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GameStop CEO Redirects Attention to Trading Card Games and Bitcoin Following 20% Drop in Stock
GameStop CEO Redirects Attention to Trading Card Games and Bitcoin Following 20% Drop in Stock
8:33 am

In an unexpected strategic change, GameStop CEO Ryan Cohen revealed that the company will shift its focus towards trading cards instead of video games, following the announcement of their Q1 2025 financial results. This choice arises as trading card sales have skyrocketed, representing 29% of the company’s total sales, eclipsing video game sales. GameStop has been improving its trading card offerings, such as in-store card grading by PSA and online sales of graded cards.

Moreover, GameStop revealed a substantial investment in cryptocurrency, acquiring 4,710 Bitcoin from May 3 to June 10, 2025, amounting to nearly $500 million. This action occurs amidst Bitcoin’s fluctuating market, where prices varied between $102,000 and $112,000 in May 2025.

The financial report also pointed out a 23% decline in GameStop’s stock since June 9, partially due to issues during the launch of the Nintendo Switch 2, where customers reported damage caused by receipts being stapled to the console’s packaging.

GameStop’s quarterly earnings report can be found on their official website, although the company has not yet addressed the Nintendo Switch 2 concerns or their departure from video games.

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Sony Responds to Issues, Gains Insights from Concord Encounter, and Pledges to 2026 Release
Sony Responds to Issues, Gains Insights from Concord Encounter, and Pledges to 2026 Release
12:03 am

Sony issued a statement today reaffirming its dedication to live service games, despite challenges like the setback of “Concord.” The company has announced a release date for “Marathon” by March 2026. Over the last four years, Sony had promised to deliver 12 new live service games by 2026, but numerous projects have encountered cancellations or delays. “Concord,” created by Firewalk Studios, was a significant flop, with a reported budget of $400 million and only 25,000 units sold before it was removed from the marketplace.

Fans are worried about the impending live service shooter “Marathon” by Bungie. PlayStation Studios CEO Hermen Hulst addressed these worries during a business call, asserting that live service continues to be a vital opportunity for Sony, despite mixed feedback regarding “Marathon.” Hulst recognized the competitive market difficulties encountered by “Concord” and highlighted that Sony has examined its processes to prevent repeating previous errors.

“Marathon” has also been embroiled in controversy over allegations of utilizing stolen art assets. Game Director Joe Ziegler and Art Director Joe Cross acknowledged the problem and offered apologies during a livestream, vowing to conduct a comprehensive review of their assets to guarantee originality.

Hulst concluded by sharing enthusiasm for “Marathon’s” upcoming release, confirming it will debut by the end of March 2026.

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Warhammer 40K: Space Marine – Master Crafted Edition Receives Backlash from Fans Due to Game Problems
Warhammer 40K: Space Marine – Master Crafted Edition Receives Backlash from Fans Due to Game Problems
3:43 pm

**Warhammer 40K: Space Marine – Master Crafted Edition Encounters Backlash Amidst Mixed Feedback**

The gaming community is buzzing with the recent launch of the revamped version of the original *Warhammer 40K: Space Marine*, dubbed *Master Crafted Edition*. While some enthusiasts were eager to revisit Captain Titus’ adventure on contemporary platforms, the release has faced considerable criticism and controversy.

**Community Reactions and Critiques**

Following its debut on June 10, *Master Crafted Edition* swiftly became a contentious subject among fans, especially on sites like Reddit and Steam. A Reddit discussion titled “*Warhammer 40,000: Space Marine Master Crafted Edition* is a disaster” underscores the discontent among gamers. Numerous fans have described the launch as a “cash grab,” linking it to the success of *Space Marine 2*. The remaster has encountered severe bugs that hinder gameplay, prompting some to claim that the 2021 *Anniversary Edition* delivers a superior experience.

On Steam, the game has a “mostly negative” rating, with many users recommending the *Anniversary Edition* instead. The difference in pricing has also sparked debate, with the *Anniversary Edition* available for $7 in the past, whereas the *Master Crafted Edition* is set at $39.99.

**Platform-Specific Opinions**

Interestingly, the feedback on Xbox has been more favorable. Certain players have praised the remaster, reminiscing about the nostalgic Xbox 360 gameplay. The availability of the *Master Crafted Edition* in the Xbox Game Pass has likely fostered this positive perception, as subscribers can enjoy the game at no extra expense. This is in contrast to other platforms, where players are required to pay the full retail price.

**Awaiting an Official Statement**

As discussions persist, SEGA and Relic Entertainment have yet to respond to the backlash. Fans are keen to learn if any updates or patches will be issued to tackle the issues highlighted by the community.

In summary, although the *Master Crafted Edition* has garnered some appreciation among Xbox users, the larger gaming community remains split. The ongoing conversations emphasize the difficulties of remastering cherished titles and the need to fulfill fan expectations.

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Capcom Enhances Onimusha: Path of the Blade
Capcom Enhances Onimusha: Path of the Blade
6:13 am

During a hands-off showcase at Summer Games Fest, Onimusha: Way of the Sword quietly surfaced as one of the most thrilling prospects on the horizon. Capcom allowed the game to convey its message. What it expressed, resoundingly, is that they’re not merely resurrecting Onimusha to tap into nostalgia. They’re reconstructing it from the ground up.

It has been almost twenty years since Onimusha was regarded as a cornerstone of Capcom’s catalogue. However, with recent remasters and Way of the Sword approaching, the studio is treating this comeback as a special occasion. This isn’t just a minor spin-off; this is a comprehensive installment with significant impact, and a distinct creative vision driving it. It proudly showcases its influences, particularly from samurai cinema and modern action mechanics, yet it never comes across as derivative.

Set in a stylized rendition of feudal Kyoto, the game centers on Miyamoto Musashi, not the philosophical warrior of lore, but a younger fighter visually and vocally inspired by Toshiro Mifune, an iconic Japanese actor and producer celebrated for his contributions to the samurai film genre. That casting decision carries substantial weight. It roots the game in a very particular cinematic period, one characterized by black-and-white duels and striking silhouettes.

Musashi isn’t merely dispatching bandits, of course. The supernatural elements are integrated from the outset. He wears the Oni gauntlet on his arm, a cursed object that enables him to absorb the souls of his adversaries. While many contemporary action games might simplify this into an auto-collection system, Way of the Sword incorporates it as an active mechanic. Enemies release red, blue, and yellow orbs upon dying, representing experience, skills, and health, respectively, which Musashi must manually gather. If he fails to do so, they vanish or, worse, are seized by other foes who enhance their power. This twist introduces a genuine tension to every encounter. It’s refreshing to see that this mechanic remains intact amidst the series’ modernization.

Combat ascends to a new height with the return of the Issen. Series veterans are well-acquainted with the term. These are instant-death counters that activate with perfect timing and appear truly impressive. Capcom has evolved them from a subtle flourish to a focal point. Time slows, the camera zooms in, and Musashi links together one-hit kills that feel like they’re pulled straight from a Kurosawa dream sequence. And the most thrilling aspect is its expressiveness.

We caught only a glimpse, but another hinted boss, Byakue, resembled a full-blown nightmare—a colossal, skinless creature adorned with talismans and oozing corruption. The confrontation was abruptly halted, but the visuals alone conveyed enough. This game isn’t shy about embracing the bizarre, and it expertly cultivates dread without excessive exposition.

The supernatural aspects in Way of the Sword extend beyond the battlefield. Musashi can utilize Oni Visions to uncover hidden paths, phantoms, and clues. In one segment, he observed a funeral procession disintegrate into ash mid-step, unveiling his route. In another vision, he unveiled the moments of a warrior whose soul had been warped by remorse after slaying members of his village. These Dark Mass fragments enrich the narrative with layers of context and sadness, developing a world that already exudes haunting qualities.

From a presentation standpoint, Way of the Sword is breathtaking. The art direction is carrying most of the weight, but the animation quality enhances the overall experience. Musashi’s stance appears to adjust subtly based on the foe he confronts. Even his idle poses seem infused with purpose. Enemy design is equally striking.

What is perhaps the most thrilling is how assured everything feels. Capcom isn’t doubting what Onimusha should embody. They’ve rediscovered it. Not by recreating what once was, but by distilling what made it resonate and letting it resonate in a new key. It’s fierce, beautiful, and boldly allows silence to convey meaning when necessary.

There’s still a lot we haven’t witnessed. The complete narrative arc, the expansiveness of the map, how far the mechanics develop. But if the remainder of Way of the Sword maintains this momentum, Capcom isn’t merely resurrecting a franchise; they’re reminding everyone why it mattered in the first place.

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An Overview of Mouse: P.I. Available—Examining Rubber Hose Animation and Rubber Projectiles
An Overview of Mouse: P.I. Available—Examining Rubber Hose Animation and Rubber Projectiles
5:13 am

It should likely go unsaid that when I first encountered *Mouse: P.I. For Hire*—originally just called *Mouse*—I was instantly captivated. It was yet another one of those titles that appeared on one of my social media feeds, and I was enamored with its concept. I’ve previously noted that I’ve genuinely enjoyed the fusion of 2D characters within 3D settings, as seen in games like *Demon Turf, Ruff and the Riverside* and *Forgive Me Father.* However, *Mouse: P.I. For Hire* truly elevated this idea.

With [Summer Game Fest](https://www.cgmagonline.com/news/summer-game-fest-2025-every-announcement/) being as hectic as it is, CGM couldn’t sit down with Fumi Games directly to delve deeper into *Mouse: P.I. For Hire,* but the team kindly shared with us some initial footage of the game in action, and I must admit—it’s quite a progression. What began as a relatively simple shooter with an amazing aesthetic has evolved into something remarkably creative and ingeniously original.

The gameplay video we were presented with showcased Jack Pepper—the main character, voiced by none other than [Troy Baker](https://www.cgmagonline.com/news/death-stranding-2-a-10-minute-trailer/)—tracking a lead to an old Opera House where it appears a mayoral candidate is about to become the target of an assassination. Jack must fight through a horde of thugs to prevent this and uncover his next clue to solve the case.

What was immediately compelling about the demo was how it appeared to display more than the typical combat—which has been the focus of several of the game’s pre-release trailers. While it may still embrace the rather conventional level structure found in many classic FPS titles, it almost hinted at gameplay that could suggest *Mouse: P.I. For Hire* might incorporate some Immersive Sim elements.

### “Though it’s still a bit away from launch, it’s incredible to see just how much *Mouse: P.I. For Hire* has progressed in its development.”

As players approached the Opera, they were presented with the option to bribe one of the waiters for discreet access inside without causing a scene, or they could potentially gain entry through the air ducts. Additionally, it featured a brief moment where Jack snapped a picture of some suspicious activity, implying there may be aspects of mystery-solving in this game. While it wasn’t extensive, it would fit perfectly with the game’s Noir theme, encouraging players to explore, gather clues, and tackle situations from diverse angles.

The combat itself appeared extremely tight and thrilling in a manner reminiscent of many classic shooters. Confined spaces and numerous adversaries will keep players alert, and they’ll need to take advantage of a wide array of traditional and unique weapons, as well as the environment itself—explosive barrels can provide a tactical edge.

But naturally, the centerpiece of the trailer was witnessing the game’s stunning aesthetic come to life. It’s a method that dates back to the Nintendo 64 era—utilizing a 2D object that consistently faces the camera. Nonetheless, Fumi Games has dedicated an incredible amount of effort to capture the essence and style of classic cartoons in an enjoyable and imaginative manner. From the way Jack acquires new weapons in a manner that’s both realistic and whimsical, to the manner in which those weapons bounce around as though made of rubber, to the amusingly exaggerated enemy demises—think more *Itchy and Scratchy* than *Steamboat Willie.*

And the ingenuity of *Mouse: P.I. For Hire* is evident in the weapons themselves. Although the demo showcased several that are quite typical for the Noir genre, the one that truly stood out to me was the Turpentine Gun. I couldn’t help but chuckle at a weapon that, in any other shooter, might simply have been a Plasma or Acid Gun, yet here it employs a chemical specifically meant to dissolve paint. It was this little nuance that truly had me eager to see what other playful interpretations *Mouse: P.I. For Hire* would explore with its premise.

While it’s still a bit away from launch, it’s amazing to see just how far *Mouse: P.I. For Hire* has progressed in its development. It serves as a solid reminder that even games that seem simple in genre can be transformed into something far more impactful through an imaginative concept. [Titles like this](https://store.steampowered.com/app/2416450/MOUSE_PI_For_Hire/) are why I’m always emphasizing the [Indie](https://www.cgmagonline.com/news/sg) scene.

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Lies of P: Prelude to Rethink DLC Following Player Input on Challenge
Lies of P: Prelude to Rethink DLC Following Player Input on Challenge
8:43 pm

Neowiz and the team behind “Lies of P: Overture” have recently responded to fan worries about the difficult aspects of their newest DLC. The unexpected launch during the SGF 2025 showcase was greeted with enthusiasm, but shortly thereafter, players began voicing their displeasure online, making comparisons to the initial reactions to “Elden Ring: Shadow of the Erdtree.”

On platforms such as Reddit, conversations regarding the difficulty of “Overture” have become so widespread that they have been gathered into a special megathread. Players have raised concerns about the abrupt increase in difficulty, with some claiming that the DLC poses challenges that seem unreasonable, pointing to excessively punishing mistakes and extended battles. The rise in difficulty is especially striking in NG+ mode, where enemies from the base game become considerably more intimidating.

In light of this feedback, director Jiwon Choi shared a video titled “Lies of P: Director’s Letter,” in which he recognized the devoted community and their worries. Choi reassured fans that the team is thoroughly reviewing the input and contemplating modifications, with particular emphasis on enhancing the combat experience. He highlighted the significance of combat in “Lies of P” and the necessity for any modifications to undergo rigorous testing.

As the development team considers possible adjustments, fans can find comfort in knowing that their feedback is being acknowledged, and enhancements are on the way.

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The Outer Worlds 2 Direct: Investigating Arcadia's Seasonal Charm
The Outer Worlds 2 Direct: Investigating Arcadia’s Seasonal Charm
11:13 am

Immediately following the Xbox Games Showcase at [Summer Game Fest 2025](https://www.cgmagonline.com/news/summer-game-fest-2025-every-announcement/), *The Outer Worlds 2* Direct unveiled all the fresh mechanics that will feature in Obsidian’s forthcoming sequel.

The weekend of Summer Game Fest 2025 was an absolute whirlwind of announcements, previews, world premieres, and new gameplay glimpses. Titles like *Grounded 2, Ninja Gaiden IV*, and a new [Call of Duty was revealed](https://www.cgmagonline.com/news/call-of-duty-black-ops-7-revealed/); however, Obsidian Entertainment took the stage right after the [Xbox Games Showcase 2025](https://www.cgmagonline.com/news/heres-everything-that-was-announced-during-the-xbox-game-showcase-2025/) with their own *The Outer Worlds 2* Direct. The teaser trailer shown during the Xbox Games Showcase 2025 can be viewed in full below, followed by a written overview of the direct.

One of the most intriguing aspects regarding the sequel is that *The Outer Worlds 2* is departing from the former star system of Halycon and is set in a star system even further from Earth, located in the Arcadia star cluster. The direct made it clear that Obsidian has fully embraced their distinctive humor and narrative style, which will lead to chaos in every corner. Arcadia is a lawless region disconnected from Earth, featuring a colony under immense pressure, fractured by space-time rifts, and factions with ever-changing alliances, all while three power-hungry groups are caught in a battle for dominance.

Similar to *The Outer Worlds* (and most other titles from Obsidian Entertainment), *The Outer Worlds 2* allows players to customize their characters from head to toe, providing a comprehensive character creation tool. In *The Outer Worlds 2*, players will step in as an Earth Directorate agent, but how they tackle challenges, high-stakes situations, and narrative segments is entirely at the player’s discretion. Obsidian grants players full autonomy, enabling them to choose from an assortment of traits, flaws, and backgrounds that Obsidian states will “influence every choice.”

The three contending factions are listed as follows: The Protectorate, Auntie’s Choice, and The Order of the Ascendant. The Protectorate enforces the law in Arcadia and believes that order equates to everything; while they see themselves as beloved peacemakers, the locals might think otherwise. Auntie’s Choice consists of those who align with the Matriarch of *The Outer Worlds 2*, Auntie Cleo (her backstory is highlighted in Prime Video’s *Secret Level* series). This subsection of her brand is Auntie Cleo x Spacer’s Choice, an in-game partnership that guarantees freedom, satisfaction, and a plethora of Auntie Cleo product placements. The Order of the Ascendant is a science-driven faction committed to refining humanity by deciphering the Universal Equation.

In *The Outer Worlds 2*, players will journey alongside six companions, and Obsidian has significantly improved the system, with each companion having personal stakes in the future of the colony and, naturally, their own views on your conduct. The companions are outlined (along with their allegiances) below thanks to [Obsidian Entertainment.](https://news.blizzard.com/en-us/article/24211374/the-outer-worlds-2-big-sequel-energy)

– Niles: Another Earth Directorate recruit caught between loyalty and defection.

– Inez: A former experiment from Auntie’s Choice equipped with an edge in combat and a solid moral compass.

– Aza: A chaos-enthusiastic Rift worshipper drawn to violence, with potential for development—perhaps.

– Marisol: A stoic assassin from the Order of the Ascendant with unfinished business.

– Tristen: A robust judge from the Protectorate eager to deliver justice—or redefine it.

– Valerie: A floating, chirping support unit with unforeseen enhancements and untapped capabilities.

Fans who pre-purchase will enjoy the Commander Zane Pack, which includes a Commander Zane-themed armor skin, helmet, signature pistol and dagger, and an Earth Directorate drone companion pet. It’s important to note that if fans buy the game from Battle.net or the Xbox Marketplace, the purchase supports cross-play; they only need to link their accounts to play on either platform.

*The Outer Worlds 2* will be released on October 29, 2025, and fans can [pre-purchase today](https://store.steampowered.com/app/1449110/The_Outer_Worlds_2/) for the new AAA title price of $79.99.

Make sure to check out all the other announcements from the [Xbox

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"Xbox Games Showcase 2025 Reveals Grounded 2"
“Xbox Games Showcase 2025 Reveals Grounded 2”
6:23 pm

At the Xbox Games Showcase 2025, Xbox presented an exhilarating range of announcements, spotlighted by the introduction of Obsidian Entertainment’s eagerly awaited sequel, “Grounded 2.” The event, part of the Summer Game Fest 2025, was a goldmine for Xbox fans, showcasing trailers and updates for forthcoming titles, including the debut of the ROG Xbox Ally, a new portable gaming device.

Obsidian Entertainment, recognized for its hit games such as “The Outer Worlds” and “Pillars of Eternity,” astonished fans with the reveal of “Grounded 2.” The first “Grounded,” which launched in 2022, received acclaim for its innovative idea and immersive gameplay. Instead of extending the original into a live-service model, Xbox has chosen to create a complete sequel, allowing Obsidian to build upon the groundwork of the initial game.

The reveal trailer for “Grounded 2” highlighted the game’s fresh environment, where players will traverse a local park, facing new obstacles and creatures, including ants, spiders, and scorpions. This sequel aims to enhance the original’s concept, providing players with a new and thrilling adventure.

“Grounded 2” is scheduled to debut in Xbox Game Preview and Steam Early Access on July 29, 2025, offering players an early chance to delve into its new universe. For additional coverage on SGF 2025 and other gaming updates, fans can check CGMagazine’s website.

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Thorough Compilation of Updates from Day of the Devs at SGF 2025 Indie Presentation
Thorough Compilation of Updates from Day of the Devs at SGF 2025 Indie Presentation
10:03 am

At Summer Game Fest 2025, Day of the Devs unveiled their own showcase brimming with upcoming offerings for the Indie gaming scene in 2025.

As the excitement for the major Summer Game Fest 2025 event dwindles following the showcase that aired just before Day of the Devs, fans eagerly anticipate the actual Day of the Devs Indie presentation occurring immediately after the main show. This year, the Indie gaming realm has advanced with a surge of sequels and world premieres that will entice gamers of every genre, confirming that there’s something for everyone, just like in previous years.

The mission of Day of the Devs is “To celebrate the creativity, diversity and magic of video games,” and they achieve this by giving a platform to new or underrepresented talent. Day of the Devs ultimately bridges the gap between players and developers along with their games, fostering a community of developers and fans who aspire for the best that video games can offer. During the Day of the Devs SGF 2025 showcase, developers presented numerous eagerly awaited titles (along with a few surprises) on stage.

All of the unveiled titles and their debut trailers displayed at Day of the Devs SGF 2025 can be found below.

SGF 2025: Day of the Devs Major Premieres!

*Snap & Grab*

A fresh title is on the way from the creators at No Goblin, and it’s a heist game titled *Snap & Grab*. Players take on the role of Nifty, a well-known photographer who specializes in heists and photography, and it’s up to players to devise the ultimate heist. *Snap & Grab* will launch TBD in 2026 for PS5, Xbox, and PC.

*Big Walk*

From the minds behind *Untitled Goose Game* comes another title that says less than expected in its name. House House presents *Big Talk* to gamers, which is essentially focused on walking and chatting. Proximity chat plays a crucial role in the game, and in the trailer, the way you interact with others (including echo effects in large spaces) will significantly influence gameplay. *Big Walk* centers around teamwork and will necessitate creative thinking with friends to tackle challenges.

*Big Walk* involves walking, conversing, light platforming, and the fun of solving tasks together. A release date is yet to be determined for 2026.

*Sword of the Sea*

From the developers at Giant Squid, a new atmospheric adventure game called *Sword of the Sea* has been revealed. Similar to the studio’s earlier title, *Journey*, players will enter a profound flow state while gliding on their sword-board through vast landscapes. Music from Austin Wintery will immerse players deeply, and Giant Squid cites old *Tony Hawk Pro Skater* games as inspiration for the in-game movement mechanics.

*Sword of the Sea* is set to launch on August 19.

*Escape Academy 2: Back to School*

A sequel to the beloved *Escape Academy* has been announced by Coin Crew Games during the Day of the Devs SGF 2025 presentation. In *Escape Academy 2*, players can investigate the entire academy. Fans will discover that nearly everything is accessible, with secrets hidden in every corner, giving adventurous players a reason to explore the academy thoroughly.

*Escape Academy 2* has a TBD release date, but it is available for wish-listing on Steam now.

*Mixtape*

From the creators of *The Artful Escape* comes *Mixtape*, a “psychedelic retrospective” coming-of-age adventure featuring three friends, with the entire game feeling like a mixtape (which the developers confirm is intentional). The entire title, including music, gameplay, and events that unfold, “is a mixtape,” designer Johnny Galvatron noted.

Notable bands such as The Cure and Smashing Pumpkins are featured on *Mixtape*’s soundtrack, and players can roam a teenage wasteland recklessly when *Mixtape* launches on PlayStation, PC, and Xbox Game Pass Day One at a TBD future date.

*Blighted*

Drinkbox Studios (renowned for *Guacamelee!* and *Nobody Saves the World*) presents their new title (and first venture into 3D) *Blighted*, which delivers hardcore Metroidvania action through a dynamic difficulty system that adapts to the player’s skill. As the sole survivor of the Blight’s emergence, you’ll need to navigate through *Blighted* foes and massive Blight-infested bosses.

*Blighted* and its challenges will debut at a TBD date.

*Dosa Divas One Last Meal*

The upcoming title from Outerloop Games (known for *Thirsty Suitors*), which debuted at the Day of the Devs SGF 2025 presentation, is an RPG called

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Possessor(s): An Elegant Demon-Enhanced Metroidvania Journey
Possessor(s): An Elegant Demon-Enhanced Metroidvania Journey
12:23 am

**Possessor(s): A Metroidvania Masterpiece Overflowing with Style and Challenge**

The Metroidvania genre has remains a perennial favorite among gamers, providing intricate worlds and demanding gameplay that reward exploration and skill. Among the recent additions to this cherished genre is *Possessor(s)*, a game that not only embraces the fundamental components of Metroidvania but also enriches them with a distinct style and narrative charm. Created by the team behind *Hyper Light Drifter* and published by Devolver Digital, *Possessor(s)* is set to enchant players with its demonic appeal and captivating gameplay.

**A Realm of Demonic Intrigue**

Situated in the vast corporate mega-city of Sandy, *Possessor(s)* plunges players into an environment where demons have been unleashed after a disastrous event. Players assume the role of Luca, a young hero who, after losing her legs amidst the turmoil, establishes a dark pact with the enchanting demon Rhem. This agreement provides her with new legs and sets her on a quest to unveil the fate of her family and flee the demon-ridden city. The storyline captivates players from the very beginning, weaving a narrative of survival, enigma, and unexpected alliances.

**Visual Grandeur and Artistic Style**

One of the remarkable aspects of *Possessor(s)* is its hand-drawn artistic style, which breathes life into the game’s world with a unique visual character. The art direction fuses elements of *Castlevania* with the ambiance of a Japanese visual novel, crafting a setting that feels both inhabited and fantastical. From demonic potted plants to tainted filing cabinets, each frame of the game is brimming with personality and imagination, inviting players to explore every corner of the decaying city.

**Demanding Gameplay and Combat**

*Possessor(s)* is not designed for the timid. The game embraces the demanding nature of the Metroidvania genre, requiring players to hone tight controls and wield a variety of weapons to overcome its numerous challenges. Luca begins with a simple kitchen knife but quickly expands her weaponry to include unique tools like a corded computer mouse and a whip-like power granted by Rhem. Each weapon presents different tactics for addressing the game’s progressively tougher enemies and platforming trials.

**Roguelike Features and Rewarding Progression**

Though *Possessor(s)* is challenging, it also integrates roguelike features that make the experience more lenient. Players will frequently meet their demise, but the repercussions of death are relatively mild, involving the loss of some in-game currency known as Chrome and a reset to the hub location. This system fosters experimentation and learning, enabling players to refine their strategies and gradually overcome the game’s hurdles.

**A Promising Indie Gem**

*Possessor(s)* is emerging as a standout entry in the Metroidvania genre, providing a fusion of style, challenge, and narrative richness that is bound to resonate with players. With its mesmerizing art style, engaging gameplay, and captivating story, the game is set to be a must-play for genre enthusiasts. As it gears up for its full launch later this year, *Possessor(s)* is ready to become a cherished indie title that deserves a place on every gamer’s wish list.

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