ReportWire

Tag: gamescom 2025

  • 6 Awesome-Looking Games That Went Under The Radar At Gamescom 2025

    [ad_1]

    Gamescom 2025 was the biggest on record. Maybe your eyes began to glaze over from the multi-day barrage of new game announcements, trailers, and interviews. Now that the dust has begun to settle, we can finally reflect on a few of the fresh looks at cool, upcoming projects that may have gone under the radar. The following games didn’t catch the Gamescom spotlight, but they did catch my eye. Here are six neat trailers you probably missed.

    Katanaut is a cosmic horror slash ’em up

    Katanaut is a 2D pixel art roguelite about killing tons of abominations in a post-apocalyptic urban hellscape. You run, slash, dodge, and find lots of power-ups along the way. Will survival be rewarded with some cooler sci-fi story reveals than your average roguelike? I hope so. It comes to PC on September 10.

    Wild Blue brings back classic Star Fox vibes

    Wild Blue is an on-rails shooter starring anthropomorphic animals trying to save the world one blown-up enemy ship at a time. It’s being developed by Chuhai Labs, founded by Giles Goddard, one of the original programmers of Star Fox on the SNES. While we’ve gotten a few other spiritual successors like Whisker Squadron: Survivor, a new Star Fox doesn’t seem in the cards anytime soon, so the more the merrier. There’s no release date yet.

    Kaidan is a samurai extraction game

    Kaidan‘s trailer might be giving some people Soulslike flashbacks, but it actually seems like it might have more in common with the quick, arcade action of a 3D Ninja Gaiden. You play as a samurai in feudal Japan fighting Cthulhu-infused horrors, but the real twist is that it’s an extraction-lite. You’ll prepare for missions, select from multiple characters, and head into them solo or with an online group to fight mythical Yokai and try to come out the other side alive. It’s confirmed for a release on PC, but there’s no timeframe yet.

    Project Bloomwalker is a Studio Ghibli-looking cozy sim with a twist

    Project Bloomwalker is about removing blight from the world with a magical house that’s moved around by robotic legs. Once you settle down somewhere, you forage for materials, craft crystals, and try to get everything you need to restore the area to its natural splendor before moving on again. There are more than a few hints of Howl’s Moving Castle in the air, and the best part is that you get to recruit cute little creatures called Oddlings to help you with your survival crafting chores.

    Lost Hellden has the PS2-era JRPG charm

    Lost Hellden is an old-school Japanese RPG with shades of PS2 classics like Rogue Galaxy and Dragon Quest 8. There’s a job system, skill tree, and painterly backdrops to the areas you’re exploring. Final Fantasy veteran Hitoshi Sakimoto is helping with the music, and Gravity Rush artist Takeshi Oga is involved with the character art. Combat blends turn-based decision-making with real-time mechanics. There’s even a card-based mini-game. It’s all there on paper, though I’ve seen enough of these kinds of games fail to stick the landing to keep me cautiously optimistic.

    Morsels is a Pokémon-like collectathon in the sewers

    Morsels has you play as a mouse who transforms into strange creatures mutated by sewer life and has access to unique abilities. Structured as a roguelite, you can swap between the creatures you encounter on demand in order to fight your way back up to the surface and defeat the ruling regime of cats. Some are calling it a cross between The Binding of Isaac and Atomicorps. It looks really pretty and is mixing together enough different ideas to have a shot at distinguishing itself in a crowded genre. It’s set to launch on console and PC on November 18.

    [ad_2]

    Ethan Gach

    Source link

  • Super Meat Boy 3D Adds Multiple New Dimensions to a Classic Platformer – Xbox Wire

    [ad_1]

    I am the proud of owner of an achievement for the Xbox 360 release of Super Meat Boy where the aim is to complete an entire chapter without dying. It’s something that I bring up whenever possible, as a testament to my skill and commitment to mastering one of the most frustrating (and satisfying) modern platformers of a generation.  

    So when the opportunity to hop into a demo of Super Meat Boy 3D arose at this year’s gamescom, I had to do it. Would this be a glorious return to form for me, or a devastating fall from grace? Does this utterly absurd, high-speed, high-stakes game work as well in a three-dimensional setting?  

    The demo would have me believe that the answer is a resounding yes. Meat Boy’s plight is familiar – he’s on a mission to save Bandage Girl from the clutches of Dr Fetus, and each level adds a slight uptick in difficulty as Meat Boy’s girlfriend is swept away each time.  

    Taking control of Meat Boy again, even in his new, squidgy, 3D form, ignited the muscle memory of riding a bike – he moves in a very similar way to the original game and within a few levels I was hopping, sprinting, wall-running and of course, perishing like a pro. If these controls are lodged deep inside a part of your mind, it’s going to feel wonderfully nostalgic, but don’t fret if they’re not – everything still feels intuitive and responsive, another trick the original pulled off. 

    However, unlike the original, the 3D element adds new layers of depth to each level – as well as moving up, down, left and right, Meat Boy now moves forwards, backwards, diagonally – having to consider depth perception at warp speed almost makes Super Meat Boy 3D feel like an entirely different game. Precision is utterly key in these moments, but there’s a forgiving element – a circle underneath Meat Boy will mark where he is about to land on a surface, making those extra risky leaps a little easier to calculate.  

    Each level is an obstacle course, and your goal is to get from the start to the end. Simple in theory, but there’s a brutal buffet of disruptive, violent barriers between you and your lost girlfriend. It’s not just tricky jumps and avoiding falls – just the opening levels had me dodging chainsaw-wielding robots, giant, toxic cubes of slime full of eyeballs, and Meat Boy’s famous moving wall saws, to name a few. While some hurdles felt visible enough to prepare for, others took me by total, annoying surprise (and killed me instantly). Getting your butt kicked and learning for next time is what made Super Meat Boy so rewarding to conquer – and that masterclass is brought back for you to retake here. 

    And while some of this is new, it wouldn’t remotely feel out of place if it were squashed down into 2D form and placed inside the original game, which feels like a testament to how developer Sluggerfly is preserving the authenticity of Super Meat Boy. 

    Super Meat Boy 3D also looks great, these surroundings – from dreamy green platforms to harsh industrial caverns – feel familiar in how they’re designed, but with a stylish, modern flair. This new art style gives opportunity for fun new animation that really brings the characters and environments to life – squirrels running around with guns, lava spewing down walls, and of course, many more visceral ways in which Meat Boy can meet a swift end.  

    All the swagger and attitude of the original Super Meat Boy is present here – and it feels as though Super Meat Boy 3D is built to iterate on its predecessor, not outperform it. That said, if you’ve never played the original, that doesn’t matter here – the premise is clear, and these opening levels are designed to welcome newcomers into Meat Boy’s weird, unforgiving world, but the initiation won’t be easy. The demo is respectfully saying “welcome back to Meat Boy”, but there’s enough new ideas here to make it truly feel like a successor worth playing, if you can handle the frustration.  

    [ad_2]

    Danielle Partis

    Source link