains is immediate and unmistakable: the urge to descend once more.
Diablo IV: Lord of Hatred is the expansion many players had been waiting for: not a radical reinvention of the formula, but a measured, mature, and self-aware evolution of what Diablo IV can realistically become. Blizzard delivers a notably strong expansion, anchored by a substantial and consistently engaging campaign that, at its best, reaches a level of writing and cinematic execution rarely achieved in the base game. Some structural limitations tied to the live-service framework remain, alongside ongoing inconsistencies in overall balance and loot design, which continue to constrain parts of the experience. However, when Lord of Hatred finds its rhythm – through its dialogue, more elaborate set pieces, the standout portrayal of Mephisto, and the restrained melancholy that defines Lorath’s arc – it reaches a level that Diablo IV has only occasionally managed to achieve. In these moments, the expansion’s most significant achievement becomes clear: not merely concluding a narrative thread, but restoring weight, depth, and a renewed sense of focus to the world of Sanctuary. And perhaps, for that reason, it leaves a lingering impression: that Sanctuary still has far more to say.
MOUSE: P.I. for Hire is not a game that goes unnoticed. Not for its striking visual identity, rooted in early animation aesthetics, nor for the assured way it blends noir sensibilities with the FPS framework. Above all, however, it stands out for its identity. In a landscape often defined by predictability, Fumi Games delivers a title that dares to experiment and, more often than not, succeeds in its ambition: to offer something distinct, recognisable, and distinctly authored. In today’s video game industry, that is no small feat.
Starship Troopers: Ultimate Bug War! is a rare example of an adaptation done right, one that goes beyond mere transposition to become a fully integrated part of the narrative universe it draws from. The game excels in its shooting mechanics, impresses with its world-building, and demonstrates a level of internal consistency rarely seen in similar titles. Its relatively brief campaign is the only notable limitation, but this is more than offset by the game’s overall quality and carefully maintained pacing. The result is a gripping, deliberate, and deeply immersive experience, demonstrating that even a franchise-based title can achieve remarkable heights when driven by a clear vision and executed with precision.
In an era where many long-running franchises struggle to balance legacy with innovation, Capcom achieves a rare feat with Resident Evil Requiem: a game that honors thirty years of history without relying solely on nostalgia, transforming the series’ storied past into a living, evolving foundation for the future. What sets this installment apart is its masterful integration of the dual identities that have defined Resident Evil over the years. The interplay between classic survival horror and modern action is not a compromise – it is a deliberate, meticulously crafted design choice. Grace Ashcroft embodies the franchise’s roots, reintroducing vulnerability, palpable tension, and the deliberate, methodical pacing that made the early entries unforgettable. Each encounter with her is an exercise in suspense, careful observation, and intimate terror – the pure essence of survival horror. Leon Kennedy, by contrast, represents the franchise’s evolution: dynamic, cinematic, and adrenaline-fueled, he brings a modern, action-oriented perspective that perfectly complements Grace’s measured, suspense-filled journey. It is in this interplay – this dialogue between past and present – that Resident Evil Requiem finds its truest voice. Rather than merely recreating the formulas that made the series iconic, it refines and reinterprets them with rare precision and confidence, proving that the series remains capable of reinvention while remaining faithful to its core identity.
Altheia: The Wrath of Aferi is, above all, a game to be experienced rather than merely played. Its imperfections – subtle collision quirks, occasional uneven animation, and moments where audio feedback lacks immediacy – do little to detract from the game’s core magic. If anything, they underscore the artisanal nature of the project, reflecting a development team deeply committed to crafting a world that breathes with emotion, character, and intention. At the core of the experience lies the young guardian’s journey, shaped by vulnerability, personal growth, and the enduring weight of past mistakes. Every triumph, every setback, becomes more than a gameplay moment; it transforms into a lesson in resilience, self-reflection, and emotional connection. Her companion, the monk, serves as both guide and mirror, their relationship unfolding with deliberate subtlety – through meaningful silences, measured dialogue, and understated gestures. Never slipping into melodrama, these interactions imbue the narrative with a quiet, profound emotional depth, inviting players to connect intimately with both characters and their shared journey. The world itself is a storytelling partner. From abandoned villages and timeworn temples to forests teetering between decay and magic, every environment communicates narrative and mood, rewarding careful observation and patient exploration. Progression is as much about introspection and engagement as it is about mechanics, encouraging players to inhabit the world fully and feel the stakes of every decision. For players seeking a pristine, flawless action-adventure, Altheia: The Wrath of Aferi may feel unconventional. Yet for those attuned to atmosphere, narrative subtlety, and a distinctive artistic vision, it delivers a rare, intimate experience – one that lingers, quietly demanding attention, contemplation, and empathy. This is not a game that merely entertains; it resonates, challenges, and remains with the player long after the final scene fades.
Ferocious stands as a striking example of a project that attempted to sprint before learning to walk. Its ambition to emulate AAA-scale design has resulted in an overengineered architecture that constrains rather than enriches gameplay. With careful simplification, system refinement, and combat rebalancing, the title could still evolve into a cohesive and rewarding experience. As it stands, however, it remains disjointed, often exhausting, and frequently frustrating – demanding a level of patience few players are likely to tolerate.
There is something fundamentally unsettled about Black Ops 7 – not just in its mechanics, but in its identity. The game feels caught between two impulses: the need to reassure its long-time audience and the pressure to modernise a formula that is clearly ageing. The result is an experience that functions efficiently but rarely inspires, driven more by market logic than by a coherent creative direction. This is a transitional entry in the truest sense, yet not in a constructive way. Rather than using this phase to redefine itself, the series exposes its own fatigue: ideas are present, but fragmented; ambition exists, but it is constrained by structural conservatism. What remains is a product that plays it safe so often that it forgets how to be bold. More importantly, Black Ops 7 reflects a broader identity crisis within the franchise. For the first time in years, it no longer feels like a reference point for the genre, but like a follower – a highly polished one, certainly, but one increasingly disconnected from the innovative spirit that once defined it. Without a decisive creative shift, the risk is not simply a decline in quality, but a slow erosion of meaning. And when a franchise begins to lose that, commercial success becomes secondary. Because what keeps a series alive over time is not repetition, but its ability to evolve without losing its soul. Right now, Black Ops seems to be struggling to find that balance again.
When two masters of the action genre join forces, the result is something rare and extraordinary: an experience that can redefine the genre and herald the triumphant return of a timeless legend. Ninja Gaiden 4 embodies precisely this – the triumphant revival of a historic franchise, where Team Ninja’s surgical precision merges seamlessly with PlatinumGames’ boundless inventiveness, delivering a gameplay experience that is intricate, profound, and impeccably balanced. Surpassing this standard of excellence will be the true test for anyone bold enough to pick up the mantle. Ninja Gaiden has returned – more powerful, more relentless, and more ambitious than ever – ready to drag players, sword in hand, into a legendary and unforgettable adventure.
Shooty Shooty Robot Invasion is the kind of chaos that, on paper, shouldn’t work – and yet, against all odds, it absolutely does. It’s an explosion of unrestrained creativity: a whirlwind of sharp wit, surreal destruction, and mechanical madness, all held together by a surprisingly sturdy technical backbone. Beneath its colorful, comic-book shell lies a game that knows exactly what it wants to be – fast, loud, and gloriously absurd. Its shooting mechanics are tight, responsive, and immensely gratifying, with weapons that deliver punchy, satisfying feedback worthy of the genre’s greats. Every encounter walks a fine line between skill and delirium, featuring bullet-hell moments that push reflexes, timing, and composure to their limits. Mistakes are costly, but the rush of victory carries that unmistakable taste – the pure, hard-earned flavor of triumph. Visually, the hand-drawn, cartoon-inspired aesthetic infuses every frame with personality, transforming chaos into language and excess into art. Performance remains impressively smooth, with flawless optimization ensuring that every visual and technical element moves in perfect sync – even at the height of the madness. The sound design, bursting with irony and energy, keeps pace effortlessly, amplifying the game’s surreal, self-aware humor. Of course, it’s not without its quirks: the occasionally disorienting level design and lack of adjustable difficulty may leave some players momentarily adrift. Yet, in a sense, those imperfections only enhance its charm – because Shooty Shooty Robot Invasion isn’t chasing perfection; it’s chasing personality. And in its brilliantly orchestrated chaos, it finds exactly that.