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League of legendsReady for Anything | Worlds 2023 Event
League of Legends - Worlds 2023
WORLDS 2023 IN-GAME EVENT SCHEDULE Start: October 11, 2023 at 11:00 AM (PT) Event Ends: November 27, 2023 at 11:59 PM (PT) Shop Closes: December 4,...
- Wednesday, 15 May 2024 12:00 AM
- e.g. San Jose, California
Steven Universe Creator Rebecca Sugar's Invader Zim Fan Art Appeared In A 2002 Issue Of Game Informer Magazine
Back in 2002, in the Devil May Cry 2 issue of Game Informer magazine (which you can read right here for free if you have an account on our website), we featured a piece of Invader Zim fan art in the Envelope Art section. We declared it the October winner and confusingly wrote, "Deformed goth chicks are cool!" as its caption. Recently, Bluesky user @drewchuck.bsky.social, while looking through Video Game History Foundation's impressive archive of video game magazines, noticed the art was attributed to Rebecca Sugar. Rebecca Sugar is not a common name, but we suspected it might just be a coincidence, so we reached out to confirm if it was them.
"Yes I did draw this," Sugar told us over e-mail. "I must have been 15." Back in 2002, Rebecca Sugar was a talented teenage artist, but today they are known primarily as the creator of Cartoon Network's Steven Universe. You can also find their music in Katamari Damacy creator Keita Takahashi's latest game, To a T.

"Yes I remember!" Sugar wrote. "I was proud of it. But at the time I felt guilty winning with fan art. I felt I should have sent something original. I had plenty of original characters back then. I was also confused by the caption."
Sugar was disappointed that one of their first technically published works was fan art, but was still proud of the achievement. "I remembered that I’d won for Zim fan art, but I forgot about all the other characters around the border," Sugar wrote. "I was reading a lot of independent comics at that age, and drawing my own. Jhonen’s comics were my favorite. Johnny the Homicidal Maniac and Squee of course, and especially I Feel Sick. Seeing Devi drawings on there makes me nostalgic."
Despite finding their own success with work on Adventure Time and creating Steven Universe, Sugar is still an Invader Zim fan. "Yes, I wrote the forward to the Invader Zim art book a few years ago. I didn’t mention this drawing of course. But they know I was, and am, a big fan."
The Video Game History Foundation's Bluesky account points out that after that first mention in the magazine in 2002, Sugar would come up again 15 years later as part of a preview for the RPG, Steven Universe: Save the Light (written by yours truly after playing it at E3).
To dive deep into Game Informer's archive of magazines all the way back to 1991, just make an account on the website and head here. You can also explore the Video Game History Foundation's impressive archive of many more video game magazines (including Game Informer) by heading here.
What’s Next For GI, And Last Chance For Intro-Price Subscriptions
I wanted to take some time today to thank all of you for the outpouring of support we’ve heard in recent weeks as we’ve relaunched the magazine subscription program. Many of you have shared your excitement about seeing the magazine’s return on social media and by email. I’ve also been so pleased to hear from many of you who share our enthusiasm for the new partnership, raising funds for St. Jude through each subscription sold. And we are as excited as you are about the first issue coming out soon. The whole team is eager to hear what you think.
If you’ve been waiting to sign up for a subscription, now is the best time to get that low early-bird price. We can only hold early-bird pricing open for a few more days, until June 25, which is also the last day to sign up and still receive our first issue back from the hiatus. Even as we strive to find success as a new company with a long-established identity, we purposefully chose to set our initial price as low as possible in these early weeks as a thank you to our readers for helping us launch this new era of Game Informer.
As a team, we want to honor that show of support; I hope you’ll find what we’re pulling together over the coming year to be worth your hard-earned money.
Yesterday, we revealed our first big cover story, which is coming out next week. Borderlands 4 is one of the most anticipated games of the fall, but the chief reason we chose to highlight the game is how excited we were by what we saw and played of it. I can’t share all of the big cover stories and features in the works for later in the year. But I can say that some of the stories we’re lining up include other likely blockbusters like Borderlands 4, even as we’re also in talks with a number of studios to highlight experimental and indie projects to help you discover something new. I can’t wait to share what’s in the oven. I hope you’ll let us know what you think as we make those announcements.
The extra pages we’ve added to the new magazine also mean we’re able to include a broader selection of contributing writers. We love the idea of letting Game Informer be an outlet for the incredible creative ideas of other gaming writers, and from this first issue on, you’ll see familiar names drawn both from prior Game Informer writers and other talented voices from across the industry.
Earlier today, we also announced that one of Game Informer’s video projects, a Humanity documentary we released last year, took home a Gold Viddy Award. I’m immensely proud of our team for the accolade. In both long- and short-form settings, you’ll see us expand our video efforts in the coming months. Your subscriptions and viewership support these kinds of deep dives into games, as well as all the reviews, gameplay, and other video work we’re aiming to roll out.
Those videos will sit side by side with our expanded approach to digital exclusives, including native website access for subscribers to our digital magazine when it launches next week, as well as regular additional subscriber-only articles alongside more targeted spotlights on our 30-plus-year magazine archive and all its many articles.
If you haven’t yet taken the plunge and signed up for a subscription, I hope you’ll consider doing so in the coming days. Join the many fellow players who’ve already signed up, enrich your gaming hobby with deeper insights, and help support Game Informer’s return. We so appreciate your enthusiasm. Thank you!
Play well. Be well.
Matt Miller
Game Informer
Editor-in-Chief
Where Is Game Informer's FBC: Firebreak Review?
After playing FBC: Firebreak for the last week or so, I had finally begun to gather my thoughts well enough to write a coherent review. Remedy distributed codes late last week, so I didn't get much of a chance to spend time with the game prior to the Tuesday release date, but by the end of this week, my thoughts were mostly crystallized. Then, right as I was about to submit a draft for editing, Remedy released a patch seemingly fixing most of my problems with the game.

Progression, which was convoluted, grindy, and locked fundamental upgrades and weapons behind hours of gameplay, has been completely overhauled. According to the patch notes, cosmetics and gameplay upgrades have been separated, upgrade currencies are easier to see, and all unlockable materials have had their costs "rebalanced," making it easy to unlock your preferred loadout sooner.
In my now outdated review, the progression system was not just a small problem I had with the game – it was the main problem. I need to reevaluate it top to bottom, both because my opinion of the game might drastically change and because, as executive editor Brian Shea put it, I essentially reviewed a game that doesn't exist anymore.
In a game where there isn't a story, competitive play, or procedurally generated combat, players need something to motivate them. Ideally, the game is just so fun that people will come back and play it over and over, but, realistically, developers need to include rewards for playing and to encourage more engagement. The old version of FBC: Firebreak was so grindy that it would take hours and hours just to unlock the full suite of abilities associated with a crisis kit, the main mechanic that sets the game apart. By the time you have the upgrades, you've already played every mode, and even though you might want to jump back in, there's not much incentive to do so.

Now, mechanical upgrades and cosmetic upgrades are separate, so after you get the gear you want, I imagine it'll feel much more rewarding to be working towards items to customize your character. At the very least, there are fewer obstacles between players and their upgrades, and there's something different to work towards once you've got what you want.
That said, this is just speculation – I haven't had the chance to spend time with the new update yet, but the changes seem good on paper, and I plan to spend some time with the game to properly evaluate how it's changed. Reviewing online games can be a bit like hitting a moving target at times, given how drastically they can change with post-launch updates, but we'd like to get as close as possible to hitting a bullseye. We'll have a review of FBC: Firebreak sometime in the coming weeks.
Game Informer Wins Gold At 2025 Viddy Awards
Today, we’re happy to share that Game Informer has been awarded a Gold Viddy award from the Association of Marketing and Communication Professionals. The Viddy Awards (originally Videographer Awards) have been around since 1995, and exist to honor excellence in all aspects of video production.
For the 2025 awards, Game Informer took home gold for the long-form video documentary “Violence Is Inevitable: The Making Of Humanity,” which chronicled and explored the development of the fascinating puzzle game led by Tetsuya Mizuguchi and Yugo Nakamura. If you haven’t yet had a chance to check it out, we hope you take time to learn about how the game came to be.
Special congratulations are due to senior video editor, Alex Van Aken, and former Game Informer senior associate editor, Blake Hester, who worked together to craft and edit the project. Thanks to both of you for your incredible work on the documentary!
We’re thrilled to see Game Informer win the award and are grateful to the AMCP for its consideration.
To support Game Informer’s continued efforts to dig deep and offer thoughtful video analysis of the gaming world, please consider watching and supporting our YouTube channel and signing up for a subscription to Game Informer.
Watch the award-winning documentary:
2026 Video Game Release Schedule
If you're wondering what games are coming up in 2026, we've put them all in one convenient location. This list will be continually updated to act as a living, breathing schedule as new dates are announced, titles are delayed, and big reveals happen. This should help you plan out your next year of gaming and beyond.
As the gaming calendar is constantly changing, we highly recommend you bookmark this page. You'll likely find yourself coming back to find out the most recent release schedule for the most anticipated games across PC, consoles, VR, and mobile devices. If you notice that we've missed something, feel free to let us know! Please note that games will not get assigned to a month until they have confirmed release dates.

February
Mewgenics (PC) – February 10 Tides of Tomorrow (PlayStation 5, Xbox Series X/S, PC) – February 24 Resident Evil Requiem (PlayStation 5, Xbox Series X/S, PC) – February 27
May
Grand Theft Auto VI (PlayStation 5, Xbox Series X/S) – May 26
To Be Announced
007 First Light (PlayStation 5, Switch 2) 33 Immortals (Xbox Series X/S, PC) Acts of Blood (PC) Aniimo (Xbox Series X/S, PC, iOS, Android) Aphelion (PlayStation 5, Xbox Series X/S, PC) ArcheAge Chronicles (PlayStation 5, Xbox Series X/S, PC) At Fate's End (PlayStation 5, Xbox Series X/S, PC) Beast of Reincarnation (PlayStation 5, Xbox Series X/S, PC) Big Walk (PC) Blackfrost: The Long Dark 2 (PC) Blighted (PC) Bloodstained: The Scarlet Engagement (PlayStation 5, Xbox Series X/S, PC) Chronicles: Medieval (PC) Code Vein II (PlayStation 5, Xbox Series X/S, PC) Cthulhu: The Cosmic Abyss (PlayStation 5, Xbox Series X/S, PC) Danchi Days (PC) Decapolice (PlayStation 5, PlayStation 4, Switch) Demons' Night Fever Dimhaven – The Lost Source (PC) Dosa Divas: One Last Meal (PC) Duskfade (PlayStation 5, Xbox Series X/S, PC) End of Abyss (PlayStation 5, Xbox Series X/S, PC) Enshrouded (PC) Enter the Gungeon 2 (Switch 2, PC) EVE Vanguard (PC) Exodus (PlayStation 5, Xbox Series X/S, PC) Fable (Xbox Series X/S, PC) Fading Echo (PlayStation 5, Xbox Series X/S, PC) Game of Thrones: War For Westeros (PC) Human Fall Flat 2 (Switch 2, PC) Ikuma – The Frozen Compass (PlayStation 5, Xbox Series X/S, PC) Into The Fire (PC) Invincible VS (PlayStation 5, Xbox Series X/S, PC) Last Flag (PC) Marvel 1943: Rise of Hydra Marvel Tōkon: Fighting Souls (PlayStation 5, PC) Moomintroll: Winter’s Warmth (PC) Moonlight Peaks (PC) Mortal Shell II (PlayStation 5, Xbox Series X/S, PC) Mudang: Two Hearts (Xbox Series X/S, PC) Nioh 3 (PlayStation 5, PC) No Straight Roads 2 (PC) Onimusha: Way of the Sword (PlayStation 5, Xbox Series X/S, PC) Out of Words (PlayStation 5, Xbox Series X/S, PC) Outbound (Xbox Series X/S, PC) Paranormal Activity: Found Footage Petal Runner (PC) Planet of Lana II: Children of the Leaf (Xbox Series X/S, Xbox One, PC) Pragmata (PlayStation 5, Xbox Series X/S, PC) Prince of Persia: The Sands of Time (2026) (PlayStation 4, Xbox One, PC) Project Baxter Resonance: A Plague Tale Legacy (PlayStation 5, Xbox Series X/S, PC) Rhythm Heaven Groove (Switch) Romeo is a Dead Man (PlayStation 5, Xbox Series X/S, PC) RuneScape: Dragonwilds (PC) SacriFire (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) Saros (PlayStation 5) Scott Pilgrim EX (PlayStation 5, Xbox Series X/S, Switch, PC) Screamer (PlayStation 5, Xbox Series X/S, PC) Sea of Remnants (PlayStation 5, iOS, Android) Sleep Awake (PlayStation 5, Xbox Series X/S, PC) Snap & Grab (PlayStation 5, Xbox Series X/S, PC) Solo Leveling: Arise Overdrive (PC), Solo Leveling: Arise Overdrive (PC), (Xbox Series X/S) SpeedRunners 2: King Of Speed (PC), SpeedRunners 2: King Of Speed (PC), (PlayStation 5, Xbox Series X/S, Switch) Squadron 42 (PC) Star Wars Zero Company (PlayStation 5, Xbox Series X/S, PC) Starseeker: Astroneer Expeditions (PlayStation 5, Xbox Series X/S, Switch 2, PC) Super Meat Boy 3D (PlayStation 5, Xbox Series X/S, Xbox One, PC) Teenage Mutant Ninja Turtles: Empire City (Quest, PC) The Blood of Dawnwalker (PlayStation 5, Xbox Series X/S, PC) The Duskbloods (Switch 2) The Occultist (PlayStation 5, Xbox Series X/S, PC) There Are No Ghosts at the Grand (Xbox Series X/S, PC) Thick As Thieves (PlayStation 5, Xbox Series X/S, PC) Tides of Annihilation (PlayStation 5, Xbox Series X/S, PC) Toem 2 (PC) Tomodachi Life: Living the Dream (Switch) Trivia Murder Party 3 (PC) Tsarevna (PC) Wax Heads (Xbox Series X/S, PC) World of Warcraft: Midnight (PC, Mac)The 25 Best Steam Next Fest Demos You Need To Try
Though we’re all still recovering from the recent onslaught of summer showcases and all the announcements that came with them, it’s time for another Steam Next Fest. Like every fest before it, there are hundreds (probably thousands) of great games to check out free demos for, most of them indies, too. We’re doing our best to wade through these demos and check out games we’re excited for, ones to watch, and ones we had never heard of before playing during Steam Next Fest.
Below, we have a selection of the best Steam Next Fest demos we’ve played so far, and as the week rolls on, we’ll continue to update it with new games we want to surface to our readers. The current Steam Next Fest started yesterday, Monday, June 9, and will run through Monday, June 16, so keep this page bookmarked as we’ll be updating it daily with demos you need to check out.

Bloodthief
If the 30 minutes of Bloodthief I played during the Steam Next Fest demo are any indication, this is a fantastic ultra-fast first-person melee game that’s about zooming through levels as fast as you can. It's also my favorite demo of the dozens I played during Steam Next Fest this June.
Imagine the speed and precision of Neon White, but through the lens of a bloody first-person PS1 game set in a medieval dungeon. Each level takes just a few minutes to complete, if that, and emphasizes fast traversal techniques like wall-running, sliding, slide-jumping, and more to take down foes and reach the end as quickly as possible. It’s immediately a blast.
Your health bar, or your blood, dictates what you can and can’t do. Sliding and slide-jumping requires a stack of blood, so you’ll need to collect blood vials to keep it refreshed between enemy kills, which also gives you some blood. But the twist is that your blood constantly decreases, meaning there is no time to pause or think. You must advance. Like Neon White and other experiences in the ultra-fast family of games, each level is a long puzzle where each run can be optimized with the right string of moves, and the fun is figuring out exactly how to do that. Bloodthief is coming soon, and I know I’ll be playing it on day one. – Wesley LeBlanc
Check out the demo and wishlist here.

Dispatch
Dispatch is likely the most vulgar and hilarious demo I’ll play during Steam Next Fest. With enough F-bombs to make Grand Theft Auto cringe, but delivered perfectly thanks to a voice cast that includes Aaron Paul, Jeffrey Wright, Laura Bailey, Matt Mercer, Erin Yvette, Travis Willingham, and more. This short 20-minute demo showcases some smart and witty writing about the superhero genre, placing players in the shoes of Robert Robertson, formerly the hero Mecha Man, during his first day on the job at a superhero dispatch station. As such, the “gameplay” of the demo is watching a sector of the city for civilian calls for superheroes and delivering the right costumed crimefighter to the job.
If someone needs a public appearance by a hero, send someone with a high charisma stat. If a sneaky entry is needed, send in the hero with high mobility, and so on. The calls come in fast so you must make quick decisions about what the job entails and dispatch the best hero in your roster. All of this is made extra stressful (and fun) by the fact that your team of heroes are ex-criminals and do their best to make every dispatcher they get quit as quickly as possible. Robert is determined to stick around, and I look forward to what shenanigans he and this team will get into as they all learn to work together as a unit. – Wesley LeBlanc
Check out the demo and wishlist here.

Possessor(s)
Perhaps it comes as no surprise, but Heart Machine, the developer behind Hyper Light Drifter and Solar Ash, is seemingly onto something great with its upcoming game, Possessor(s). After a meaty Steam Next Fest demo, Heart Machine’s signature action and style have slid in nicely to the Metroidvania genre Possessor(s) is in. You control a character who teams up with a demon – or in other words, lets the demon possess them – so that they might live during an apocalyptic scenario in the city they call home. It seems there’s a once-innocuous company behind the city’s undoing, and the demon you meet wants your help defeating them.
That sends you on the Metroidvania journey into and throughout the city. From there, all the pieces fall into place. It’s a 2D game with a large map to uncover, doors and other barriers preventing your forward progression until you have the correct item or ability, and demon enemies, which possess all manner of mundane objects, to defeat. Combat feels great, and I like how different everyday objects, like kitchen knives and a computer mouse, become weapons in your arsenal. Even better, chaining combos together like punching a demon, hitting them into the air with the computer mouse, and yanking them back down to the ground with my whip for some heavy damage feels great. I hope Heart Machine tweaks the movement between now and release because it feels a little slow, but there’s enough style and substance elsewhere in the game to make up for it for now. – Wesley LeBlanc
Check out the demo and wishlist here.

Danchi Days
Danchi Days is a cute and quaint little adventure game set in a small Japanese apartment complex, hence the “Danchi” (a Japanese word for a large set of apartments or multistory houses) in the title. You control Hoshino, a young girl enjoying the summer with a young boy and her grandma. The grandmother has Alzheimer's, but that doesn’t stop her from enjoying the sunny days with you and teaching you new things, like using your senses to take in the environment around you.
You can use the game’s mechanics to look at things, feel things, and more – so far, everything I’ve done in the demo is based around minigames that speak to the senses of Hoshino. However, there’s more to the game than what’s in this demo, if trailers are any indication, like some neighborhood exploration, website surfing, and more. Danchi Days is very cute, and, given it’s about a young girl’s dream to make her grandma smile again, is a game I’m sure will tug on heartstrings when it launches next year. – Wesley LeBlanc
Check out the demo and wishlist here.

Downhill
Downhill is an action-RPG starring Fade, a woman who, after a strange and seemingly catastrophic event, gains the ability to jump into the Nightworld. This Nightworld allows Fade to progress through places blocked by a black tar-like substance that prevents everyone else from moving forward in the regular realm. It’s also useful for combat, as it stops time and frees Fade from worldly restraints so that she can hack and slash enemies freely, without danger of taking damage herself.
She can also blink forward, a special dash move with i-frames that comes in handy during the game’s challenging combat. It boasts a pretty pixel-art visual style, a seemingly dark world with many characters to meet, and more. I especially like that the player controls the thoughts of the spectral entity that lives within Fade, allowing you to select dialogue options that add flavor to this relationship. There’s no release date announced for Downhill, but I look forward to seeing what else Sisterhood Games has in store in this unique RPG. – Wesley LeBlanc
Check out the demo and wishlist here.

Fresh Tracks
And just like that, I have one of my favorite demos from this June 2025 Steam Next Fest. Fresh Tracks is an extremely unique rhythm game where you ski through a beautiful Scandinavian landscape while jumping, crouching, and slashing your way to the rhythm of certified bops. You can lean left and right while moving along three tracks on your skis, and while managing all that, you can also slash at trees to the beat of the song. During all this, a calm voice narrates your actions without veering into annoyance (they even remarked I needed a break when I paused the game), giving it an extra layer of fun.
The game’s difficulty escalates quickly, too, which I appreciated as someone pretty good at rhythm games. I promptly went from easily finishing songs without taking damage to struggling to complete a few marked with a more complex challenge. So far, I’ve only heard poppy Tetris Effect-like songs (and if you know Tetris Effect, you know that’s a massive compliment), but I’ve seen trailers that promise different genres like metal, and I look forward to seeing what other kinds of music are in the final game. There are multiple gods whose favor you must win, and each is a god of a genre, so I’m sure pop is just the beginning. Fortunately, Fresh Tracks will launch on August 12 because I don’t want to wait much longer. – Wesley LeBlanc
Check out the demo and wishlist here.

MIO: Memories In Orbit
Wow. After roughly 30 minutes with MIO: Memories In Orbit, which appeared on stage during the SGF showcase this year, all I can say is, "Wow." It is a gorgeous, hand-drawn Metroidvania with the juice, if the current Steam Next Fest demo is anything to go by. It looks like someone sketched a hauntingly beautiful and abandoned space ark, placed some enemies on it, and dropped an adorable lil android into it to survive. All the standard Metroidvania tells are there – a mysterious world, pathways you can’t yet go down, abilities to unlock, and challenging combat and platforming that requires precision.
It feels great to control MIO, made even better by unique traversal twists, like large swaths of icy glass you slide across. You can ramp off the end of these slides to gain additional height, no doubt a key to discovering new locations. I hope different types of traversal play even more of a role in the final game. The small taste of the score teased in this demo is fantastic, too. It’s like developer Douze Dixièmes somehow visited a jazz bar in another galaxy and recorded the set of a keys player (except they’re playing on a moody but plucky synth instead of a piano). I’m impressed with every aspect of MIO; it’s one of the best demos on this list and now one of my most anticipated releases of the year. – Wesley LeBlanc
Check out the demo and wishlist here.

Death Howl
Developer The Outer Zone describes Death Howl as a soulslike deckbuilder, and that premise alone is enough to make me check out your game. Though the Death Howl demo available during Steam Next Fest doesn’t feature the telltale difficulty of a Soulslike, I understand what The Outer Zone is getting at. This mesolithic (6600 BCE) game features the same air of mystery and terror present elsewhere in the genre, with a show, don’t tell approach to storytelling. You control a mother who is trying to bring her son back from the dead, or a spooky realm of existence as far as I can tell.
To do so, she traverses through presumably the opening area, a heavily wooded forest. Within it are wild boar, crows, and more to defeat in grid-based, deckbuilder combat. The combat arenas are built diegetically into the isometric world you explore – stumble upon an enemy and a grid appears, prompting you to select a starting square and begin the fight. From here, it’s a matter of using cards until you run out of orbs that dictate how many plays you can make, then the enemy attacks, and you rinse and repeat. The deckbuilding combat isn’t doing anything super unique this early, and I’m hoping that changes in the final game, but the decrepit world has me sold. I like that the game utilizes in-world storytelling to explain why you can rest at a “bonfire,” though here, it’s a square of stones. When you rest, you regain your health and release the Death Howl trapped within the land, which “frees” and revives all of the enemies you’ve defeated thus far. It’s a unique spin on the ever-growing Soulslike genre, and the same can be said for Death Howl in the deck builder genre, too. Its release is “coming soon,” and I can’t wait for more. – Wesley LeBlanc
Check out the demo and wishlist here.

Henry Halfhead
Henry Halfhead is by far the weirdest demo I’ve played during this Steam Next Fest (complimentary). In it, you control Henry, just a wee baby stuck in his crib… that is, until his parents leave the room, leaving him free to explore and learn about the world around him. To do so, Henry can possess all manner of objects, from building blocks to puzzle pieces to the hanging mobile above him, and more. And as Henry possesses each object, he can learn about what they do and, more importantly, what he can do as that object. In this short and sweet demo, I built towers to satisfy Henry’s desire to stack things, hit a xylophone over and over again, and eventually made my way to the kitchen.
In the kitchen, there are a lot of pots and pans, and as every parent knows, babies love making noise. What better way to make a loud commotion than with pots and pans? I possessed each and created a tune only a baby like Henry could love. As I advanced through the demo, Henry grew up, from a newborn to three years old, setting the stage for the demo’s finale: his birthday party. As a mischievous little 3-year-old, Henry quickly grows impatient waiting for his parents to prepare his party, so he handles it himself; in other words, I moved the cake on to the table (then ate every slice), moved candles onto the plate where the cake should’ve been (even though a 3-year-old shouldn’t play with matches), and helped my parents stack the presents nearby (except Henry’s parents were nowhere near and I also opened every single one). If this Steam Next Fest demo is any indication of the final game, Henry Halfhead will be all about the joy that awaits us throughout every stage of life – we only have to interact with the world around us to find it. – Wesley LeBlanc
Check out the demo and wishlist here.

Mycopunk
Mycopunk is looking to capitalize on the drop-pod multiplayer excitement of last year’s Helldivers 2 with its squad-based, cel-shaded alien FPS. And though I only dipped my toes into this demo, I can see the appeal immediately. Reminiscent of the aforementioned Helldivers 2, players prepare at a hub base to select a mission on an alien planet to drop into. Once they arrive, they have one clear objective, like activating a rail gun, though smaller side objectives seem to play a role in completing the major one.
At this point, the game takes an almost hero-shooter approach as the four demo characters have different abilities. They synergize with each other as well, as far as I can tell. The first-person gunplay itself feels great, although it’s a bit floatier than I’d like. And the various alien enemies you shoot present a fun challenge to squads. The world and visual style are the biggest pulls for me, as it’s a visually distinct game with a world poking fun at the challenging and underpaid work of service workers, with Mycopunk, but I look forward to checking out how the team-based FPS gameplay expands in the final game next month. – Wesley LeBlanc
Check out the demo and wishlist here.

Ball x Pit
Ball x Pit was recently revealed during a special edition of the summer Devolver Direct, where a documentary was released highlighting Ball x Pit and Kenny Sun. It immediately caught my attention, and I’m thrilled to say the Steam Next Fest demo lives up to the hype. Ball x Pit is a roguelite, brick-breaker, base-building survival game – got all that? You dive into runs where you begin with a lackluster set of mini-orbs and one spiked ball that you fire at incoming waves of enemies. As they die, you collect experience, level up, and select new perks and abilities to utilize on this run.
Like any good roguelite, the progression happens fast, and the runs grow more and more chaotic as you upgrade weaponry, discover new perks, and create more synergies. This part of the game is a lot of fun, but it’s only part of the experience. After a run, you return to your base to plant crops, create forestry, and upgrade and harvest these plots of land to gain more resources, expand your base, and rinse and repeat. It has not just one loop of excitement, but multiple, and that’s a sign of the kind of game I will likely lose a lot of time to. – Wesley LeBlanc
Check out the demo and wishlist here.

Ascend To ZERO
Ascend to ZERO has quickly shot up on my list of games I’m looking forward to checking out the final release of, and fortunately, I don’t have to wait long, as it’s “coming soon,” according to Steam. In the demo, you control Chrono Child, a cyberpunk-esque character who must save a pixel-art-meets-voxels-hybrid world… in 30 seconds. To do so, Chrono Child picks up a sword and heads through a portal where she’s placed into a long, futuristic hallway filled with enemies. In the first room, I find Level 1 enemies and can quickly dispatch them by clicking on the mouse to kill them. But I must do so quickly as there’s just 30 seconds to do everything I need to do.
I can pause time by pressing the space bar, but I can’t attack during this period. So I utilize this paused time to collect experience after killing every enemy in the room. Chrono Child quickly levels into the 20s, making the next room full of Level 25 enemies easier to kill. I rinse and repeat until I reach the Level 70 room – with just 10 seconds left on the clock, I must strategically use my time-stopping mechanic to collect enough experience to defeat the Elite enemy in this room. Doing so frees Gabriela, an NPC who will now appear at my home base to help with my adventure. In that base, there seems to be additional NPCs to free as they each have stations that will presumably help Chrono Child on future runs. As a roguelike, it features all the stress and excitement I love about this genre, condensed into extremely fast runs. After checking it out, Ascend to ZERO is a game I’ll be watching closely as we near its full release. – Wesley LeBlanc
Check out the demo and wishlist here.

Eriksholm: The Stolen Dreams
I’ve been tracking Eriksholm: The Stolen Dream since it was first revealed in June last year. With a pedigree of developers who have experience on Mirror’s Edge and Battlefield, I figured it’d be something worth keeping an eye on. After playing through the Steam Next Fest demo, I’m thoroughly impressed and excited for more. It’s nothing like the game you’d expect from developers who worked on Mirror’s Edge and Battlefield, which makes it all the better. Set in the fictional city of Eriksholm in the 1900s, it follows three protagonists, though the demo is focused on one named Hanna. She’s an adolescent orphan searching for her brother, Herman. After a lengthy and beautifully rendered opening cinematic, I’m thrown into a stressful escape where I must crawl and sneak my way through a warehouse.
Doing so is as simple as clicking where you want to go on the screen, using the WASD keys to move the camera, Q and E to rotate, and the mouse scroll to zoom in and out. Utilizing the camera is critical to successfully escaping because this stealth game leaves little room for mistakes. I appreciate this challenging approach to the stealth genre as it forces me to really pay attention to enemy sightlines, their pathways, and the floor beneath me (since specific types of floors are louder than others). The city of Eriksholm, as presented in this demo, is gorgeous and sunny, and it’s fun engaging with a stealth-heavy, isometric game in such an otherwise bright environment. It launches next month on July 15, and I can’t wait to see what the other protagonists are up to in Eriksholm. – Wesley LeBlanc
Check out the demo and wishlist here.

Consume Me
Consume Me might be the cutest-looking game on this list of Steam Next Fest demos, but don’t let that fool you – the team behind it is tackling some heavy themes in the game. Centered around a girl who struggles with food and weight, and a mom who shows no mercy or grace and ridicules her because of it, Consume Me is a non-traditional point-and-click narrative experience. Everything I did in the demo was completed with just one hand and by clicking on the mouse. It’s straightforward in that regard, but a lot is happening on-screen.
In this short demo, I worked out, purchased diet magazines and study guides, walked the dog, folded laundry, talked to a boy, got yelled at by my mom multiple times, ate food, snuck into the kitchen for a late-night snack, and more. These tasks are completed with short, simple, and sweet minigames, enhanced by a cute art style and boppy soundtrack. Everything you do is tracked via a calendar and a journal to track your bites (basically calories), energy, stomach fullness, mood, and more. It all coalesces into a fun time and something very unique in the video game space. I look forward to seeing how this game further tackles this heavy and relatable topic narratively and mechanically when the full game launches this September. – Wesley LeBlanc
Check out the demo and wishlist here.

Escape From Duckov
Escape From Duckov, despite what its name implies, is not a multiplayer extraction shooter starring ducks. It is, however, a single-player top-down shooter where you play as a customizable duck who is looking to escape from the clutches of other birds. It’s also a looter shooter and looting is necessary as you begin each run with nothing to your name. You must collect weapons, bandages, and other items like chocolate milk if you plan to survive, all while sleuthing through hallways, buildings, towns, and more. You can take out enemies in close-range combat using melee weapons, but you’ll need to utilize your duck’s ability to sprint and dodge roll away from enemy attacks because dying comes easy in Escape From Duckov.
But as you progress, you’ll find stronger weapons, including guns, that make killing other ducks easy. Though I only gave Escape From Duckov about 30 minutes (there are lots of other demos to check out, y’all), developer Team Soda promises 8 hours of content in this Steam Next Fest demo. There’s base building, NPCs to befriend, plenty more weapons and items to loot, and more. If you’re looking for a fun spin on the looter shooter genre, give Escape From Duckov a try. – Wesley LeBlanc
Check out the demo and wishlist here.

Bandit Trap
Bandit Trap could be your friend group’s next multiplayer hang as it’s a charming, simple to pick up and play, and ultimately, fun game about setting traps in a location to prevent other players from stealing treasures. In each round, it’s one Trapper vs. three Bandits. The Trapper has two minutes to place traps throughout a location, like a punching boxing glove, bomb, flamethrower, or something else into various pieces of furniture in the demo’s house location, for example. After the two minutes are up, three Bandit players rush in to secure as much treasure as possible by looting things around the house.
As the Trapper, you must sneak around the place to reach trap towers, from which you can activate your traps and inflict damage upon the Bandits. Take down their health bars and their treasure looting days are done (for the round). But they can also take you out, so you must be careful when sneaking around, utilizing Trapper-specific pathways to escape their sight lines. It’s the kind of game that will provide more laughter than a competitive edge, as the stakes don’t seem high. Nonetheless, I had a great time with the demo and recommend checking it out with some homies. – Wesley LeBlanc
Check out the demo and wishlist here.

Arcadian Days
Immersiv Games comprises just one developer, and they reached out to me on social media to introduce their game. Now, that’s not a surefire way to get me to check out your game – in fact, I’d say most of the time this won’t work because my plate of games to check out is often already full – but I was intrigued by Arcadian Days’ minimalist exploration and sun-kissed visuals. After checking out the full Steam Next Fest demo, I’m excited to see what kind of chill vibes await in the full game. As Miela, you and your family arrive at a new homestead in a gorgeous mountain valley. After completing a few tasks, which are quick and simple like collecting plants for a crop or wood for a shed, I’m transported to a hill amongst mountains, with the sun falling behind beautiful clouds before night arrives.
The tasks I have already completed and the ones awaiting me on this hill, which include finding a basket of carrots in a field for soup, aren’t all that exciting. They aren’t difficult either, but based on the game’s “non-linear, relaxing” exploration premise, I think that’s by design. The writing is barebones, and it could use some optimization, but so far, Arcadian Days seems like a game worth slowing down for, just a little. – Wesley LeBlanc
Check out the demo and wishlist here.

Pirate Outlaws 2: Heritage
Playing Pirate Outlaws 2: Heritage’s new Steam Next Fest demo bummed me out… because it made me realize I completely missed out on the great deckbuilder Heritage must be a sequel to; which is a roundabout way of saying I thoroughly enjoyed the Heritage demo. In this game, which features cute but high-quality 2D visuals reminiscent of a premium board game, you select a captain, a deck, and hit the rogue high seas searching for treasure, elite targets, and more. I found this pirate setting particularly inviting to the deckbuilder roguelite formula, as the themed cards are easy to understand and combat is quick and satisfying.
Instead of set turns, you play cards in accordance with available ammo and by paying attention to enemy clocks. When their clocks run out, they attack, but because their clocks are on-screen at all times, you can strategize around incoming offensive maneuvers they might make and react accordingly. The cards are themed around pirate maneuvers and weaponry, as are the enemies, and the map is simple but enticing enough to make each run feel unique and varied. Heritage has shot up high on my list of indies to keep an eye out for, and not just because I love pirates – it’s a really fun time. – Wesley LeBlanc
Check out the demo and wishlist here.

Moonlighter 2: The Endless Vault
Moonlighter 2: The Endless Vault trades in the first game’s pixel art style for a cartoon-ish 3D presentation that breathes a lot of new life into this adventure game. You play as Will, a trader who has seemingly lost his touch but is now ready to dive back into the merchant game. Like the first Moonlighter, the loop consists of traversing out into the wild to defeat enemies and collect a backpack full of treasure before returning to your shop to sell the items you discovered.
I enjoyed bartering with customers, adding bonuses to improve the sale, and getting a peek at what’s to come in my shop’s future. The combat in the demo is one-note but satisfactory, and I expect that aspect of the game to be greatly expanded in the final release. For now, the chill vibes of being a merchant – not the hero that saves the day – is a fun change of pace, much like the first Moonlighter. The Endless Vault appears in town to challenge Will to deliver more gold than it can contain to obtain a special reward, and I’m excited to see what this premise means for the full game when it launches later this year. – Wesley LeBlanc
Check out the demo and wishlist here.

Ninja Gaiden: Ragebound
With Ninja Gaiden 4 out later this year, Blasphemous series developer The Game Kitchen created a little throwback treat to help the wait in Ninja Gaiden: Ragebound. In this side-scrolling entry, players control a ninja named Kenji Mozu (at least in the demo), whose teacher is none other than series protagonist Ryu Hayabusa. With gorgeous pixel art visuals, a stellar soundtrack, and platforming action that feels right at home in this classic series, Ragebound is a game I absolutely cannot wait for more of when it launches next month.
The Guillotine jump move allows you to jump off of incoming projectiles, and it feels great every time. Couple it with fast-paced sword action that rewards aggression and various traversal mechanics that keep things moving, Ragebound is go, go, go in the best way. It’s stressful and challenging – like the rest of the Ninja Gaiden series – but this Steam Next Fest demo eases players into it, no doubt withholding the toughest challenges for the final game. Nonetheless, Ninja Gaiden, Blasphemous, and throwback platformer fans should not miss this demo. – Wesley LeBlanc
Check out the demo and wishlist here.

Cast n Chill
Developer Wombat Brawler’s idle fishing game, Cast n Chill, has been on my radar since last month’s excellent Six One Indie Showcase. It’s a gorgeous pixel-art fishing game that’s less about objectives (though there are some) and more about enjoying the great outdoors, the serenity of water, great company in the form of man’s best friend, and the sport of fishing. It’s a simple game – move your boat to where you want to fish, cast your line, and reel in a fish when you land one. Fishing itself is basic, but it mixes well with the relaxed nature of Cast n Chill.
Finding a spot to fish is about the types of fish you’re after (and adding them to your fishing log), but more than that, it’s about finding a beautiful place to drop a lure and chill. There are plenty of different species of fish, lures, rods, and boats, each with some fun backwoods country descriptions, and coins to collect to buy additional fishing licenses. Those licenses allow you to boat further throughout the game’s beautiful landscape, unlocking more fish to catch. Cast n Chill is, as the name implies, chill, and Wombat Brawler knows this. There’s even an Idle Mode, which lets you keep it open and running beautifully in the background. – Wesley LeBlanc
Check out the demo and wishlist here.

Into The Grid
Into The Grid is a run-based deckbuilder set within the virtual grid of a cyberpunk society. After a wedge is driven between a former-netrunner-turned-mother and her daughter, the daughter is driven towards working for a dangerous company. She needs a rescue, so in steps mother. After shaking off the virtual rust in a short tutorial, I played through the game’s first run. In the virtual grid, you interact with various nodes to gain currency, extract new and rare cards, or gain items that can automatically open up new rooms, take down security nodes, and more. As you interact with this virtual grid, though, the security takes notice and sends various sentinel enemies to attack.
From here, the isometric view disappears and you’re brought to a first-person combat arena with an enemy before you. To attack, you select cards that are drawn each turn. You can go on the offense to take down enemy integrity (health), use defensive cards to increase your barrier (shield), or utilize special cards that increase your VIM, which determines when you can use Commands. Commands allow you to draw additional cards, add more Clock, which determines how many cards you can use each turn, and more. It was fun synergizing my moves around what Commands I wanted to build toward. The most unique aspect of Into The Grid is that each turn, your hand is wiped and you draw a new set of cards, meaning you must build new strategies every turn. It’s a fun, if stressful, change to the traditional deckbuilder formula and one I so far enjoy. – Wesley LeBlanc
Check out the demo and wishlist here.

Metal Eden
Reikon Games describes Metal Eden as an “adrenaline-rush sci-fi FPS,” and that’s right on the money. It reminds me of Ghostrunner, but there’s no katana here – just guns. As you advance to the objective, you dodge, jetpack, punch, and shoot through enemies in slick cyberpunk industrialist hallways. There’s wall-running, ziplines, and all the other movement tech you expect in a fast-paced FPS. While enemies are dispersed throughout each level, combat primarily happens in wave-based arenas, where you must utilize your surroundings, enemy cores you can explode, and skill cooldown management to survive. Metal Eden is tough – I played on Normal, the easiest option, and died several times in the demo’s hour of content – but definitely a game to keep an eye on if you’re into stylish futuristic shooters. – Wesley LeBlanc
Check out the demo and wishlist here.

Morsels
This top-down, twin-stick roguelike is a delightfully weird fusion of The Binding of Issac, Spelunky, and Pokémon. You play as a little mouse who can turn into Morsels, odd little creatures like a grub, pile of dung, or sunflower with abilities to help you fight back against oppressive cats. Play as a Morsel enough and it'll evolve, but if you level one up too much, it dies. Morsels also don't share health, so there are simultaneously different sets of abilities and numbers of lives. You can have up to three Morsels in your roster at once, so it's an interesting balancing act to swap between them to get a strategic team. After making it to the end and defeating the first boss, I can't wait to play the full game and collect as many weird guys as I can get my hands on. – Charles Harte
Check out the demo and wishlist here.

Davy x Jones
I was shocked that I hadn’t yet heard of Davey X Jones as the games industry’s self-proclaimed number-one pirate aficionado. After roughly 40 minutes with the Davy x Jones demo available during Steam Next Fest, I’m excited to see what the final product looks like, though cautious as well. In Davy x Jones, you play as a beheaded Davy Jones, betrayed by pirate lords across the seven seas and their leader, Edward Teach aka Blackbeard. It’s Teach who is responsible for you not having a head, but fortunately, your lifeless body discovers this head once more and together, this unlikely duo heads off on a quest for revenge.
I like that Davy’s soulless body grunts his name repeatedly, while Davy's floating skull handles all the talking. But the two also amusingly interact with each other, with some nice voice acting too. Everything going on in this world, from the visuals to the storytelling and more, is great and I’m legitimately excited for more. However, I hope the team can use feedback from this demo and the time between now and its unannounced release date for polish. Of course, this is a demo of an in-development game so it naturally could use work, but so far, the first-person gun-and-swordplay feels a little floaty, lacking the weight I’d expect from the scourge of the seas. It’s not optimized well either, but again, it’s a demo, so I won’t hold developer Parasight’s feet to the fire, err, raging seas over this. Nonetheless, Davy x Jones has lots of promise and I look forward to the final release. – Wesley LeBlanc
Check out the demo and wishlist here.
The Switch 2 Games To Play When You’re Done With Mario Kart World
The Nintendo Switch 2 is finally here, and you can read our full thoughts on the console here! Second to the excitement of a new Nintendo console is the anticipation around Mario Kart World, the Switch 2’s marquee launch title and Nintendo’s first open-world approach to its fabled kart racing franchise. You can read our full review of it here, but in short, it’s very good. But what else should you play on your fancy new console when your time with Mario Kart World ends (or rather, when you need a break because let’s be honest, we’ll be racing around this Mushroom Kingdom for years to come)?
While my colleagues put the Switch 2 and Mario Kart World through their paces, I tackled the objective of finding the best games to play on Switch that don’t feature everyone’s favorite Italian plumber. So, without further ado, here are the other games you should check out on Switch 2.

The Legend of Zelda: Breath of the Wild and Tears of the Kingdom
Let’s begin with the Divine Beast in the room: Nintendo’s open-world Legend of Zelda games, Breath of the Wild and Tears of the Kingdom, are already two of the most superb games ever created. The definitive experience of both is now exclusive to Switch 2, thanks to the $9.99 upgrade (free with Nintendo Switch Online + Expansion Pack) that brings a gorgeous 60 frames per second to both games alongside improved resolution and textures. Put simply, 60 FPS is transformative for these games. Factor in the new Zelda Notes app, which includes voice notes from Zelda, player-specific navigational guides, and more in Tears of the Kingdom, and you have two of the best Zelda experiences ever on Switch 2. – Wesley LeBlanc

Pokémon Scarlet and Violet
The most recent mainline Pokémon games delivered on Game Freak’s promise to give us a true open-world RPG, and it did so admirably from a content and design perspective. However, the terrible technical performance of those 2022 releases poisoned their reputations forever. Now, three years later, these open-world entries in the Pokémon franchise are finally worth returning to thanks to free Switch 2 upgrades. The steady 60 frames-per-second performance, improved resolution, and reduced pop-in make the games feel new. But actually, it’s just the experience that should have launched in 2022. Still, those who stuck with the original version despite its technical hitches will tell you that buried beneath all of those problems is one of the best Pokémon adventures to date. It’s still not perfect, but now that those technical issues are largely resolved, we can wholeheartedly recommend this as a top-tier Pokémon game without that massive qualifier. – Brian Shea

Bravely Default: Flying Fairy HD Remaster
If you missed out on the original Bravely Default on Nintendo 3DS back in 2012 and are a fan of classic JRPGs, you owe it to yourself to check out this excellent remaster. It’s probably the number one “new” game I’d recommend to Switch 2 players because Flying Fairy HD Remaster, like the original game it’s based on, is a nostalgic great time. There are crystals, unique turn-based battles, and a loveable (if trope-y) cast of characters to meet and control – sound familiar? This remaster brings a gorgeous update to the painterly visuals, improved framerate, and additional optional content. It’s not one to miss. – Wesley LeBlanc

Cyberpunk 2077: Ultimate Edition
I’m not sure what wizardry CD Projekt Red and Nintendo performed – beyond Nvidia’s custom DLSS – but Cyberpunk 2077 on Switch 2 is a sight to behold. The entire Cyberpunk 2077 package, including its great Phantom Liberty expansion, is a delight on Switch 2. Though its 1080p/30 FPS handheld mode isn’t the most stable, the 720p/40 FPS handheld mode works great – and trust me, on the Switch 2’s vibrant LCD screen, 720p is satisfactory. It all runs even better docked, too, and thanks to the new mouse features of the Joy-Con 2 and Switch 2 specific gyro motion control, Cyberpunk 2077 offers players plenty of unique on-the-go action you can’t get any other way. You can also transfer your save from another platform with little hassle, so you won’t have to start over (unless you want to). It’s worth checking out for the sight of it running on Switch 2 alone, but it helps that Cyberpunk 2077 is now, after years of many updates, an excellent game in its own right. – Wesley LeBlanc

Hitman: World of Assassination – Signature Edition
Hitman: World of Assassination consists of three excellent immersive-sim sandbox games from IO Interactive, and surprise! Playing these on the Switch 2 is a dream. The frame rates fluctuate between the range of 30 FPS and higher (rarely dipping below 30 FPS), and there are some clear texture downscales, especially in the Hitman 3 levels, but having these games on the go is a fair tradeoff. I love these games, and see myself making my way through these fantastic hand-crafted sandboxes once more on Switch 2. – Wesley LeBlanc

Kunitsu-Gami: Path of the Goddess
I loved Kunitsu-Gami: Path of the Goddess when I played it on Steam Deck last year. Unfortunately, I’m a bit spoiled by that version of the game, which runs at a smooth 60 FPS. There’s a noticeable downgrade on Switch 2, with 30 FPS and some blurry visuals, and it can be a little hard to get past that. But, even so, Kunitsu-Gami is still a sleeper hit from 2024 and one everyone should check out. It blends tower defense strategy with fun and flowy action combat in a gorgeous Japanese setting. It’s far too overlooked. Though Switch 2 isn’t the ideal place to play it, if you haven’t yet and are looking for a unique game on the console, look no further than Capcom’s Kunitsu-Gami. – Wesley LeBlanc

Sonic x Shadow Generations
If you missed this combo package last year, which combines a remastered version of Sonic Generations and a new Shadow the Hedgehog-focused campaign, Switch 2 is an excellent place to give it a go. With 60 FPS gameplay in Performance Mode, a noticeable increase from the Switch’s 30 FPS, and improved visuals, these games have never looked better on the go – especially Sonic Generations. Just make sure to switch to Performance Mode, because it defaults to Quality Mode, which isn’t ideal. – Wesley LeBlanc

Survival Kids
The original Survival Kids launched on the Game Boy Color in 1999 (and was recently added to the Game Boy Switch Online library). It received a number of sequels, but the Switch 2 launch game is the first time Konami has revisited the franchise in some time. This entry feels different than the past with its focus on fast-paced co-op, but it offers quick and satisfying gameplay sessions and is an early adopter of Switch 2’s GameShare feature. That means playing with a friend who has their own Switch 2, but doesn’t own the game, is a totally viable option. You and your friends must work together to explore small islands to gather food and materials in order to survive and move on to the next island. The game is not overcomplicated, and you won’t feel the sting of starvation and exhaustion as you watch the sun set, as is typical for the survival genre, but it’s a charming and vibrant game to play on your new Switch 2 with friends that isn’t called Mario Kart. – Kyle Hilliard

GameCube Library – Nintendo Switch Online + Expansion Pack
With the Switch 2 comes the GameCube library for Nintendo Switch Online + Expansion Pack subscribers, and though the launch lineup is small, it packs a punch. There’s The Legend of Zelda: The Wind Waker, F-Zero GX, and Soulcalibur II. Though Wind Waker isn’t the massively improved HD remaster version that launched back on Wii U, playing through this island adventure on a handheld console is still a treat. F-Zero GX remains a GameCube hit, and maybe if enough people check it out, Nintendo will finally make a brand new F-Zero (one can hope). And finally, there’s Soulcalibur II. As someone who adored the PlayStation 2 version, it was fun jumping into the GameCube version, and this will likely be the first GameCube game on Switch 2 I will roll credits on. Playing as Link, this version’s guest fighter, is awesome. Back on PS2, I only got Tekken’s Heihachi Mishima (cool, but he ain’t no Link). – Wesley LeBlanc

Fast Fusion
If you’re tired of losing your lead to poorly timed Blue Shells, Fast Fusion from Shin’en might be exactly what you’re looking for. The sequel to Switch launch title Fast RMX racers, you compete in high-speed, adrenaline-fueled races around the world where your futuristic vehicle can scream down the track at several hundred miles per hour. The ability to jump and lean complements the extraordinarily tight handling as you collect boost tokens, search for shortcuts, and bounce between two vehicle phases to correspond with the boost pad you’re hoping to use. Fast Fusion outputs at 4K and 60 frames per second in HDR, taking full advantage of the extra oomph Switch 2 brings to the table. It may not have the bells, whistles, or grand scale of Mario Kart World, but it delivers a technically impressive and mechanically sound racer that fans of F-Zero and Wipeout should not miss. – Brian Shea

Yakuza 0 Director's Cut
Technically the sixth entry released in the franchise, Yakuza 0 is a fan-favorite for many reasons, the most important being that it is a good game. Developer Ryu Ga Gotoku Studio had become very practiced at making Yakuza games by the time it released, but it is also, arguably, the best entry point for the series since it is a prequel that takes place in the ‘80s and follows long-time series protagonist Kazuma Kiryu’s earliest adventure. To have a dedicated version for Switch 2 is welcome, but it is a port of a 10-year-old game, and sometimes you can tell. It just feels a little outdated in the face of the series’ recent entries. But the essential parts are here. The game looks good and runs well on Switch 2, and there are new cutscenes and an online cooperative brawling mode. Those bonuses are probably not enough to justify a replay for those familiar with the game, but for newcomers late to the series who want something good for Switch 2, you can’t go wrong hanging out with Kiryu. – Kyle Hilliard
The Razer Kishi V3 Pro Is The Best Mobile Gaming Controller And It’s Not Even Close
I’ve always admired the attempts to make mobile gaming feel comparable to my experience gaming on consoles with a controller in hand. I have the Riot PWR controller that mimics the Xbox gamepad, a couple of Backbones, and some other random ones, but none have ever given me the impression I was doing anything more than just making it work. I’m always left wanting something better, something more premium. With Razer’s latest controller, the Kishi V3 Pro, I finally have the controller I’ve always wanted when gaming on my iPhone.
Let’s get some caveats out of the way before I dive into what I love about the Kishi V3 Pro: It is far and away the most expensive mobile gaming controller out there, closer in price to PlayStation’s DualSense Edge and more costly than PlayStation, Xbox, and Nintendo’s baseline controllers. It’s available worldwide today for a whopping $149.99. It is also only available with a USB-C connection, meaning you’ll need one of Apple’s newer iPhones (if you have an Android phone, you’re likely set) or an iPad Mini to use it. There’s a non-Pro version lacking some of the better features of the Pro for $99.99, and Pro XL version for $199.99, if you want to use a full-sized iPad with it.
While that price is exorbitant for a mobile controller, once you bite the bullet, you will not regret it.

Immediately upon opening the box, you’re greeted with premium packaging with a blocky foam insert to ensure the controller stays secure. With the controller I received – the Pro – there was another set of analog sticks to connect to the controller: rounded bump sticks and traditional concave sticks. I like the latter on the left side for movement and the former on the right side for faster aiming. Swapping these sticks is as easy as pulling them off with a little bit of force, but it doesn’t feel terrifying to as though you’re breaking the device. You’ll also find a couple of gummy plastic inserts that provide different bumper sizes to the top of your phone, the left side (or top), which isn’t connected to the USB-C connection port. The box is so lovely that I’ve been using it as the controller’s “case” when not in use, and I appreciate Razer’s Apple-like presentation with the packaging. If people are expected to pay $150, every aspect, including the box, needs to feel worth that price tag.
Prompted to download the Razer Nexus app, I do so and am happyit’s free, because it’s a really nice game launcher that groups together mobile games, ones available in the App Store (which pairs nicely with the free 3 months of Apple Arcade the controller includes), and Xbox PC games available for cloud streaming or remote play. In my briefing with the Razer team before actually receiving a Kishi V3 Pro, it emphasized that Nexus is free and will remain free, making sure to subtly shade “other” mobile controller apps that aren’t free, cough cough, Backbone+, which costs $50 a year after a free year trial.
Even if Nexus didn’t exist, the Kishi V3 Pro is still an excellent controller. Its design feels most similar to an Xbox controller and has enough girth to feel premium, versus something that feels like it’s doing its best to mimic a standard controller but missing the mark. Razer says the USB-C connection promises little to no latency, though admittedly, I’ve never had latency issues on any of the mobile controllers I’ve used.
There’s much customization under the hood, too, even beyond the swappable thumbsticks and phone bumpers. The triggers can be switched to an Analog or Digital mode, allowing you to customize their feel, how much you need to press before registering an input, and more. The two back “pedal” buttons are circles that your hands grip around the controller, and they feel similar to clicking a mouse. I haven’t used them too much, but I can imagine the possibilities with shooters, strategy games, and other genres where a mouse click is often more competitive than triggers.
The Tunnel Magnetoresistance (or TMR) thumbsticks are apparently longer-lasting and more precise than other types, including Hall Effect thumbsticks, according to Razer, and while I’ll need more time to put these to the test, I can say they feel incredible. The same goes for the Hall Effect triggers, 8-way d-pad, and face buttons. There are even two additional buttons up top by the bumpers for more customization. The entire package is lifted by Razer’s Sensa HD Haptics, which do feel quite premium, especially for a mobile controller. Though haptics have never been the gamechanger controller makers boast them to be, I would compare the Sensa HD haptics with Nintendo’s Joy-Con and PlayStation’s DualSense haptics technology.

If you aren’t familiar with the mobile gaming controller market, these are features you won’t find in other controllers. Instead of taking the more casual approach to designing a controller for use with phones, Razer has treated this device like something for the market of gamers the DualSense Edge or Xbox Elite controllers appeals to – it’s for the gamers who want to tinker and toy with small customizable options, the players who don’t want caveats just because they’re using their phone to game. The Riot PWR controller works, the Backbone works, and so do all of my other random devices, but none feel as intentional as the Kishi V3 Pro. It feels like a controller that will become an integral piece of my gaming rotation rather than something I only use on planes or as a quick fix, which is what the Backbone has been for me as of late. Admittedly, this is my first Kishi, so perhaps this line of controllers has always been this way. Still, I imagine this is the company’s best swing yet.
At the end of the day, though, it’s still a mobile gaming controller. If you play a lot of mobile games, there is no better controller than the Kishi V3 Pro, unless you believe fake gamer and also my boss, Kyle Hilliard. If the feeling of gaming via your mobile device has always hampered your desire to do so, this controller could change that, but if mobile gaming just isn’t for you, this controller likely won’t. Nonetheless, the Kishi V3 Pro blows every other mobile controller I’ve tried out of the water. It is the best controller for my iPhone I’ve ever used, and I look forward to taking more of my games (and this controller) with me on the go.
The Razer Kishi V3 Pro is available starting today for $149.99.





Switch 2 Review – A Safe But Effective Bet
Introduction
The Nintendo Switch, launched in 2017, is the third best-selling game system of all time, right behind the PlayStation 2 and Nintendo’s own DS handheld. Nintendo has sold more than 152 million Switch consoles, which goes a long way toward explaining why, for the first time in its history, Nintendo released a follow-up console and added a sequential number to its name instead of coming up with something wholly new. In many ways, the Switch 2 feels like a safe sequel to a previous success.
The basic functionality of the Switch is present for Switch 2; its Joy-Con 2 controllers, though they have been redesigned and include new functionality, are very similar to the Switch’s Joy-Cons; the Switch 2’s menus look a lot like the Switch’s. The new hardware is all very familiar, and as a result, it does lack much of the excitement that usually accompanies a new Nintendo console. But there is no denying that Nintendo is among the best at making video game hardware, and Switch 2 lives up to the high standard the company has been setting for itself since the launch of the Famicom in 1983.
SPECS

SPECS
- Size: 4.5 inches tall x 10.7 inches wide x .55 inches thick
- Screen: 7.9-inch wide color gamut LCD capacitive touch screen
- Weight: 0.88 lbs, 1.18 lbs with Joy-Con 2 controllers
- CPU: Custom processor by NVIDIA
- Storage: 256 GB, compatible only with microSD Express cards up to 2 TB
- Resolution: 1920x1080 pixels, HDR10 support, VRR up to 120 Hz
- USB: Two USB-C ports
- Battery: Lithium-ion battery/5220mAh, 2-6.5 hours
- Communication: Wireless LAN (Wi-Fi 6) and Bluetooth
Scrutinizing The Hardware
Scrutinizing The Hardware
There is an argument to be made that the Switch is one of the best consoles of all time. It was never the most powerful, and even if it was often the worst place to play multiplatform games, it had one of the most impressive libraries in gaming. It was also the only place to play some of Nintendo’s best games. Most importantly, however, its hybrid handheld/home console compatibility is a feature all the major players in the industry are now chasing with the Steam Deck, Xbox’s recently announced ROG Ally device, and the PlayStation Portal. The Switch made an undeniable, major impact on how players play and enjoy games.
The Switch 2 smartly retains that core selling point. It is both a handheld gaming machine and a home console, and all the affiliated parts surrounding that feel good and work well. Dropping the system into the Switch 2 dock immediately and seamlessly converts it to a television signal. It is no faster or slower than Switch, which is a compliment.
A small, but significant upgrade is that there are now USB-C Ports on both the top and bottom of the system. This means plugging in external devices like the Switch 2 camera is smoother, and you can now charge the device in tabletop mode – a baffling shortcoming of the original Switch.
The slot to insert game cartridges is also now easier to open. No more breaking a nail just to swap in a new game.

Other elements of the system are subtle, but welcome. The stand is slender and sturdy. The original Switch stand felt like it was always on the verge of breaking, and the OLED model Switch’s stand was excessive. The Switch 2 found a good middle ground.
The sound from the built-in speakers is also impressive. It’s not the primary way many will be listening to audio when playing Switch 2 games, but its ability to mimic surround sound is shockingly good. I went into the audio with zero expectations and was surprised by the tech demos that truly made it feel like it was presenting three-dimensional sound.
Nintendo reports that the Switch 2’s battery is about 1.2 times better than the original, but I admit skepticism. Across my hours of playtime since the Switch 2 launch, the battery seems to drain faster in handheld and tabletop play. Thankfully, the two USB-C port options make charging easier while playing, but this may be the primary, potentially only, disappointment between Switch and Switch 2.

One area where I expected to be disappointed and have not been is with the screen quality. Having spent so much time with the OLED model of the Switch, I feared Switch 2 would feel like a downgrade. The Switch 2 does not have an OLED screen, but you could have fooled me. The screen is vibrant and colorful, and the HDR options do make a positive difference with certain games. The refresh rate is also strong, and the games that take advantage of it benefit tremendously. Playing Zelda with its Switch 2 frame-rate upgrades is incredible and makes me wish I could play them again for the first time with these improved visuals.
Using The Interface
Using The Interface
The Switch 2’s menus, much like the original Switch, are sterile. Compared to the TV screens approach of the Wii, the customizable options of the 3DS, or the town square filled with Miis of the Wii U, scrolling through games on Switch 2 is quiet and boring. I was hoping using the Switch 2’s menu would feel new and novel.
Shopping online, however, is not a letdown. By the end of its life, trudging through the Switch’s storefront was a chore. It was slow and difficult to find anything worthwhile, even if you knew exactly what you were looking for. The Switch 2’s store looks similar, but it is snappy and quick, making everything feel so much better.

The Joy Of Controllers
The Joy Of Controllers
Like much of the rest of the system, the upgrades to the Joy-Cons (officially retitled Joy-Con 2s) are subtle, but they are better. The control sticks feel smoother, the buttons are a little bigger, and the magnetic system holding the controllers in place is an upgrade compared to the button and rails system of the original Switch. Pulling the detach buttons to rip the Joy-Con 2s from the side of the system feels good, and the magnet pulling them back into place delivers a satisfying snap. I do worry about the long-term durability of the magnets and if they will weaken over time, but for now, I vastly prefer the magnets.

The controllers also feel better on my palms, and the elongated L and R buttons make more of a difference than I thought they would. The mouse functionality of the Joy-Con 2s is also impressive, though I don’t think I will ever actively choose mouse over control sticks. But that’s more a matter of personal preference than functionality. The mouse options work as promised on every surface I tried and I look forward to how developers will take advantage of the option, but I would be surprised if many games require mouse controls on Switch 2.
I react to the upgraded HD Rumble 2 options similarly to the way I did to HD Rumble of the original Switch: it’s all very neat, but I don’t know that it ever has or ever will fundamentally improve the way a game feels. I do admit being impressed, however, by its ability to mimic sounds (it apparently uses similar tech to standard speaker technology). It’s a wonderful magic trick.
The C Button

The C Button
A small mystery leading up to the Switch 2 reveal was its C button, which we eventually learned stood for “chat.” Its functionality works well, offering Discord-like communication options like being able to be on camera and share gameplay footage. Connecting to a friend using the button is shockingly easy (for a Nintendo platform), and its voice filtering options are impressive.
I tested the functionality by blowing up an air mattress next to me while playing Mario Kart World with fellow Game Informer editor Brian Shea, and he could hear me fine. And I could hear him, as well, despite the onboard mic on Switch 2 being placed behind Brian’s TV. We didn’t sound amazing to each other, but the clarity was there and we could understand each other without issue. I was also impressed by the built-in transcription accessibility options that you can turn on to track your conversation in live text.
One downside to the new chat options is that if you’re using old controller hardware on your Switch 2 (an option I am grateful exists), getting to the extra chat options takes a few extra steps and requires leaving the game running in the background while you open the options from the home screen.
The Launch Line-Up

The Launch Line-Up
The Switch 2’s early, truly exclusive options are pitiful. There is very little that you can only play on Switch 2. That being said, the available ports generally work well, and it’s nice to have games like Cyberpunk 2077 on a handheld Nintendo platform. Playing Zelda: Breath of the Wild and Tears of the Kingdom and Pokémon Scarlet and Violet with higher framerates is wonderful, and Mario Kart World is an excellent sequel to one of the best-selling games of all time. There are undeniably good games to play. There just aren’t many good new games to play.
Virtual Game Cards And GameShare

Virtual Game Cards And GameShare
Virtual Game Cards are a new approach to keeping track of your games across both Switch and Switch 2, but it does change how you track your library somewhat on the new system. I found it confusing at first. I missed just having my list of games I owned and choosing to download them or not.
Virtual Game Cards do not change that idea on a basic level – you can still download the games you own when you want – but it does feel like there is the added step of acknowledging the game card, virtually inserting it, and then downloading it. The benefit of this system, other than making it feel a little more tactile (which I kind of like), is you can loan your digital games to family members. And as someone who takes advantage of Nintendo’s family subscription, I love this added option to the point where I don’t mind that it is a little confusing. For a solo player who just wants access to their library, however, it will feel like unnecessary extra steps.
GameShare is not a new idea for Nintendo. As far back as the DS, there have been options to play local multiplayer across multiple systems with one game cartridge. I am annoyed that it is not a standard across all games (you cannot do it with Mario Kart World, for example), but I am glad it does exist for some games. It lets more people play more games together.
The Verdict

The Switch 2 feels safe. Arguably too safe. The video game public often cries foul when Nintendo goes too far into the realm of experimentation, but I am one of those off to the side shouting, “Be weirder! More Ring Fit Adventures and Alarmos!” I like when Nintendo tries something new in an attempt to give me something I didn’t know I wanted. It didn’t do that with Switch 2. For Switch 2, it improved on basically every element of Switch (except for battery life), made it backwards compatible, and made it look and feel better. My primary complaint is that I have not been surprised. Rather, I have been nodding appreciatively, grateful that I have a version of one of my favorite consoles of all time that looks sharper, plays some of my favorite games at a higher quality, and is presenting me with an impressive new Mario Kart. It’s what I wanted as opposed to what I didn’t know I wanted, and I am happy with that.
ReleaseJune 5, 2025
Price$449.99 / $499.99 (Mario Kart World Bundle)
More InformationYou Can Launch Steam Games From Xbox Ally’s Native Dashboard
Earlier today Game Informer visited an invite-only press event to play with the ROG Xbox Ally X, one of two gaming handhelds Microsoft is bringing to market this holiday. The handheld is weighty and ergonomically satisfying, but my favorite discovery is that players can launch Steam games natively from the Xbox dashboard.
The game library, which players may access at any time by pressing its dedicated button on the handheld, features all your titles regardless of which platform you own them on. A discrete label beneath the game’s title denotes which storefronts they belong to. Furthermore, you can quickly access third-party storefronts like Steam and Epic Games Store by pressing the Ally’s Xbox button, which launches the Windows Game Bar, and selecting the desired application just beneath your recently played games.
“Our new aggregated library lets you quickly access all of your games. Because this is Windows, you can launch and play natively, both your games from Xbox as well as other leading PC storefronts," Roanne Sones, head of Xbox devices, says. "You can also stream your console games through cloud gaming or remote play. So what this means is that your library, including hundreds of Game Pass games and all of your installed games from third-party storefronts, is all in one place for you, ready to play on your Xbox Ally through remote play gaming or natively on the device."
Many questions remain, including whether Microsoft tracks data to unlock Xbox achievements while playing a game from another storefront like Steam or Epic Games Store. We’ve reached out to an Xbox representative for comment.
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