Marvel Tokon: Fighting Souls reveals Magneto, Carnage, and Green Goblin
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Marvel Tokon: Fighting Souls reveals Magneto, Carnage, and Green Goblin

Polygon RSS FeedElijah Gonzalez2 min read(3 months ago)

Overview & Key Takeaways

The Marvel-themed tag-fighter Marvel Tokon: Fighting Souls from the Guilty Gear devs announced three more characters.

The final roster for ArcSystem Works’ Marvel Tōkon: Fighting Souls is shaping up, and three more characters were announced during today’s State of Play. We learned that Magneto, Carnage, and Green Goblin will join the already announced Doctor Doom on his Knights of Doom team.

As for Magneto, who is one of the most infamous characters in fighting game history thanks to Marvel Vs. Capcom 2 and 3, he looks to have an abundance of ranged moves, using his telekinetic abilities to chuck chunks of scrap at foes. Of the three announced today, he’s undoubtedly the safest pick, both because he’s a beloved villain and a staple in the fighting game scene.

Next up was Green Goblin, who was shown beating the tar out of Peter Parker while zooming through the map on his glider. “Tricksy, huh?” he remarks while throwing bouncing grenades and sending his ride full screen. He seems to be the kind of character who will excel at both mobility and at setting up traps after knocking down his foe.

Lastly, we saw another Spider-Man villain in Carnage. ArcSystem Works’ impressive aesthetic chops were on full display as this red symbiote launched red-black streaks across the screen, repeatedly catching the Spider. While entirely unconfirmed, he has the vibe of a Berserker-type character that trades health for damage. The trailer wrapped up with a gnarly super animation as Carnage unleashed a flurry of blades that demolished his adversary.

With the announcement, 17 out of the game’s 20 characters have been confirmed. The only fighters left are the members of Ghost Rider’s team. If you’re putting in bets, ghostly and gothic superheroes and villains seem likely (i.e., Blade). While players will be able to choose their own teams of four when the game launches, tag fighting games have a history of assigning roster members to prebuilt teams for storytelling purposes. Speaking of which, we saw more hints of the narrative: The Champion of the Universe threatens to destroy Earth if the planet cannot field worthy challengers to stop him. In classic fighting game fashion, the contest will play out in a tournament. With Marvel Tokon Fighting Souls’ August 6 release date fast-approaching, we should find out the final three playable members of the contest relatively soon.

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The Can't Miss Games We've Played At Gamescom 2026, From Control Resonant To The Witcher 3's New Expansion And More🎮 Multi-platform

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!Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/04/294e6b56/control-resonant-sgf-2026-3.jpg.webp) Introduction Gamescom 2026 has arrived, and everyone here on the Game Informer editorial team has a schedule packed with back-to-back appointments. From Control Resonant to other exciting games like The Witcher 3's upcoming Songs of the Past expansion(https://gameinformer.com/gamescom-2026/2026/08/25/gamescom-trailer-reveals-first-gameplay-and-a-new-weapon-for-the-witcher-3), we plan to bring you our thoughts as quickly as possible in this roundup. For smaller games and bigger games alike, keep an eye on this story here, and for some games, we might even break out our write-ups into larger previews for you to read. Wherever you click on Game Informer today, you're sure to find some insightful Gamescom writing, and we can't wait to bring all the German gaming home to you. Without further ado... The Most Dope Games We've Played At Gamescom 2026 Below, we'll list the games we've played in order of when we've actually seen them. For easier navigation, use the Table of Contents on the side. About Fishing !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/29/22569677/10aboutfishingtangbottle.png.webp) About Fishing By Eric Van Allen Developer The Water Museum has been making a mark with their particular brand of games. 2024's Arctic Eggs was took the physics of frying an egg in a pan to its utmost limits, and About Fishing seems to be doing the same for the leisurely past-time of fishing. A mixture of lo-fi PS2-era graphics and well-honed fishing controls made this a joy to demo. The craftiness, tension, and struggle between an angler and their nautical prey might have been enough to impress me; it was easy to get lost in finding the perfect way to drop my hook right in the path of a fish, and the system even encouraged creativity, like hooking a line around a rock in a current to hold it in place for a big catch. The narrative teases, though, baited the hook for me. About Fishing has both the fascinating gameplay and standout story beats to make me very, very curious about where it will go. It's jumped quite high on my watch-list, and I recommend checking out its Steam demo(https://store.steampowered.com/app/4362430/AboutFishingDemo/) if you're at all interested in the wave of throwback-styled indie gems.  Agni: Village of Calamity !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/5bdcc79d/agni.jpg.webp) Agni: Village of Calamity By Wesley LeBlanc Agni: Village of Calamity is a survival horror game set in Indonesia, developed by Indonesian studio Separuh Interactive, and based on Indonesian horror films. Agni is looking for a friend who's gone missing in a remote village, and she runs into strange creatures, Remedy Entertainment-inspired phenomena, and a stalking middle-aged man who wants to chop her body to pieces. It's not doing anything too different from your typical survival horror game, but the Indonesian setting and inspiration provide a new lens to look through – I'm excited by that and look forward to playing some more. Control Resonant !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/04/05862361/control-resonant-sgf-2026-6.jpg.webp) Control Resonant By Wesley LeBlanc Let me say right off the bat: I am stoked for Control Resonant as a Remedy-verse fan, but I still have not played the game. Unfortunately, that hasn't changed at Gamescom 2026, because my preview of a new section of Control Resonant was hands-off. This didn't inspire confidence in me, especially as Control Resonant marks a big departure for the studio with its melee action combat and RPG elements. However, what I watched the Remedy Entertainment employee play was another exciting look at the game. My colleague and senior associate editor Marcus Stewart did go hands-on with it at SGF(https://gameinformer.com/preview/2026/06/05/hands-on-with-remedys-surreal-take-on-stylish-action) and came away with positive thoughts about actually playing the game, so I do still have hope, but alas. Okay, that's enough about that – here's what I actually saw. Dylan Faden, the brother of Control protagonist Jesse, is out of the FBC's containment alongside all of the Hiss the Oldest House tried to keep at bay. There have been plenty of looks at the Hiss' role in Control Resonant, but for this hands-off preview, Remedy showed off a Manhattan park area covered in a blue mold, complete with various mold enemies, too. Dylan is tasked with finding a Resonant here – the big bosses of the game. !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/04/95ad158e/control-resonant-sgf-2026-11.jpg.webp) Curiously, Remedy says you will fight the same first and last boss no matter how you play the game, but that all the Resonants you fight in between can be tackled in any order you choose. In this preview, we're after a moldy Resonant boss, but first, we have to eat some mold to learn more about it. If you didn't already know, the mold in Control Resonant is "delicious," according to Remedy, and hard to resist. As such, Dylan passes all kinds of bodies who look dead but are actually paralyzed in a euphoric state (because they've willingly eaten the mold). En route to the mold Dylan needs to eat, we pass an FBC Field Content Research facility before shifting gravity so we can climb up a vertical wall. Up ahead, there's a group of mold enemies. The standard mob enemies are easy to take out, but they're great for farming Dominance, an effect activated by Dylan's combat kit that increases damage after killing an enemy. After garnering some Dominance, we tackle the massive garlic bulb-looking enemy skulking about, placing mold mines in the area. This enemy is about the size of an elephant and shoots mold mines and other projectiles out of its "trunk," for lack of a better term. Here, Remedy explains that the equipped Dual Blades have a critical chance buff, and that the drill transformation for his transforming Aberrant weapon does some serious Falter damage. Every enemy has a yellow Falter bar below their red health bar – Falter is essentially a Stagger meter. When you fill it up, you can perform an execution by pressing L3 (on PlayStation 5). !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/02/a5780fae/control04.jpg.webp) After taking this enemy out and clearing out the others, we make our way toward the mold Dylan needs to eat. On the way, we see a traffic barrier behaving weirdly, rotating in a glitchy fashion; Remedy says this indicates a nearby world event, but we don't have time to complete it. At this point, I ask Remedy if there are real-world locations from Manhattan in Control Resonant. They say no, and that instead of actual named locations, the places within Control Resonant are meant to feel inspired by the real Manhattan, but with a "twisted" Remedy spin on it. We continue forward, fight some additional enemies, and I see Dylan's shoulder button abilities on display; R2 deals fire damage by way of Ignite, while L2 uses the Barrage ability, which pummels enemies with rocks to greatly increase Falter damage. R1 is Push, and it's basically a Jedi force push. I also learn here that there is no parry and no block – there's just a dodge (and you can perfect dodge to slow down time and deal extra damage). Remedy wants Control Resonant players to be aggressive; that's why you can only heal by defeating enemies, as they drop blue orbs that add health to your HP bar. A few minutes later and we finally reach the mold for Dylan to eat. He eats it, and we get some strange dialogue choices to select. Remedy says dialogue choices won't change the game's ending – there's only one ending – but that some side quests can have different endings depending on your choices. Plus, your dialogue choices will change how NPCs perceive you. It's not a Mass Effect-like system or anything like that, but Remedy says you will notice NPC perception in their attitude toward you. !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/04/889cad17/control-resonant-sgf-2026-5.jpg.webp) After eating this mold, Dylan has an idea of where the Resonant he's after is hiding. We find it underground; it's called the Collective, and it's a giant pile of mold shaped into various frowning faces. During this boss fight, Dylan can't do any damage to the Collective. Instead, you have to attack the Collective's tentacles attached to the walls in the arena. To do that, you need to gravity shift so that you can walk on the walls and hit the tentacles. All the while, the Collective is firing moldy projectiles at you and summoning enemies to slow you down. After damaging all of the tentacles, weak spots open up, and you finally do some actual damage to the Collective. I don't get to see the fight's conclusion, but I'm excited to do so myself in the final game. It's not the wildest boss, but seeing Remedy's spin on the "attack weak points to defeat the boss" formula is neat. I expect a lot of weird and strange when I play a Remedy game and so far, Control Resonant seems like it's going to deliver all that and more. Control Resonant launches digitally on PlayStation 5, Xbox Series X/S, and PC on September 24. The physical version is planned for October, and a Mac version will launch later.  Cosmo Tales !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/27/bb9add79/cosmotales.jpg.webp) Cosmo Tales By Wesley LeBlanc Cosmo Tales comes from Czech-based Bohemia Interactive, and after playing roughly 20 minutes or so of it, it's a game I'm greatly looking forward to. It launches in Early Access next week, on September 3, before an anticipated Q1/Q2-ish 1.0 launch. The pitch is simple: it's a retrofuturistic 1980s space-age-inspired shooter where you fly around bright and colorful arenas, shooting robots with lasers, rockets, and more. It's a roguelite, too, so there are pickups to earn after completing each arena bout, like an electrifying Tesla coil, flame-imbued weapons, and more, and you earn XP at the end of each run to further upgrade your various ships. Each ship is based on a car, with many based on the Czech vehicle manufacturer Skoda. The combat and movement are simple, but that's by design because Bohemia Interactive intends for the game to be children-friendly; the team told me it's aiming for it to be your 10-year-old's first roguelite, and I can definitely see what they're getting at. But don't let that deter you – it's a light, breezy, but, crucially, fun time, and it's all backed by a groovy score. It will launch on PC via Early Access next week, but the team hopes to bring it to PlayStation 5 and Nintendo Switch 2 for the 1.0 launch next year. Crimson Moon !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/03/886a851a/Crimson%20Moon%20Dry.jpg.webp) Crimson Moon By Wesley LeBlanc Crimson Moon is developer/publisher ProbablyMonsters' take on the Soulslike, but instead of aiming for a massive, grandiose FromSoftware-style game, it's aiming for a smaller experience; it's more focused on replayability, especially with a co-op buddy. That's why the game is only $19.99. That said, the 30 minutes I played reflect the game's more scaled-down approach and smaller price of entry. The game's combat feels reminiscent of other Soulslikes, with light and heavy attacks, blocking, parrying, and dodging. You also have special abilities you can tap into to do heavy damage, and an ultimate-like transformation that turns your Crimson Moon acolyte knight into an angelic being with a huge halberd that hits hard. Despite these similar trappings, the combat looks and feels like something more akin to Kingdom of Amalur: Reckoning. The "heavy metal" fantasy visual design reflects that too, with a touch of classic World of Warcraft fantasy. This art design is what I walked away most impressed with – it's a nice change of pace from the typical dark and brooding gothic feel of the Soulslike. That said, the game's main appeal is the co-op element, and unfortunately, I didn't get to experience any of that. But I do know the co-op party sessions begin from the game's primary hub, and that loot is not shared. If your buddy takes a sword from a chest, it's theirs. ProbablyMonsters teases that online co-op is in the works and that the team will share more in the future. Despite the emphasis on co-op, it feels like a game built around runs in isolated linear missions, so it should work fine solo. The game feels janky, but the final build may feel better (though it launches next week, so we'll see). Nonetheless, if you're looking to spend $20 on a Soulslike you can play with your friend, Crimson Moon might be one to keep an eye on.  Hellraiser: Revival !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/06/16/d271c783/cb-hellraiser-revival-2.jpg.webp) Hellraiser: Revival By Wesley LeBlanc If you told me an upcoming Hellraiser video game adaptation was a first-person shooter, I'd scoff at the idea – it's quite low on my list of game styles I'd imagine a Hellraiser game to be created in. But, after 30 minutes of hands-on time with its latest build, I can't wait for more. It's decrepit, with mangled bodies strewn about what appears to be a luxury apartment home to a deviant cult, and fresh blood and gore painting the walls of its hallways. Combat is pretty straightforward; I used a pistol and shotgun (both with limited bullets) to take down leather-strapped-and-gagged enemies as I searched for a way to get through this apartment's various doors. In a fun survival-horror twist, LeMarchand's Box, or the Lament Configuration cube, allows you to grab scissors, knives, and even fire from candles and projectile-throw them at enemies. Halfway through the demo, I was brought to the Labyrinth to solve a simple platform-moving puzzle before I landed in a house.  In this house, which is clearly a nod to Hideo Kojima's P.T. demo, I move through hallways over and over again, searching for differences and clues to the way forward. It's clear the protagonist is beaten up about Sunny, his girlfriend, falling victim to the torturous cenobites, and he's on a frantic search to learn more about them. Hellraiser: Revival launches October 8, and I'm looking forward to playing more of this horror adventure (which will run 10 to 12 hours, according to the developers, making it a perfect game for the Halloween season).  Kingdom Hearts Collection I~III on Nintendo Switch 2 !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2021/10/05/db1d1c6a/khcollection.jpg.webp) Kingdom Hearts Collection I~III on Nintendo Switch 2 By Wesley LeBlanc Have you ever played Kingdom Hearts 1, 2, or 3, or any of the various spin-off-but-still-inexplicably-very-important-to-the-story games? If you have, great! Just imagine playing them on a small handheld made by Nintendo called Switch 2. Square Enix isn't really doing anything surprising or exclusive here for this collection of games – it's just bringing the Kingdom Hearts series to Switch 2 and making sure they run excellently (they do!). That said, there's something special about playing them on a Nintendo console after all this time, considering just how many were released for various Nintendo handhelds over the years. If you haven't played Kingdom Hearts, the Switch 2 is a great place to do so; just as great as playing through these games on PlayStation or Xbox or PC. Kingdom Hearts IV is due out next year so now is the perfect time to get started (or pick back up on) on this adventure with Sora, his friends, and the various characters from Disney and Final Fantasy.  Kumarn: The Wandering Spirit !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/e029b66d/kumarn.jpg.webp) Kumarn: The Wandering Spirit By Wesley LeBlanc Kumarn: The Wandering Spirit is a Little Nightmares-style adventure/platformer game with Thai horror influences from Thailand-based developer WereBuff Studio. You play as a young child spirit stuck in a terrifying, ancient land inspired by supernatural Thai stories. Its movement and platforming aren't doing anything too different from the aforementioned Little Nightmares formula, but its unique setting spices up what might otherwise be a standard adventure game. Plus, your companion is a cute and chunky lil zebra, and it's sure to be the game's fan-favorite character. There's no word on when it's launching, but if you're in the mood for something spooky, with Thai horror figures who stalk and chase after you while their bones crunch in the darkness, keep an eye on Kumarn: The Wandering Spirit. Locator: The Search for Abigail Lidari !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/29/62e96910/shot1crashsitelocator.png.webp) Locator: The Search for Abigail Lidari By Eric Van Allen Sometimes, you get so locked into a demo that you absolutely lose track of time. That happened to me several times over while playing Locator alongside its developer, Empty Exhibit, at Gamescom 2026. Easily billed as Return of the Obra Dinn-meets-GeoGuessr, Locator: The Search for Abigail Lidari has you tracking a lost space explorer through photos, journal entries, and more. You get new information in batches, and use pins to plot where you think Abigail took various photos on a topographical map. Basically, you street-view and map-view a path through strange alien lands, all the while trying to solve what Abigail was searching for, what she ultimately discovered, and where all of it led her. If you enjoy solving mysteries and getting them proven right in groups of three, Locator's looking like another fantastic entry in that burgeoning genre. Or, maybe you just like sci-fi mysteries similar to Scavenger's Reign or Outer Wilds; or maybe you just like the idea of playing a narrative GeoGuessr game. Any of those reasons are reason enough to be looking out for Locator: The Search for Abigail Lidari. Mega Man: Dual Override !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/27/01bb422a/mmdoscreenshot01082526.jpg.webp) Mega Man: Dual Override By Kyle Hilliard The first thing I learned playing what is ostensibly Mega Man 12 is that the game is called "Override" and not "Overdrive." A crucial distinction. The other thing I learned is that the game feels great and is optimistically a worthwhile follow-up to 2018's Mega Man 11. I played through three stages leading up to a boss fight with Twinkle Girl. The biggest shift from Mega Man 11 is the Dual Override mode which activates when your health is low and gives you some extra fire power after a flashy (but skippable) cutscene. It feels a bit like a last chance, but doesn't radically give you the edge in the fight. Your health is still low, after all. But emotionally, it feels like a final chance at success in a challenging game, so I liked its implementation. Look out for a larger hands-on preview with more details in the coming days.  Murals !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/57294555/murals.jpg.webp) Murals By Wesley LeBlanc If you know me, you know I adore Dlala Studios' Disney Illusion Island – you can read my review here to learn more about why(https://gameinformer.com/review/disney-illusion-island/joy-in-simplicity). Murals is a new action game from Dlala that sees the studio spinning up its own take on classic fairy tales, not unlike what Disney has done with the works of Hans Christian Andersen and more. I'm told there are more fairy tales to play through, but my hands-off demo during Gamescom pulled back the curtain on Dlala's Little Mermaid. The humor is very British, the art is warm, inviting, painterly, and beautiful, and the score, made by returning composer David Housden, sounds grand and amazing (and this demo still featured Housden's MIDI tracks, so it's not even the final orchestral arrangements). The combat looks fun and experimental, too, with a clear inspirational nod to Hades. Unlike Hades, which typically gives you free rein in the various arenas, Murals uses some intentional blocking and environmental hazards to keep consecutive arena bouts feeling different. I don't know if it feels as good as it looks to play, but Dlala has shown prowess in creating characters that feel great to control, so I have high expectations. There's a lot more going on in Murals, from charming voice performances to some neat Boon-like pickups that change your combat kit (à la Hades) to different weapons to use and some unique spins on classic fairy tales I look forward to learning more about. I'll be diving deeper into my impressions in a later (separate) preview, so keep an eye out for that. Nekome: Nazi Hunter !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/02/04/3426e96b/nekomenazihunter-screenshot2.jpg.webp) Nekome: Nazi Hunter By Wesley LeBlanc Earlier this year, I discovered a trailer for Nekome: Nazi Hunter, which is how I learned it's a Grindhouse-inspired action game where you brutally kill a lot of Nazis(https://gameinformer.com/2026/02/04/nekome-nazi-hunter-is-a-grindhouse-inspired-action-game-where-you-brutally-kill-a-lot-of). Immediately, I was in. And now, after playing it for roughly 30 minutes, I'm even more in. Nekome: Nazi Hunter is absolutely, deliciously, disrespectful to the Nazi's of the 1940s Nazi regime in Germany during World War II. It begins with protagonist Vano Nastasu dressed as a butler within a palace of sorts. Inside, a group of Nazis is seated around a table covered in delicious food. As the Nazis eat, a leader figure praises the group for opening up three more death camps, gloating about their awful acts of violence while eating chicken, vegetables, and more. Vano wheels in a silver platter, removing its cover to reveal a decapitated Nazi head with a knife through its skull. He then uses a knife engraved with "Nekome," which is Yiddish for vengeance, according to the game, to completely slice off the leader's arm. He then guts his belly before slitting the Nazi's throat. At this point, I take over on the sticks, pressing X repeatedly to deliver all manner of cuts, slashes, and more to the other Nazis in the room – they stand no chance, and I quickly paint the ballroom red. !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/02/04/0068cfd7/nekomepromo.jpg.webp) You can parry with Y and break their blocks, but ultimately, combat is simple, more focused on delivering bloodshed than intricacy. What I play is in a pre-beta stage, and it's evident – it's a bit janky, but not enough to distract me from the delight I take part in as I rip apart Nazis galore. From here, we flash back to Vano as a child to learn that his entire family is ripped from him at the hands of "Hitler's Hyenas," which is seemingly led by the Nazi leader Vano kills at the preview's start. I'm glad he gets his revenge, because that leader shoots Vano's father point-blank, then his mother, then forces Vano and his brother to fight over a knife to kill each other, reminiscent of the pool stick scene in The Dark Knight. Vano refuses to kill his brother and stabs himself instead. The aforementioned Nazi leader shoots Vano in the back and doesn't check to make sure he's dead. I flash forward again to see Vano in the future, somewhere in New York City. He's speaking with Harold, a butcher-mentor with a heavy NY accent. He explains to Vano the importance of training before exacting revenge, but Nazis soon storm the room and take Harold out, adding more fuel to Vano's vengeance-filled journey. Searching for Harold's killer, I stalk through a NYC alley to learn there's an American-German Bund group in support of Nazis in 1940s America. I utilize the game's stealth kills here and like the action combat, it's simple (but effective). Turns out, killing Nazis just doesn't get old, at least in this 30-minute preview. I hope to continue my Nazi-killing delight in the full game when it launches sometime early next year.  No Law !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/29/bf72d480/nolaw.jpg.webp) No Law By Wesley LeBlanc I need to think on it some more, but No Law, the cyberpunk FPS (that can be played as a straight shooter or an incredibly detailed immersive sim) from The Ascent developer Neon Giant, might be my Gamescom 2026 game of the show. It is slick in all the ways the cyberpunk genre of sci-fi typically inspires, but instead of the usual doom-and-gloom feel, Port Desire has a bright and airy Mediterranean feel (though don't worry – the neon-lit streets and soft rainfall still happen). And though Port Desire isn't as big as, say, Cyberpunk 2077's Night City (Neon Giant is just 24 developers), it looks incredibly dense. NPCs have routines, there is a day-night cycle, and dynamic weather affects who you see and how you might complete an objective. Enemies guarding a building outside might not be there if it's pouring rain, leaving you with a breezy, direct entrance, for example. Neon Giant tells me you can play No Law as a straightforward FPS, blasting your way through objectives and killing your way through the game; the team also says you can play No Law like an immersive sim, and that's where I'm most impressed. I'll dive deeper into it in an upcoming full preview, but here's a few quick examples of the game's im-sim elements: if you kill a shopkeeper, nobody can work the store so it will be closed for the remainder of the game; if you can't climb over a fence, there might be a crate or three nearby for you to stack and climb upon; if you see a store's theft detection unit near the door, you can break into the store when it's closed, steal that unit, and attach it to a grenade to create a proximity sensor; It's all incredibly impressive, and I really hope Neon Giant is able to make everything work in harmony when No Law launches next year.  Persona 4 Revival !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/491b6f8f/assets2026081787246675p4rscreen11.png.webp) Persona 4 Revival By Wesley LeBlanc If you haven't played Persona 4 Golden before, you're in for a treat if you check out Persona 4 Revival when it launches in February. If you have played it, you might check this out, if only to play through a fantastic RPG again, but upgraded visuals and more await you nonetheless. This was my first time going hands-on with this remake, and I honestly don't have too much to say – it's Persona 4, but it isn't chibi, and it looks more in line with Persona 3 Reload and Persona 5 Royal now. And that's not a bad thing, as I love those games. It plays like them too. That said, roaming around Inaba was good fun. It's a wonderful change of pace from Persona's city adventures, as Persona 4 Revival's Inaba showcases rural Japan. It's fun to see the various shopkeepers and personalities on the streets I haven't spoken to in over a decade, and it was especially great to pop into the famous Junes department store (the jingle still rules). I played through a dungeon on April 18 and April 19 in-game, trying to figure out what's going on with TV reporter Yukiko Amagi and the castle she's lording over, and it was fun. Persona 4's combat still feels great, and I'm not at all surprised.  Showa American Story !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/fa696ff2/gamescom2.png.webp) Showa American Story By Wesley LeBlanc Based on rumors the game's director remembers hearing in China about Japan's 1980s economic prowess, Showa American Story is an action RPG set in an America that Japan purchased and colonized. As such, Hollywood is now Neo Yokohama, and Chigusa Choko is on a road trip searching for her sister. I fight various "Warriors" as I run up roads leading to the mountain home to the Neo Yokohama sign. Combat is most reminiscent of RGG's Yakuza/Like a Dragon series, with a comedic intensity to each hit. In my 30-minute demo, I use a massive BioShock-like drill, a large (and sharp) American flag, a katana, a machine gun, and a shotgun to lay waste to enemies in Tarantino-esque fashion. That checks out, as developer Nekcom Entertainment tells me director Quentin Tarantino's Kill Bill movies are a massive inspiration for the game. The combat is brutal, bloody, graphic, and hilarious – it never got old executing enemies by impaling them with an American flag. The world and characters are also hilariously raunchy. I stumble upon a guy who did not pay a sex escort the money she's owed, so the Warriors, a gang of sorts that resides here, smash his "balls" into a tree over and over. After I defeat the goons, Choko can choose to ask how the tree is doing or how the man's "balls" are doing. There are plenty more laugh-out-loud moments I experience in this short demo, and you can read more about them in a separate preview I anticipate writing later.  State of Decay 3 !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/8e3bd243/xboxsod3storenewthreat.jpg.webp) State of Decay 3 By Brian Shea It's been a long road for Undead Labs. After announcing the game in 2020 and going most of the Xbox Series X/S generation without giving any additional information, Undead Labs was reportedly staring down the barrel of Xbox's impending closures. Thankfully, it avoided that fate alongside several other previously Xbox-owned studios, and is now under new, hopefully more stable ownership. And the cherry on top of that is that I was able to get my hands on the long-awaited State of Decay 3 during this year's Gamescom. The same zombie-slaying, panic-inducing action still permeates the entire experience, but now, with better gameplay and even more involved systems. The most impactful addition outside of core gameplay improvements look to be new Plague Heart networks that spread corruption between encampments, strengthening zombie strongholds and weakening your positions. However, I am particularly excited about the new option to share a save file with your friends, letting them join your world, characters, and progress, whether you're playing co-op or not. State of Decay 2 launched in pretty poor state, but Undead Labs seems confident its sequel is in a much better state due to iterative updates to the second entry, as well as early community testing for its third title. For more on my time with State of Decay 3, read my full preview here(https://gameinformer.com/preview/2026/08/28/more-alive-than-dead).  Stranger Than Heaven !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/ea5798d5/assets2026081787333317strangerthanheaven-osakabattle.png.webp) Stranger Than Heaven By Wesley LeBlanc I got to play through three battles, each more difficult than the last, in Yakuza/Like a Dragon developer RGG's upcoming century-spanning action-brawler game, Stranger Than Heaven. I didn't spot Tupac, nor did I get to talk to the team about his inclusion (though we asked RGG about it back in June(https://gameinformer.com/sgf-2026/2026/06/11/rgg-studio-head-talks-tupacs-controversial-stranger-than-heaven-inclusion)), but I did spot plenty of street goons to beat the ever-living crap out of with my fists, a large metal pipe, a knife, and a machete. I continue to be impressed with RGG's efforts to do something new with the action-brawler space it has cultivated across multiple Yakuza games. You control the main character's right fist and right leg with the RB/RT shoulder buttons, and his left side with the LB/LT shoulder buttons. You can punch, kick, slam, and more, but crucially, you must also block using the correct side of your body as well. Having to watch an opponent's movements to recognize they're swinging left or right and must be blocked appropriately by that side of my body is thrilling; it adds a rhythm/fighting game vibe to the street brawling RGG is known for, and it rules. It's difficult and demanding, but landing multiple blocks in a row to defeat a katana-wielding enemy in the streets of 1943 Osaka was a blast. I look forward to playing more when it launches in January, though I remain skeptical of pretty much everything outside of combat considering I haven't experienced any of it. The Witcher 3: Wild Hunt - Songs of the Past !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/27/7c4c6e7f/tw1.jpg.webp) The Witcher 3: Songs of the Past By Eric Van Allen It's been over a decade since Geralt hung up his swords. But ahead of Ciri taking on the family business in The Witcher IV, CD Projekt Red is giving Geralt another mystery to solve in a new DLC for The Witcher 3: Wild Hunt called Songs of the Past. We got to see a chunk of the new story, which sends Geralt to Dandelion's hometown of Lettenhove. After a death in the bard's family, Geralt and Dandelion have traveled to the latter's estate; but Dandelion's sudden disappearance after a long night of festivities sends the monster hunter down a dormant, dangerous path. What's remained good about The Witcher 3: Wild Hunt is still here: rewards for investigation and preparation, Geralt as a wonderfully stoic lead, and a chilling fantasy tale unraveling around you in a sprawling open world. Songs of the Past benefits from some quality-of-life upgrades from the Remastered Edition arriving next month, too, including updated combat and a new chain weapon that gives Geralt some impressive new options in a fight. Seems like we'll have plenty of reason to return to this massive RPG adventure when the DLC arrives. Total War: Warhammer 40,000 !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/29/90ab07e9/assets2026081786958567tw40kbattle10.jpg.webp) Total War: Warhammer 40,000 By Eric Van Allen The absolute breadth and scale of Total War's grand strategy battles have often been their draw. Creative Assembly has taken that scope to new heights, though, with Total War: Warhammer 40,000, a galactic-level strategy game that feels fittingly gratuitous with its explosions, carnage, and declarations of undying loyalty to the Emperor. In a short demo, I went from commanding a small detachment of Space Marines to leading massive forces across the face of a planet. Beset on all sides by Orks who were Waagh'ing out of their collective gourds, my Space Marines had to rally and find cover, position and hold the line against overwhelming numbers. Aside from aesthetics, the greatest difference between this and, say, the fantasy-laden Total War: Warhammer (non-40k) is the weaponry. Space Marines can deploy bolters or swap to melee options, and giant tanks pierce deep through infantry lines. Still, tactics matter as much as they always have, and utilizing future tech — like dropping in Space Marines from your space-faring vessel on-high — will likely come to define the strategy of this new entry. There's much, much more we only had a chance to hear about, rather than play, including a massive breadth of options for the factions and an ambitious campaign. A short 50 minutes only feels like scratching the surface with something as big as Total War, but from the scope and carnage on display, I'm certainly curious to see whether Creative Assembly can achieve the scope of sim they're reaching for.  When Sirens Fall Silent !Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/28/b23dedd4/sirens.jpg.webp) When Sirens Fall Silent By Wesley LeBlanc When Sirens Fall Silent is an upcoming psychological thriller-horror set in 1990s Italy, developed by Martha Is Dead developer LKA. Though I didn't care much for Martha Is Dead as a horror game (read why in my Game Informer review here(https://gameinformer.com/review/martha-is-dead/martha-aint-great-either)), I adored how well the studio captured Italy as a setting. Florence, Italy-based LKA is aiming to do the same with When Sirens Fall Silent, this time putting you in control of a rookie cop on the outskirts of Rome, investigating mysterious and disturbing murders. As the name implies, there is likely something related to Sirens behind these murders, but that's all I can say for now. I'll have more to share later, but I finished a quick 15-minute demo of the game and was impressed by its authenticity and retro survival-horror puzzle-solving style. If you like horror, the 1990s, and folk tales and legends, you should keep an eye on When Sirens Fall Silent.

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