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Gamescom 2025: A Glimpse at Routine - An Upcoming Survival Horror Gem
Gamescom 2025: A Glimpse at Routine – An Upcoming Survival Horror Gem
8:03 am

After more than ten years of waiting, *Routine* was finally unveiled in its entirety at gamescom 2025—and it appeared highly promising. [Lunar Software](https://lunar-software.squarespace.com/), the small team from the UK behind this project, provided players with an authentic glimpse into the intersection of meticulous design, uncompromising aesthetic choices, and sheer suspense within a digital lunar desolation.

Months of conjecture came to a close as the audience gained hands-on experience with a title that had remained elusive since its initial reveal in 2013—a development journey characterized by numerous engine transitions and an extensive period of silence, occasionally interrupted by steadfast updates and audience loyalty. Despite such a convoluted history, the team seems to have successfully captured the essence of the game. If the demo is any indication, *Routine* promises to be a horror experience that is definitely worth exploring.

For those who haven’t tracked the game over the last ten years, *Routine* focuses on survival within a deserted lunar facility. Even with a familiar concept, Lunar Software has succeeded in crafting something that feels refreshing, unique, and strangely retro simultaneously. As our gameplay session commenced, the ambiance was tangible—each corridor and room radiated with retro-analogue vibes inspired by a 1980s futuristic vision.

[The VHS aesthetic](https://www.cgmagonline.com/review/hardware/cloneralliance-box-pro-pocket-capture-card/) functions not just as a visual theme but also saturates every element, from the audio landscape to the physical tech players engage with in their fight for survival. The level of authenticity throughout the game is outstanding. Listening to the developers discuss their commitment to achieving the analogue appearance was impressive, and the final product speaks volumes.

Players take on the role of a lone investigator, exploring *Routine*’s moonbase armed only with the Cosmonaut Assistance Tool (CAT) and their instincts. In contrast to many contemporary horror games, *Routine* completely removes conventional UI elements, instead relying on comprehensive awareness and intuitive environmental cues to enhance immersion. Everything from saving progress to engaging with terminals is managed via the in-game interface—there are no menus that disrupt the experience. We’ve witnessed similar design philosophies in *[Dead Space](https://www.cgmagonline.com/tag/dead-space/)*, but *Routine* elevates this approach. There’s no digital assistance or glowing indicators; it’s all about understanding how the world operates, not just the game itself.

Consequently, the experience is uniquely challenging, requiring players to be attentive to background sounds, analogue error logs, and the faint flicker of damaged displays to detect hazards or find clues.

This dedication to immersion is also reflected in *Routine*’s threat mechanics. Instead of filling the base with predictable foes, the game utilizes an intricate network of robotic predators. Observing the gameplay, *Routine*’s systems feel like a fusion of *[Alien: Isolation](https://www.cgmagonline.com/review/game/alien-isolation-review/)* and *[Resident Evil](https://www.cgmagonline.com/tag/resident-evil/)*, all presented with a remarkable retro-futuristic flair. The system discourages hasty escape attempts, instead nurturing a growing tension that persists well beyond an encounter.

### “In contrast to many contemporary horror games, *Routine* completely removes conventional UI elements, opting for full-body awareness and intuitive environmental hints to enhance immersion.”

During the session I experienced, even with limited time, running was often recommended as the optimal method to navigate past the robots obstructing our route. Nonetheless, players have the freedom to explore and adapt tactics to match their playing style. However, it was emphasized that confronting these enemies directly every time is not the intended approach.

The level of intricacy and creativity showcased is impressive—all the more remarkable considering the size of Lunar Software. Situated in Manchester, the studio comprises merely three core members, an intimacy that enhances *Routine*’s handcrafted quality. One developer revealed that his home is filled with analogue technology, which directly shapes the game’s unique visual flair.

Every corridor and shadow is meticulously crafted to evoke not only isolation but also the tactile terror stemming from malfunctioning technology and looming mechanical threats. The team has been candid about their aversion to shortcuts, with design decisions such as the absence of a traditional UI and the careful integration of mechanical puzzles standing as a testament to their design ethos.

I left my session with *Routine* feeling very enthusiastic. Scheduled to launch in late 2025 for PC—via Steam—and Xbox consoles, with day-one access on Xbox Game Pass, this is a game that genre enthusiasts absolutely MUST experience. For fans, this long-anticipated affirmation provides not just closure to years of speculation but also a renewed incentive to immerse themselves in a narrative that has stayed true to its roots and its intent to unsettle through.

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Phantom Blade Zero Preview at Gamescom 2025: An Impressive, Captivating, and Uniquely Innovative Adventure
Phantom Blade Zero Preview at Gamescom 2025: An Impressive, Captivating, and Uniquely Innovative Adventure
11:43 pm

**Phantom Blade Zero: A New Entrant in Chinese-Developed Action Games**

In recent times, Chinese-developed games have been making notable advances in the global gaming market, with titles like *Black Myth: Wukong* establishing new benchmarks. Now, *Phantom Blade Zero* by S-Games is ready to emerge as the next significant contender in the action genre. After getting hands-on experience with the game at the Summer Game Fest 2024 and other subsequent events, it’s apparent that *Phantom Blade Zero* is developing into a remarkable title.

Although it bears some resemblance to the Soulslike category, *Phantom Blade Zero* sets itself apart with a hack-and-slash approach akin to *Devil May Cry* and *Ninja Gaiden*. The game fuses traditional Wuxia martial arts with steampunk visuals, crafting a distinct visual and gameplay experience. This combination results in a game that feels both recognizably familiar and refreshingly unique.

The development team at S-Games has demonstrated impressive growth, with each new demo unveiling more about the game’s framework and narrative. Players assume the role of Soul, a top-tier assassin for The Order, traversing a semi-open world that emphasizes tightly-knit, linear encounters. This design choice underscores the game’s strengths: its fluid combat mechanics and motion-captured martial arts displays.

*Phantom Blade Zero* provides a combat system that balances ease of use with depth, encouraging aggressive gameplay and stylish combos. Players can wield an assortment of weapons, including dual swords, katanas, and bows, to perform rapid combos. The game features unique elements such as Brutal Moves and Killer Moves, challenging players to refine their combat skills through strategic choices.

The Sha-Chi system introduces another layer of intricacy, enhancing advanced combos and special abilities through resource management. This aspect adds to the strategic richness without overwhelming players, facilitating personalized playstyles.

From a visual standpoint, *Phantom Blade Zero* dazzles with its Unreal Engine 5 presentation, highlighting richly detailed environments that merge Chinese design with steampunk influences. The game’s immersive settings and elaborate designs showcase the talent within S-Games, rivaling the aesthetics of *Black Myth: Wukong*.

The level design complements the game’s combat emphasis while providing meaningful exploration. Interconnected areas and various paths create clear goals and chances to uncover optional content, impacting the game’s multiple endings.

As *Phantom Blade Zero* nears its anticipated fall 2026 release, it positions itself as a promising action-RPG. The game’s combination of martial arts authenticity, steampunk visuals, and classic gameplay offers a nostalgic yet forward-looking journey. With its rich narrative and intricate world, *Phantom Blade Zero* is poised to enchant players and assert its role as a significant contender in the action genre.

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Game Developers of Color Expo 2025 Set to Kick Off With Significant Direct Presentation Next Week
Game Developers of Color Expo 2025 Set to Kick Off With Significant Direct Presentation Next Week
3:23 pm

The Game Devs of Color Expo 2025 is scheduled to begin next week, celebrating its 10th annual recognition of diversity in the gaming sector. This online conference, taking place from September 16 to September 19, emphasizes developers of color and highlights upcoming indie games. The event starts with a showcase on September 16 at 4 p.m. EDT, featuring lesser-known treasures in indie development, including popular titles like “Palia,” “Delta Force,” and “Ara: History Untold.”

Alongside the online event, in-person watch gatherings will occur in cities such as New York City, Pittsburgh, and Portland, allowing enthusiasts to come together and experience the event collectively. Information about attending these watch gatherings can be found on the official Watch Party page.

The Expo will include a range of ticketed activities, such as an AMA with No More Robots, offering deeper perspectives into game development. With support from the NYC Mayor’s Office of Media and Entertainment and No More Robots, the Expo will provide three $7,000 development grants to creators of color, with the recipients revealed on September 19. Since 2019, the Expo has distributed $405,000 in grants to creators of color in the gaming field.

Tickets for the Expo can be purchased, with need-based tickets available through an application process. The event is set to unveil over 30 new game announcements from creators of color, celebrating diversity and creativity within the gaming industry.

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Announcements from the Nintendo Direct in September 2025
Announcements from the Nintendo Direct in September 2025
7:03 am

Nintendo has just made a significant announcement by releasing a new oversized Nintendo Direct presentation today, highlighting a range of offerings from a fresh Mario Tennis to a new Fire Emblem title.

This Nintendo Direct has been anticipated for almost a week, with the news of the presentation dropping just two days prior to today’s event. Nintendo maintains its momentum and continues to roll out Nintendo Direct showcases at a brisk pace since the introduction of the Nintendo Switch 2. Today’s eagerly awaited Direct presentation provided a glimpse of upcoming Nintendo Switch 2 games.

With preliminary announcements complete, the Nintendo Direct unveiled a stream of new trailers and included some unexpected revelations such as the remastering of Super Mario Galaxy & Super Mario Galaxy 2 packaged together, alongside intriguing new titles, and all elements from today’s presentation can be viewed below.

Nintendo Direct September 2025: All Announcements!

Super Mario Kicks Off The Direct To Celebrate His 40th Anniversary!

In celebration of the 30th anniversary of the Super Mario series, Super Mario himself kicked off the grand Nintendo Direct today. A montage featuring Mario was shown in honor of his 30th Anniversary, with Shigeru Miyamoto appearing on screen to share details about what we can foresee from this festive homage to Mario’s legacy, marking the start of the show.

Super Mario Galaxy Movie First Glimpse

The second installment in the Super Mario movie series by Illumination has been unveiled, touted by Nintendo as the “main attraction” of the Super Mario Bros. 40th Anniversary festivities. Speculations were validated, confirming that the film will indeed be titled Super Mario Galaxy Movie, rather than Super Mario Bros. Movie 2. The original voice cast is set to return, and it will hit theatres in April 2026.

Super Mario Galaxy & Super Mario Galaxy 2 Arriving on Nintendo Switch!

<pContinuing along the Super Mario Galaxy theme, the Nintendo Direct celebrated the 40th anniversary of Super Mario by announcing that both mainline Super Mario Galaxy games will be making their way to the Nintendo Switch in one combined offering. The titles are set to launch both in a bundle and separately on October 2.

Mario Tennis Fever

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Contemplating Demon Slayer: Perspectives from Its English Voice Cast
Contemplating Demon Slayer: Perspectives from Its English Voice Cast
10:43 pm

When “Demon Slayer: Kimetsu no Yaiba” debuted in 2019, I was captivated right from the initial battle due to the stunningly sharp and pristine visuals. I had never encountered anything that appeared as mesmerizing as this series before. The “Demon Slayer: Kimetsu no Yaiba” manga has achieved sales of over 220 million copies globally. This positions the series as the fourth highest-selling manga ever and is a remarkable accomplishment for the relatively brief 23-volume collection, with nearly 10 million copies sold per each volume. It’s no surprise that “Demon Slayer: Kimetsu no Yaiba – The Movie: Infinity Castle” has already filled theatres across the board in pre-sales.

Currently, CGMagazine had the privilege of engaging with the English voice actors (VAs) to hear their experiences on the series—and their enthusiasm for the upcoming film: “Demon Slayer: Kimetsu no Yaiba – The Movie: Infinity Castle”. We had the opportunity to discuss with the voices of Tanjiro Kamado (Zach Aguilar), Nezuko Kamado (Abby Trott), Agatsuma Zenitsu (Aleks Le), Hashibira Inosuke (Bryce Papenbrook), Tomioka Giyū (Johnny Yong Bosch), and Kaigaku (Alejandro Saab). Many thanks to Route 504 and Crunchyroll for permitting us to converse with several of its cast members, as we reflect on an anime series that has taken five years to develop.

**Reflecting on the “Demon Slayer: Kimetsu no Yaiba” series, what were some of your most cherished voice booth experiences over the years, or character moments?**

**Bryce Papenbrook:** I’ve had an absolute blast with Inosuke throughout the years. To me, he represents the joy I experience as a voice actor, and I hope that shines through in the performance. My most enjoyable moments were during the Entertainment District—Inosuke as the detective. Inosuke [was] maneuvering through those small openings, showcasing what his body can achieve—just being quintessentially Inosuke. Participating in that entire season and all those instances brought immense joy.

**Abby Trott:** Nezuko is one of those characters who doesn’t articulate herself as frequently as some others in the series, yet she is among the most emotionally charged characters I’ve ever voiced. Two instances stand out distinctly in that aspect: one being the confrontation with Daki, and the subsequent scene where Nezuko is cradled by Tanjiro, weeping, and then drifting off to sleep.

It transitions from an 11, battling Daki—the fury, growling, ferocity, and then unwinding into chibi Nezuko as she sleeps. That was quite a roller coaster. Another notable moment for me was when Nezuko steps into the sunlight, where she kicks Tanjiro in a selfless gesture, causing him deep emotional distress, and ultimately facing the sun. It’s challenging to witness. Recording it was equally arduous. However, it concludes on a positive note when she emerges into the sunlight and exclaims, “Good morning.” It’s profoundly intense in numerous ways.

I recall being in the booth recording both scenes and feeling trapped in that intensity for a while. Mentally, it’s difficult to detach from it sometimes. I remember our director, Steve [Staley], not quite understanding that I was stuck in this peak moment of intensity. He announced, “Alright, great, moving on,” and I was like, “Wait, hold on! Give me a moment to gather myself here.” Nevertheless, it’s a role filled with deep emotional intensity.

**Aleks Le:** There are numerous excellent and humorous lines that come to mind, along with a plethora of memorable freak-outs. I feel incredibly fortunate because this was my first significant anime role, and having a character so over-the-top is incredible. I believe he’s the most extreme iteration of that type of character I’ve ever encountered, not just in anime but in any form of media. I often mention that the first time I entered the booth and glanced at the script, it was entirely in all caps, and I thought, “Incredible.”

**Alejandro Saab:** I think Aleks summarized nearly everything, especially regarding connecting with fans and how “Demon Slayer” has captivated audiences worldwide. Some of the finest lines, or recordings I consider the best, are found in [“Demon Slayer: Kimetsu no Yaiba – The Movie: Infinity Castle”], which you’ll need to watch to experience fully.

**Johnny Yong Bosch:** There aren’t numerous moments

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Announcement of a Total Redo for Dragon Quest 7
Announcement of a Total Redo for Dragon Quest 7
2:13 pm

During the September Nintendo Direct, Square Enix astonished fans with the reveal of a comprehensive remake of *Dragon Quest 7*. This remake is scheduled for release early next year, closely following the *Dragon Quest I&II HD-2D Remake*.

Curiously, this new iteration of *Dragon Quest 7* does not utilize the HD-2D art style featured in the latest remakes. Instead, it presents a completely new 3D aesthetic that distinguishes itself from prior entries in the franchise. Although it shows some similarities to *Dragon Quest XI*, the visual approach is more in line with *Bravely Default 2*, merging 3D characters with hyper-realistic surroundings.

The trailer highlighted the enhanced visuals and exploration features, but information regarding the depth of the remake is still vague. It remains to be seen whether the remake will introduce new narrative elements or stay true to the original. Importantly, this remake will also be accessible on the original Nintendo Switch.

*Dragon Quest 7* initially debuted on PlayStation in Japan in August 2000 and made its way to Western players in 2001. Recognized for its extensive gameplay, the game presents a story that spans a chain of islands, each with its unique narrative, leading to a dramatic conclusion. A solitary playthrough can easily surpass 100 hours.

The game is also celebrated for its comprehensive class system, allowing players to tailor their party with more than ten unique classes, including Bard, Jester, Ranger, Paladin, and God Hand.

This announcement marks the second remake of *Dragon Quest 7*, following the 3DS edition named *Dragon Quest 7: Fragments of the Forgotten Past*, which launched in 2013 in Japan and 2016 in America. That edition was a faithful adaptation with numerous quality-of-life enhancements.

*Dragon Quest 7 Reimagined* is scheduled to be released on February 5 for PS5, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2, and PC.

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Borderlands 4 Review Overview: A Triumphant Comeback to the Franchise's Foundations
Borderlands 4 Review Overview: A Triumphant Comeback to the Franchise’s Foundations
5:53 am

With the highly anticipated PC release of Borderlands 4 set for today, final review scores have begun to emerge, and there’s a consensus that the edgy looter shooter has returned to its roots.

Gearbox Software’s Borderlands series became an instant cult sensation upon the launch of the original in 2009 for the Xbox 360 and PlayStation 3. The series sustained its high quality with Borderlands 2, but faced some backlash from fans who thought Borderlands 3 offered a different core experience, although it still garnered positive reviews since its release. For long-time supporters, this meant that Borderlands 4 had big shoes to fill, especially after the incredibly poorly received film adaptation from Lionsgate, which was akin to a critical disaster.

Despite the franchise consistently maintaining a strong performance, Borderlands 4 is launching today, and its early reception is already available. While the series has always been well-regarded, Borderlands 4 is debuting with an average review score of 84% on Metacritic, following over 60 reviews. CGMagazine awarded Borderlands 4 a perfect 10/10, stating, “This isn’t merely another cycle of shoot-loot-level-repeat. This is Borderlands rejuvenated. A game that recognizes where it faltered, where it excelled, and where it needed breakthroughs,” and added, “this is the finest the series has ever achieved.”

Other reviewers have also weighed in, placing Borderlands 4 as the second-best-rated game in the series, just behind Borderlands 2. Forbes’ Paul Tassi highlighted the impressive review ratings given the series’ long history, noting, “I think the game is fantastic and I’d endorse it.”

Game Informer’s Brian Shea commented, “Borderlands 4 reintroduces and refines numerous components, potentially making it my new favorite in the series,” in reference to the title’s revival after 16 years in the market. IGN echoed this sentiment in their 8/10 review, stating, “Gearbox demonstrates it still has the ability to deliver the excitement. After losing some momentum with Borderlands 3, it seemed like this franchise had started to fall behind in the genre it originated,” indicating that Borderlands 4 signifies a return to form.

At present, Borderlands 4 holds the top spot on the Steam Top Sellers (by revenue) list, and while critics are lauding the new release, fans also appear to be purchasing the game swiftly (at least on the Steam platform). Though Borderlands 4 has yet to launch on consoles, it has already made a significant impression with reviewers, with a unanimous belief that this title represents the best the series has seen in years.

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Fortnite V-Bucks Revamped to Enable Precise Transactions in Item Shop
Fortnite V-Bucks Revamped to Enable Precise Transactions in Item Shop
9:23 pm

A Much-Awaited Feature is Finally Being Introduced to Fortnite

Epic Games will permit players to acquire the precise amount of V-Bucks needed for purchases in the Item Shop, fulfilling a long-requested desire from the Fortnite community. V-Bucks, the premium currency in Fortnite, are crucial for obtaining outfits and various items in Battle Royale, LEGO, and more. The daily refresh of the Item Shop at 7:00 p.m. EST is a prime moment for many players, presenting new items to explore and buy.

Previously, players could only acquire V-Bucks in packages of 1,000, 2,800, 5,000, and 13,500, which often led to excess V-Bucks due to item costs. For example, the Halo Master Chief Bundle is priced at 2,600 V-Bucks, resulting in a leftover of 200 V-Bucks if a player opts for the 2,800 V-Bucks package.

Epic Games intends to address this issue by enabling players to buy V-Bucks in the precise amounts necessary, commencing in October. This modification will allow players to use their remaining V-Bucks to cover any differences, removing the necessity to purchase larger bundles unnecessarily.

The ‘Exact Amount’ feature will also be implemented in Rocket League and Fall Guys, available on Xbox, Nintendo, PC, Android, iPhones, iPads, and the Fortnite web Item Shop. V-Bucks and Rocket League Credits will be rounded up to the nearest 50 on October 10, in accordance with item costs.

For further information on this update, check out the official Epic Games website.

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Nintendo and The Pokemon Company Obtain US Patent for Technology Involving Character Summoning and Combat
Nintendo and The Pokemon Company Obtain US Patent for Technology Involving Character Summoning and Combat
12:53 pm

In the midst of the ongoing lawsuit concerning PalWorld and developer Pocketpair, Nintendo and The Pokémon Company have recently secured a new patent that complicates the situation further.

To provide context, The Pokémon Company and Palworld’s creator Pocketpair have been embroiled in a legal dispute for several months, with Pokémon claiming that Palworld violates fundamental mechanics of Pokémon games, such as using Poké Balls and traversing the world on monsters. The most recent update (prior to today) in the lawsuit indicates that Pocketpair plans to “continue to assert our position in this case through future legal proceedings.”

Nonetheless, it seems that The Pokémon Company has been granted the US Patent that covers essential Pokémon game mechanics. U.S. Patent No. 12,403,397 (discovered and outlined by Games Fray) specifies that Pokémon now holds the patent rights to summoning “sub-characters” and engaging them in a battle. The precise text of the patent states, “controlling a battle between the sub character and the enemy character by a second mode in which the battle automatically proceeds.” This could imply that sub-characters (in this instance, Pokémon) can initiate combat with one another, or it might define the battle system in Pokémon Legends: Arceus.

The language of the patent is notably ambiguous, as though it intends to cover the entire genre and potentially expose previously released games (like Atlus’ Shin Megami Tensei series) to claims of patent infringement. Florian Mueller, a patent analyst at Games Fray, called it “shocking,” stating, “The mere fact that the patent has been granted is detrimental for the video game industry.”

The patent has also sparked outrage among fans. Frustrated players have taken to Reddit to express their discontent with the US Patent. In a thread titled “Last week, Nintendo and The Pokémon Company received a U.S. patent on summoning a character and letting it fight another,” on r/Games, numerous users have shared their views on the implications of Nintendo and The Pokémon Company receiving such a broadly applicable patent.

One particularly provocative commenter remarked, “At this point let them patent 3D platformers and games where you can buy items. Absolutely insane abuse of the awful United States patent system,” while other fans have conveyed similar concerns in the thread. Although the patent delineates the specific actions a game must undertake to possibly infringe upon the patent holder’s rights (which resembles the legal jargon interpretation of Pokémon Legends: Arceus and the Pokémon Legends: Z-A battle system), fans (and patent analysts) are apprehensive about the implications this could have for the gaming industry overall.

While this patent has been approved, its impact on gaming and the ongoing Pocketpair lawsuit continues to be uncertain.

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Preview of Little Nightmares III at PAX West 2025: Circus Circus Theme
Preview of Little Nightmares III at PAX West 2025: Circus Circus Theme
9:43 am

PAX West 2025 showcased a plethora of exciting previews such as *Kirby Air Riders* and [*Digimon Story Time Stranger*](https://www.cgmagonline.com/articles/previews/pax-west-2025-digimon-story-time-stranger/). However, I was particularly looking forward to *Little Nightmares III*, and thanks to [Bandai Namco](https://en.bandainamcoent.eu/little-nightmares/little-nightmares-iii), I was able to spend nearly two hours navigating through a chaotic circus. What more could I desire?

Fast forward to my initial day on the [PAX West](https://www.cgmagonline.com/tag/pax-west-2025/) exhibition floor, where I entered a space adorned with *Little Nightmares III* visuals, unsettling music, and figures dangling from overhead poles. The atmosphere was perfectly created, and the only thing I needed was the Alone to my Low, which I found in a fellow writer from Rely on Horror. He played along as I hesitated and panicked my way through each new zone.

Low and Alone are the two characters players can control in *Little Nightmares III*. Low acts as a ranged partner utilizing a bow and arrow. Brief snippets from the preview hint at his deep sadness. Alone, on the other hand, seems to serve as Low’s friend and source of solace, wielding a hefty wrench for close combat.

### “Little Nightmares III marks the first time players can experience the game in online co-op mode.”

*Little Nightmares III* is notable as it allows players to engage in online co-op mode for the first time. An AI companion is still an option. Only one person needs to own the game for both players to enjoy it together, making for a clever and user-friendly feature. Unfortunately, couch co-op is not available.

The segment we experienced was set in a warped circus filled with enormous, hunched figures I initially misidentified as elephants, along with frightening marionettes that animate if you draw near. If you feel secure enough to pause and investigate, the surroundings become increasingly unsettling. Some rooms even deceive you into believing they’re essential to explore, amplifying the tension—even though you could simply sprint past them.

The visuals in *Little Nightmares III* are the highlight of the game. The lighting is particularly impressive. Whether it’s flickering lights that allow you to glimpse shadows behind a curtain or the dim glow of a television warning you against stirring the monster in front of it, the game truly uses lighting to enhance the ambiance. The weather in this area is also extremely foreboding, creating a perfect atmosphere for scares.

### “With online co-op and game sharing capabilities, the Little Nightmares franchise is more accessible than ever before.”

Regarding gameplay, the puzzles in *Little Nightmares III* are not overly intricate. The real challenge emerges from trying to resolve them while being pursued by crazed puppets. With a partner I had just met, we successfully solved most puzzles quickly—although he did handle most of the challenging tasks. Our only troubles arose from issues with aiming and swinging with the wrench. It seemed like the accuracy was slightly off. Otherwise, the controls were straightforward, and the puzzles were interesting but not confusing.

The design of *Little Nightmares III* by [Supermassive Games](https://www.cgmagonline.com/tag/supermassive-games/) appears to embrace trial and error. In moments where I felt like I was failing, the studio reminded me that failure was part of the process, prompting me to try new approaches. For example, in a room where waves of foes were emerging, you wouldn’t know where it would end or how it functioned until you completed it.

Each new adversary introduced the necessity for communication, requiring my partner and me to regroup and rethink our strategy each time. Although there is an AI companion, we were unable to test its functionality, so I can’t comment on its intuitiveness in those moments. I believe co-op could be the ultimate way to enjoy *Little Nightmares III*.

I am also eager to discover more about the overarching narrative in *Little Nightmares III*. As mentioned earlier, subtle moments provided glimpses of emotion from Low. Despite the absence of dialogue, minimal sounds beyond the ambiance, and no visual expressions, the sorrow behind the mask is still abundantly clear. I can’t wait to see what more unfolds.

*Little Nightmares III* is set to be launched later this year across all major platforms, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, Nintendo Switch 2, and PC. With the inclusion of online co-op and game sharing features, the Little Nightmares series has never been more accessible.

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