MULTIFORMAT+PC
Grace Ashcroft appears more fragile than previous
Resident Evil
protagonists – although the series has repeatedly shown just how deceptive appearances can be
RESIDENT EVIL REQUIEM
Developer/publisher Capcom Format PC, PS5, Xbox Series Release February 27
Even from our seat near the middle of the YouTube Theater, we can see Geoff Keighley’s devilish grin clearly as the Summer Game Fest host teases an announcement for Resident Evil… only for Capcom’s Jun Takeuchi to tell us to expect further announcements in the near future. If the wind has been taken out of attendees’ sails, though, it’s replenished during the show’s finale, as Keighley channels his inner Columbo to remind us about one last announcement. We meet FBI analyst Grace Ashcroft, assigned to investigate the outbreak of an unidentified disease at a derelict hotel, the same location where her mother was murdered almost a decade previously. As the camera zooms in on a broken gate bearing an uncanny resemblance to that of the Raccoon City Police Department, the cat is out of the bag.
The roar that fills the venue, located next to SoFi Stadium, would make Taylor Swift blush. A few days later, packed into a small theatre, we continue right where the trailer left off as Ashcroft awakens in a cold sweat. Bound and suspended upside-down, with a tube in her arm slowly draining her vital fluids, our protagonist MacGyvers her way out by smashing one of the blood receptacles and cutting her restraints on the broken glass. Our viewpoint swapping to firstperson, we join Ashcroft as she navigates what appears to be an abandoned hospital. A storm rages outside as she traverses dark hallways which bring PT to mind, drawing ragged breaths and whimpering softly. In one sequence that owes a lot to Kubrick, we glimpse what appears to be a monster at the end of a corridor, only for the image to coalesce into an unsettling sculpture of a horse mid-gallop. Nerves suitably frayed, we watch anxiously as Ashcroft searches for the various MacGuffins needed to open a locked gate, illuminating dark storage rooms with a flickering lighter.
When Ashcroft discovers a decomposing body and confidently asserts that the subject is deceased, laughter ripples around the theatre. It’s not the most subtly telegraphed jumpscare. Nonetheless, the room emits a collective gasp as an enormous hand slowly inches onto the screen. A grotesque, witch-like figure rips the corpse’s head off before shambling after Ashcroft, grabbing our heroine and biting into her shoulder. As the showcase ends with the reveal of an optional thirdperson mode, a message promises that this is “merely the overture to our darkest symphony”. A bold claim, yet on the strength of this showcase, one which Capcom may well be poised to deliver upon.
INFINITESIMALS
Developer Cubit Studios Publisher Epic Games Publishing Format PC, PS5, Xbox Series Release 2026
When you’re only a few millimetres tall, even an ant can represent a threat. At least, that’s the excuse we give ourselves after shooting the first living creature we encounter on our journey, only to be gently reminded by director James McWilliams that Infinitesimals’ creatures are not, in fact, hostile towards us. We feel a pang of guilt: there’s a hint of the insectoid to the design of the alien captain Awkney Relinrake, after all, from the antenna-like growths on his head to the booster pack strapped to his back like a carapace. We join Relinrake as he searches a mysterious planet for colonies founded by his species, having recently awoken from hibernation after travelling from his home planet. Rather than finding a welcoming party, we soon bump into aggressive robots à la Horizon Zero Dawn, wrestling with these adversaries while searching for survivors.
“I always wanted to make something where you were small in nature. I always liked insects”
Relinrake’s equipment gives him enhanced mobility, boosters flaring as we dash away from projectiles and soar into the air. This pairs nicely with snappy over-the-shoulder shooting mechanics, rewarding twitch reflexes with the satisfying sight of our robotic adversaries crumbling into a scrap heap. More intriguing, however, is the setting itself. “I always wanted to make something where you were small in nature,” McWilliams says. “I always liked insects and seeing [the world] from that scale.” We draw comparisons to games such as Grounded, which revels in the novelty of blowing familiar objects such as baseballs up to enormous proportions, but McWilliams stresses that the studio was keen to avoid the vibe of films such as Honey, I Shrunk The Kids. We don’t see any gargantuan children’s toys, then, as we journey to a militaristic structure more in line with the Far Cry series than The Borrowers, scanning the electromagnetic footprint of the base to track security cameras and sneak our way in.
Our stealth toolkit is limited, although McWilliams cites the Deus Ex series as an inspiration, promising that Relinrake will acquire more abilities as the campaign progresses. Not that he cares: our unflappable hero evokes a British Buzz Lightyear, while a steady stream of gags brings the Ratchet & Clank series to mind (the first security pad we encounter is bypassed by guessing the combination 1-2-3-4). Other personal touches soon reveal themselves: Relinrake’s battalion is named in honour of McWilliams’ grandfather, for example, a World War II veteran who fought as a member of the RAF 175 Squadron. If we are to continue our journey through this world, though, we must remember to paraphrase words of wisdom from Finding Nemo: insects are friends, not foes.
BOUNTY STAR
Developer Dinogod Publisher Annapurna Interactive Format PC, PS5, Xbox Series Release 2025
When we think of mech games, the likes of Into The Breach and FromSoftware’s Armored Core come to mind, titles which celebrate the destructive potential of these hulking iron exoskeletons. Bounty Star protagonist Clem, however, seems just as focused on building up as she is on tearing down.
We spend much of our time exploring the former soldier’s outpost, which is nestled in a post-apocalyptic environment evoking the southwestern United States and more closely resembles a working farm than a combat centre. After kickstarting a jukebox, we check in on some baby dinosaurs Clem is raising before moving on to cooking and shopping.
“We love mecha stuff, but we realised that there’s not a lot of stories that really zoom in on the pilot,” creative director Benjamin Ruiz tells us. “That’s where a lot of the other parts [of the game] came from: let’s really expose her character.” Not that Ruiz is scrimping on the action. Our mech might appear rusty, but it pilots smoothly as we take on bounties. We avoid landmines as we tear into opponents, using rockets, stasis shields and melee attacks to our advantage. Even here, we can deepen our bond with Clem. As silence falls, the veteran takes the time for journaling, ending our demo on an introspective note.
PLANET OF LANA II
Developer Wishfully Studios Publisher Thunderful Publishing Format PC, PS4, PS5, Switch, Xbox Series Release 2026
Wishfully Studios’ delicate spin on alien invasion is getting a sequel that promises a longer narrative and a wider environmental range. Snow biomes and underwater sections have been added, along with more dynamic weather. There appears to be a refreshed focus on physics in the puzzles, to go with the great number of enemies that have been modelled on spiders. The blend of puzzling, stealth and gentle beauty looks to remain intact, and there’s still a lot of goodwill generated by the protagonist’s cat-like companion. Elsewhere, new traversal options, including walljumping and sliding, should add zip to the action sequences. The melancholic 2D platformer has been a surprisingly busy genre over the past few years, but another trip to Lana is still a welcome prospect.
TIRE BOY
Developer Corey Martin, Andy Chmilenko, Thomas Tobin, Ian Wang, Adam Myhill, Gerald Orban Publisher GameTeam6 Format PC Release TBA
Tire Boy is the sort of game people describe as ‘charming’. There’s something sweet and childlike about this open-worlder’s battles against ducks and frogs, all of which are enlivened by a hit-pause right out of Zelda. But look at Tire Boy himself and there’s something thrillingly off about it all. As the name suggests, he is a boy who is also a tyre, arms and legs emerging from the inside. It’s enough to make you wonder what’s going on in there.
What’s going on outside is easier to assess, at least, as this is an open-world action adventure that seems to take the bucolic expanses of Link’s recent escapades and throw in all manner of indie quirks. The idea appears simple, then, but the execution seems reasonably expansive.
DOSA DIVAS
Developer Outerloop Games Publisher Outerloop Games, Outersloth Format PC + TBA Release 2026
Following on the heels of Thirsty Suitors, Dosa Divas is a ‘spicy RPG’ from Outerloop Games, featuring turn-based battles, recipes and reconciliation. The turn-based battles promise to foreground unusual attacks and sharp character design, but the star of the show so far comes in the form of a spirit-mech that rattles around the world with the main protagonists, preparing and executing a range of meals. The mission promises a mix of satire and pathos as you take on a rotten fast-food empire and try to reconnect communities to their traditions through grub. The culinary approach goes deep, too, with each character you take into battle taking their class-based powers from one of the five flavour profiles. Umami is sure to be OP.
TOWA AND THE GUARDIANS OF THE SACRED TREE
Developer Brownies Inc Publisher Bandai Namco Format PC, PS5, Switch, Xbox Series Release September 19
It’s been satisfying to see the effect Hades has had on the industry at large, inspiring a wave of fast-paced, narratively driven action Roguelikes. But where that series drew upon the mythology of Greece, Towa looks towards Japan’s heritage. We’re prompted to choose between eight guardians, selecting the fish-headed Nishiki as our primary fighter and mage Rekka as support. Amid lush pastures, we rip into servants of the evil god Magatsu. Basic attacks drain our sword’s durability, but switching stances repairs it. We find our rhythm by launching spinning overhead slashes before shifting to sweeping strikes, maintaining our weapon’s integrity while pulling off satisfying manoeuvres. Not that Rekka is a slouch: our ally can turn the tide of encounters by summoning fireballs and shields.
Icons hang over branching paths following encounters, allowing us to browse event types to improve our passive bonuses and gain resources. We fail to improve our gear (and our reflexes) enough to defeat a dragon in the second area we explore, a surreal landscape contrasting bright red grass with bone-white trees. Just as in Supergiant Games’ modern classic, however, death is merely a stopgap in Towa’s journey. Resources collected can be used to upgrade our home base, while selecting different characters will affect their dialogue.
THIEF VR: LEGACY OF SHADOW
Developer Maze Theory Publisher Vertigo Games Format PC VR, PSVR2 Release 2025
Games such as Budget Cuts and Half-Life: Alyx have made the most of VR’s ability to create heart-pounding stealth experiences, so it’s little surprise to see Thief getting the headset treatment for both PSVR2 and PCVR. Legacy Of Shadow’s reveal managed to walk the line between everything players expect of a Thief game – gadgets, arrows, gadget-arrows – and everything modern VR excels at. It should be particularly thrilling to get close enough to a passing guard to be able to pluck a key from their belt. Aiding everything is a focus on tactile environments and graspable objects that should ground you in this distinctive milieu. Thief, like VR, is a beloved thing that has never really had its mainstream moment. That’s unlikely to happen as a consequence of this game, but these things coming together should result in a rich harmony.
RESONANCE: A PLAGUE TALE LEGACY
Developer Asobo Studio Publisher Focus Entertainment Format PC, PS5, Xbox Series Release 2026
The ending of A Plague Tale: Requiem suggested there was more to come, although our money would have been on a modern spinoff rather than another medieval adventure, which is what we’re actually getting. Set just 15 years before the original duology, you play as Sophia, a treasure hunter on the run who stumbles upon the ancient Minotaur Island – a place that promises deadly trails and trials, puzzles and combat with your pursuers, with the mythical monster also making its presence felt. Sophia is far more athletic by default than the noble-born Amicia, so we can expect more close-up encounters and agile platform hopping, probably reducing reliance on stealth. With no sign of any rats, though, it’s not clear how any of this links to the established fiction, and if Sophia remains a lone operator it could be a very different tale indeed.
SNAP & GRAB
Developer No Goblin Publisher Annapurna Interactive Format PC, PS5, Xbox Series Release 2026
To make it as a career criminal, you need a style that suits your skillset. Agent 47 gets up close and personal with his targets, for instance, while the likes of Garrett and Corvo tend to get their hands dirty when engaging in thievery. Not so for Nifty Nevada. In the guise of a high-society photographer, our fabulously monikered mastermind uses her camera to snap reference images for her henchman Brick, leaving the scene long before he swoops in to execute a heist.
We join Nevada as she attends a rooftop party thrown by the self-obsessed artist Erik Pop. Warholesque prints of Pop hang on the wall as we walk past pink flamingos, only to find water fountains modelled in the artist’s likeness. Every detail of this vibrant world is a love letter to the ’80s, from Nevada’s impressive shoulder pads to the oddly catchy Euro disco pounding through the speakers. Ostensibly hired by Pop to document the event, we have our eyes on a different prize: the crystal skull displayed beside a swimming pool.
After taking pictures of the loot and the security guard standing nearby, we enter the menu to access our planning board. Here, Nevada can pin photographs together in a linear sequence, paired with simple instructions for Brick such as ‘grab’ or ‘follow’. Trial-and-error is encouraged, with the option to simulate our heist at any time, which turns out to be vital for gathering clues. After taking a picture of a partygoer dancing dangerously close to the edge of the pool, we watch Brick shove the poor sap into the water, his actions playing out in a montage set to infectiously upbeat synthpop. However, Brick’s cover gets blown by a tiger cub in a nearby enclosure: we’ll need to find a workaround. This involves searching our surroundings in depth, Hitman springing to mind as we navigate dense crowds and don disguises to access restricted areas.
There’s undeniable satisfaction in finally threading the needle and pulling off the perfect robbery
Working out what photographs count as permissible puzzle pieces can be frustrating, however, evoking the fussiness of old-school adventure games. One section asks us to make a chef’s apron messy by spilling food, so we take a picture of condiment bottles. Yet our suggestion is a non-starter, with hot dogs considered the only permissible solution. Still, despite these frustrations, there’s undeniable satisfaction in finally threading the needle and pulling off the perfect robbery, and promotional images suggest that future levels will be far less prescriptive, allowing Nevada to issue instructions to several members of her crew simultaneously. We’re also looking forward to games of cat-and-mouse between Nevada and her plucky detective adversary, Rio Rivers.