After a few of the many, many trailers shown during yesterday’s PlayStation State Of Play, a theme began to emerge: September. It seems that everyone in the games industry suddenly remembered the 21st night of September and all the others besides, with a whopping ten major releases set for the humble month and another six on the way during its annual sequel, October. Obviously, publishers are terrified of Grand Theft Auto VI, the sleeping behemoth that wakes in November. But surely somebody’s gonna blink before it’s all said and done, right?
Here’s the full list of major games now scheduled to come out during September:
The Blood Of The Dawnwalker – September 3
Halloween: The Game – September 8
Phantom Blade Zero – September 9
Marvel’s Wolverine – September 15
Trails In The Sky 2nd Chapter – September 17
Warhammer 40,000: Dawn of War IV – September 17
Dune Awakening (console) – September 22
Control Resonant – September 24
Silent Hill: Townfall – September 24
Onimusha: Way of the Sword – September 25
And just for fun, here’s a selection from October, too:
Rayman Legends Retold – October 1
Dynasty Warriors 3 Remastered – October 1
Ace Combat 8: Wings of Theve – October 2
Star Wars: Galactic Racer – October 6
Planet Zoo 2 – October 13
Call of Duty: Modern Warfare 4 – October 23
Now, many of these games cater to different audiences, and you don’t have to buy every game—even ones you’re looking forward to—on the day they come out. In fact, it often makes more sense to wait for a sale, especially when you’re dealing with triple-A price tags.
Still, this is the kind of pileup we haven’t seen in years, and I would have to imagine that at least a few of these games wind up getting delayed into the following months—or to early 2027, to once again avoid a potentially disastrous clash with GTA VI. Further, I cannot help but consider the current industry climate; if any one of these games falls short of—or, in some cases, even meets—sales expectations, layoffs and other grim knock-on effects are likely. However, given the shortsightedness with which companies are incentivized to operate, delays could produce similar outcomes. Not ideal no matter how you slice it!
Perhaps one especially bold publisher will move their game into November, a wintry dead zone outside of GTA VI. I’m not counting on it, but you know what they say about desperate times.
Sony officially kicked off the Summer showcase season with a packed June 2026 State of Play, delivering over an hour of announcements, gameplay reveals, release dates, and a few genuinely unexpected surprises. From the long-awaited return of God of War to fresh gameplay from Marvel’s Wolverine, alongside new entries in iconic franchises such as Tomb…
During the recent State of Play event, Team Clout released a brand-new trailer for its upcoming horror game ILL. The trailer showcases gameplay showing several monsters and enemies, along with several weapons and locations. The game will launch sometime in 2027 for PlayStation 5 and PC via Steam.
The game’s details:
ILL is a realistic first-person action survival horror game that challenges even the most seasoned fans of the genre. The game plunges you into a grim world with an eerie, atmospheric story where every minute keeps you on the edge of your seat.
The game developers are horror experts and have experience working with well-known directors. Their work can be seen in various movies and series like Longlegs, Until Dawn, V/H/S/Beyond, It: Welcome to Derry, Azrael, and more. Now, the team is aiming to fulfill their dream and create a game that will claw its way into your consciousness and expose your true fears layer by layer.
A realistic and Terrifying experience
The game immerses you in its tense narrative that unfolds at a huge research fort. A mysterious source of evil and the horrific Aberrations it generates stand in the way of the main character saving what’s most precious. ILL makes you feel every second of your struggle for survival.
Intense body horror and bone chilling audio
ILL pushes the limits of the genre with gory realism: grotesque monsters can be maimed and mercilessly torn to pieces. Shredded flesh, exposed bones, and eviscerated carcasses will make an unprecedented impression and shock you to the core. The binaural audio system amplifies the emotional impact, allowing you to feel the agony in every scream.
Dynamic enemy behavior and realistic physics
Enemies are unpredictable, and the realistic physics make the environment not just a backdrop but an active part of the gameplay, including when solving puzzles. Your actions can affect the monsters’ behavior and trigger unexpected reactions; they react to their surroundings on impulse and exhibit disturbingly human-like reflexes.
Tactical weapon and resource management
You’ll feel the weight of every weapon in your hands with elaborate animations that reflect its unique physical properties. Accuracy alone isn’t enough—you’ll have to check your diverse arsenal for defects, modify your weapons, and upgrade them. Strategic inventory management is crucial to your survival. Your ability to create an item could determine the outcome of the battle.
The Los Angeles Police Department has officially confirmed that 81-year-old actor James Handy was fatally stabbed at his residence in Tarzana, California. The incident occurred on Wednesday, June 3, leading to a significant law enforcement response and the eventual arrest of Michael Gledhill, who is identified as the 44-year-old son of Handy’s girlfriend.
According to People, police arrived at the scene in the 19200 block of Erwin Street around 9:30 AM on Wednesday following a 911 call that provided chilling details about the situation. According to official reports, the caller told dispatchers, “I am the son of man, I just killed the man of sin.” When authorities arrived, they discovered Handy unconscious in his front yard with a stab wound to his chest.
Paramedics from the Los Angeles Fire Department quickly transported him to a local hospital, but he was unfortunately pronounced dead shortly after arrival. It is clear that the suspect did not attempt to evade the authorities once they arrived at the residence.
His girlfriend’s son flagged down officers at the crime scene
Police records indicate that Gledhill flagged down the responding officers and allegedly informed them that he was the person they were looking for. Following this interaction, he was taken into custody and transported to the Van Nuys Jail. He is currently being held on $2 million bail, and he faces one count of murder in connection with the death of Handy.
The neighborhood surrounding the home was quickly secured by law enforcement to facilitate the investigation. Dispatch audio revealed that streets near the house were blocked off while officers were instructed to conduct door-to-door inquiries in the immediate area. Authorities were specifically tasked with noting who opened their doors and who did not, as they worked to piece together the events of that morning.
The son of his girlfriend fatally stabbed a Top Gun: Maverick actor
81-year-old James Handy was found with a fatal stab wound outside his home in Los Angeles. He later died from his injuries.
According to police, 44-year-old Michael Gledhill called 911 after the attack and… pic.twitter.com/dbs4e5upmr
For those who follow film and television, James Handy was a familiar face with an incredibly diverse career. He was born in New York City and spent years building a reputation as a reliable and talented character actor. His filmography is extensive, spanning across various genres and major blockbusters. Fans might recognize him from his roles in Jumanji, Arachnophobia, Unbreakable, and Logan.
He also appeared in other notable films including 15 Minutes, Guarding Tess, The Rocketeer, Bird, Burglar, Brighton Beach Memoirs, The Verdict, and K-9. Most recently, he made his final onscreen appearance in the 2023 hit Top Gun: Maverick. Handy’s presence on television was equally impressive, as he graced the screen in numerous episodic dramas and comedy series. Many viewers likely remember his ten-episode stint as Captain Haverhill on NYPD Blue.
His vast television credits include NCIS: Los Angeles, Criminal Minds, The West Wing, ER, and Law and Order. He also appeared in several television movies, including A Family Torn Apart and The Preppie Murder. This severe outcome follows a troubling pattern of recent violent crimes targeting vulnerable elderly citizens.
The investigation into the circumstances surrounding his death remains active, and the legal system will now determine the next steps for Gledhill.
The moment I arrived in Silent Hill f, I could tell the fog was back, and not just as eye candy, but as a choking and tangible entity. It is a character, and not a backdrop. It’s an impenetrable barrier, a veil that absorbs sound, muffles your footfalls, and time moves differently. There were moments where I caught myself standing still just watching the fog, convinced it was so painfully obvious, that I could see a figure or something ghastly moving just out of reach. The fog in this area is not meant as a simple decoration; it is the very essence of the terror, and it is something that truly works.
The feel of the sound is as important as the visual in the space. This part of the score might seem dissonant. In fact, it is jarring, static, and distortion corseted into some kind of rhythm, but certainly not something that you will want to hum. As you start playing it, the tune integrates into your body as if you are a puppet, every strung nerve maximally toned. And, finally, the silence comes—a thick silence, uncomfortable and constraining, and heavier than the sound ever could be. Every part of the space carries a threat, and, days later, I still remember going more slowly at the borders of the seats that day and, more than once, trying to decipher some shapes in the dim light. For me, this is precisely what Silent Hill should have been.
Return of a Veteran
I remember playing Silent Hill the moment it was released. Coming all the way to New Zealand, the first launch of Silent Hill was accompanied by a gag promotional item – a pair of underwear that was packed with the game. The reasoning was obvious, and trust me, I should have preserved it with the rest of my belongings for the latest sequel. I have to say, after the many sequel iterations and comparisons like the experimental misfires and genre offs, I have to say that Silent Hill f has emerged from the mist as the truest sequel. Homecoming and Downpour detours all, this is the bloodline the series was always meant to have. Appendices with the sound mixed to gnaw like a parasite – the steadfast fog once more is in position to the liege, and the narrative has found blasphemy in the lost, ravenous, cruel.
Language as a Layer of Dread
I put on the English voiceover at first, but switched to the Japanese audio and subtitles because I liked it better. This is perhaps the easiest, yet disquieting experience of the game. Each sentence in Japanese has a near ritualistic quality to it, as if the entire phrase is etched into stone or was whispered as a spell. It is not a matter of just listening to someone speak in a different language, it is all in the rhythm, the sharpness, the delivery, the breath. It is real and true dread that lies in these performances. When dubbed in English, part of that spellbinding quality is retained, but it is shrouded in something all too comfortable and all too clean. Each Japanese sentence, in its articulation, seems to be a blade cutting through the fog.
The Journal That Breathes
Within every game, even among PS5 horror games, there is a detail that is profound, tiny, and necessitates comment: the journal. It’s more than a menu, a script, or a set of notes. It is a relic, heavy in its binding, immersive in its design, and rests in a tactile silence. Each page turn tumbles more towards a violation. It is intricately woven with the anxiety of something confidential, something that should not be core sampled and brushed through, like a relic that contains more sinister than salubrious offerings.
Performances That Cut Through the Fog
Silent Hill f is a silent film which does not indulge in camp. No actors are making faces at the camera. No attempts at over-the-top drama that would soften the fear. The actors are silent and carry the horror through their intensity. They do not act out fear, but instead, dread. Their presence is enough to make sure the player does not escape from the experience. While most horror games emphasize caricature, Silent Hill focuses on real people, and the descent into horror becomes even more disturbing.
A Narrative Devoid of Clarification
Still lost, yet elated after a good ten hours of play, remains a joy in Silent Hill f. For the release of Silent Hill, the only time when I felt strongest was during the moments I was not able to understand the narrative of the game, mainly during the times of uncertainty. Every realization is another question.
There is no spoon feeding, there is no expository dumping to aid you. The narrative serves only as a construct maze, shrouded in fog, and I have yet to escape its confines. The fog is not purely a negative; it's a victory. It feels as though there is a story, and it functions as a story by resisting imagination, simulation, and interpretation.
Relentless Combat
Example, Silent Hill. On f, it is clear the game possesses real bite. It plays in a real, tangible, responsive world, pleasant to all players who buy PS5 games. Here, the combat is visceral. Automatically, there is no combat without complete precision. Every window of attack is small; the very rare double window of attack requires the enemy to be slightly in a precise position.
Every single encounter is less of a mash attack and feels more like a tactical puzzle of life. One particular boss, for every single encounter, a complete three hours of my life was devoted. In every aspect, every single attempt was another test of my patience and adaptability. Out of the countless dominations that it was able to withstand, each was like an individual lightning streak, a moment of mental alacrity.
You could say that on lower difficulties, the game nears a more pure horror rhythm, as the atmosphere does more of the work than the mechanics. But on Hard, the system shifts to a more punishment-duel system, nearly Soulslike in its relentlessness. It does have some issues; clunky moments do exist, but unlike any other game, it does reward mastery in a way that Silent Hill has rarely done before.
Tremors You Can’t Forget
The scarecrows take the trophy for the most terrifying. Their bodies are the most abstract of forms, with each of the movements bizarrely entrancing and terrifying. They do not just stalk you; rather, they inhabit the fog with grotesque elegance as they bend and contort. Then, there is the design element that is so obvious to everybody, they are the most horrid. It is a contradiction that you can’t take your eyes away from, pure horror mixed with pure lust, and pure disgust mixed with pure attraction. Silent Hill has never strayed from a contradiction, and in this scene, it strayed more than the others, with its creatures that disturb and distract in equal parts. Forget the first titles where nurses were overexposed; in Silent Hill f, it is the scarecrows that carry the real payload.
A Loop of Suffering and Mastery
Silent Hill f, at its core, is based on a loop of adaptation. The structure, much like Sekiro: Shadows Die Twice, is about mastery, but the spine-crushing atmosphere of Silent Hill alters the flavor. The dread, the atmosphere, is the first layer of punishment that one must peel off. The rest is a terrible bundle of collapse at the edge of which one must pay to find a shred of success. Exhausting it may be, but it is also a thrill.
On standard difficulty, the layer of punishment is lighter, and the dread is left to hover over the mechanical brutality. But in Hard mode, the game is a devotion asking for nothing less. Suffering, the loop of defeat and persistence, is, in a different way, easily submerged in the fog’s grasp.
A Resurrection, Not Just a Sequel
Silent Hill f is not just another entry in a series attempting to relive lost glory. It is a resurrection. The essence of the franchise has been rediscovered: the fog, the ambiguity, the intimate terror, all of which have been augmented with new designs, new performances, and new risks. It is not perfect. The combat can falter, the spikes in difficulty can be quite vexing, and the story will undoubtedly alienate most people.
It is not nostalgia. It is not imitation. It is a reclamation.
Final Reflection
Silent Hill f impressed me more than I had anticipated. It hit me differently, provoking not just fear, but something akin to inner pain, a discomfort that lingers after the controller has been set down. The fog feels alive again. The narrative is adamant in not explaining itself. The scarecrows disturb me with their paradox of horror and beauty. There is more than mere horror for the sake of horror. There is horror as the act of reflection, horror as the act of artistic expression, horror as the act of confronting something you wish you could turn away from but cannot. For the fans devoted to the series, those who like psychological horror that is more disturbing than startling, Silent Hill f is an intricate design of a nightmare to inhabit.
It looks like it is going to stay close to the classic Silent Hill premise with Simon arriving in an abandoned, misty town packed full of nightmarish creatures. There is also a new take on the radio from the orginal games, this time Simon has a small portable television which seems to detect the things that lurk. We also get to see what could be a new iconic creature, a wedge-headed, scarred humanoid.
“Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest. Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface.”
The game was originally announced with N oCode as the developers, that seems to have changed and Screen Burn are now creating the title.
Silent Hill Townfall will be out this year.
Konami’s Motoi Okamoto, producer of the Silent Hill franchise, has said that the company hopes to release a Silent Hill game every year. “We aim to release about one title per year, including both announced and unannounced titles,” he said. We’re not sure how far we can achieve this, but we’ll do our best as the producer of the Silent Hill series. Ideally, we’d like to keep the buzz around Silent Hill constant. We’ll do our best to provide you with new updates, so we hope you’ll wait a little longer.”
I'm getting pretty fed up with recent video game adaptations. Some of my favorites have hit the big screen in recent years, and while some are hits, they fail to convey themes, emotional impact, or hold onto the artistry from the original. There are adaptations that bring new fans into an already established fanbase, while others (though gross millions of dollars...how?) seem to forget what made the original so bloody brilliant.
Now, you may have enjoyed the examples I'm going to bring up and rightly so, everyone's entitled to their opinion. By no means have I watched every video game adaptation, but I have noticed a pattern in recent years that is starting to exhaust me.
Where adaptations fail
Missing the point
If you go into one of these adaptations with knowledge of the original, it's safe to say that you're going to be disappointed. This seems to appear most frequently with horror movies.
Screenshot via Sony Pictures
Until Dawn was a 2015 interactive masterpiece that brought the iconic slasher subgenre to a video game format. It played like Scream or Friday the 13th, having a cast of both likeable and dislikeable characters that grew through shared trauma. Supermassive Games excelled here and haven't since reached the same heights this game packed with personality, charm, and jumpscares had (House of Ashes was close). While the cast did a great job in the adaptation, Until Dawn could have been so much more.
But Until Dawn was one of the toughest watches I've had this past year for how far it strays from its source material. Mixing Happy Death Day with Cabin in the Woods, Until Dawn is so far from its 2015 title that it truly frustrated me to watch. There was no signature red herring, the Wendigos were as tame as Walkers in the later The Walking Dead seasons, and everything was reduced to a tired time loop that had nothing to do with the original. Hiring Peter Stormare isn't enough.
Though its conclusion did something most horror wouldn't dare to do, this reimagining was unsatisfying and predictable. This is a shame, because if it didn't have the IP, I probably would have enjoyed it a lot more.
Screenshot via ONE Media
Then there's Return to Silent Hill, and this one destroys me. How can you fuck up an absolute masterpiece in psychological horror? The town of Silent Hill takes on a resident's psyche, becoming the physical manifestation of their trauma. Yet, James's story and its impact is greatly reduced and dimmed, having its lore adjusted for a worser viewing.
The complexity of Silent Hill 2 is severely missed from this adaptation; where playing as a man, a human, a monster—guilt-ridden and forced to face his irreparable actions, is pitied by altering his relationship and actions so that we have no choice but to feel for James. The original managed the same effect but with masterful storytelling. This poor adaptation paints a world where an audience cannot grasp depth beyond "X is good, Y is bad."
The Hollywood Effect
Then we have the crime of terrible casting decisions that many recent video game adaptations have done. These masterpieces don't translate well on-screen because what made them special is that they are video games with impactful storytelling and meaningful characters. So when I heard The Last of Us (TLOU), Uncharted, and Silent Hill 2 (SH2) were getting adapted, I was so excited... until I saw the cast.
Image via Sony Pictures Entertainment
The charm, banter, and personality of the Uncharted series made it addictive and unmissable. The characters felt real through their interaction with one another and the world that was continuously trying to kill them. Maybe I'm just a hater, but there isn't an ounce of acting prowess in Mark Wahlberg's abilities. The story is drastically different from the original as it acts as a prequel to Nathan Drake's endevors, yet that cannot stop me from hating the "chemistry" between the cast. Tom Holland lacks the charm of Nate and instead appears arrogant and "witty." Mark Wahlberg completely butchers Sully that he's just a paranoid, soulless, boring man that in no way resembles the reliable silver fox from the games.
Image via Warner Bros
I would have taken literally anyone else to star in TLOU and Uncharted, but alas, we get the Hollywood treatment—where the most popular stars riding the wave of infinite money and relevancy get to perform roles with mediocrity and expect fans to lap it up.
Race-swapping in TLOU, reducing the age gap in Uncharted to switch Nate and Sully's dynamic from father-son to brother-brother, and the woefully terrible casting in Borderlands and Minecraft Movie turn adaptations into a cash grab with no soul, passion, or creativity. Bad casting decisions turn the adaptation into a joke that isn't funny. It becomes an easy paycheqck for the lucky actors whose role would never be made for them.
The falling dominos of wrong choices
Screenshot via HBO
I understand when shows or films make changes from the source material for the better. This is especially the case with book adaptations as a lot of dialogue is needed to fill the film's runtime. But there are multiple instances where game adaptations make writing changes that worsen the storytelling. I previously mentioned Return to Silent Hill, but TLOU, The Witcher, Halo, FNAF, and Uncharted are all culprits of this.
Screenshot via HBO
Shows like The Last of Us blew up and won awards, driving many new fans to the IP in the process. But (like with Silent Hill), Naughty Dog's adaptations change their detailed, flawed, and very real characters for the worse (aside from Bill's episode). Joel Miller is reduced to a frowning grumpy man who looks like he doesn't want to be there, Abby is a monologuing Bond villain, and Ellie is...well...dim, immature, and fond of violence. Eugh.
Screenshot via Universal Pictures
Henry Cavill left The Witcher at the end of season 3 due to various changes writers made that prevented the show from being faithful to its source. Halo shows Master Chief's face which, though makes sense, is a jarring change for fans of the franchise who grew up with this legend. It's even stranger when someone like the Mandalorian is allowed to spend most of his screentime inside a helmet. There are drastic relationship changes in Five Nights at Freddy's which makes the movie all the more convoluted. Plus, there is nothing scary about FNAF's adaptation yet it features on-screen gore with a script that only five-year-olds can enjoy.
When video game adaptations work
Characters characters characters
Image via Netflix
Adaptations thrive when they study its characters. What made games like Until Dawn, Silent Hill, or TLOU difficult to put down is their characters. Satisfying arcs, personalities with dimension, questions of morality, humility, and the human condition are covered to showcase beautiful imperfections. We can see this in Arcane, Fallout, and Cyberpunk: Edgerunners.
Screenshot via Prime Video
These shows are packed with emotion, where both internal and external conflict are featured in every episode. Their believable characters allow us to fully immerse in the rich world, much like reading Tolkien or Martin. We stay for the story not only to see how it concludes, but because we're here for the journey flawed characters go on.
Rich worlds full of possibility
Image via Markiplier (X)
Where adaptations like TLOU or SH stumble in replicating nuance, Iron Lung and Arcane shine. They're not restricted by the source material, but expand upon and strengthen particular aspects from the original. Iron Lung dives into the psychological when faced against a cosmic threat. Arcane delves into social and class systems, poor versus rich, and the threat of technology and magic; inviting us into a fantastical world that I for one, cannot get enough of. In a similar vein, there's Fallout. These adaptations have so much material that they can cherry-pick what to adapt and tune it until it's perfect.
Image via Nintendo
Finally, there is a lot of entertainment value in movies, Super Mario Bros. and Sonic the Hedgehog. While they're not for me, films like these are a good time because the original franchise doesn't take itself seriously. These are the perfect games to adapt for blockbusters as it doesn't need to go beyond the surface.
I'll end my rant on this question: If video game adaptations are fanservice, which fans are they serving? Certainly not me.
This year is promising some great PlayStation 5 games – our Most Wanted Games of Early 2026 is easy proof of that. But we’re only just getting started. There’s so much more on the way, and with PS5 not only home to the biggest releases but also an exciting hotbed of super cool indie titles, it’s only fair to give you an enticing glimpse at why we’re so hyped for the coming months.
Coffee Talk Tokyo | May 21 | PS5
If you’ve ever wanted to safely talk to yokai about their lives (or afterlives) over a cup of joe, then pull up a seat at the Tokyo cafe Chorus Worldwide has set up. If you’re not familiar with the lovely Coffee Talk series, this iteration continues its calming narrative, where you prepare and serve drinks to supernatural customers seeking chilled conversation and warm contemplation.
Fishbowl | April TBD | PS5
As odd as its title might sound, Fishbowl carries a depth that’s already caught the eyes and tugged at the hearts of those who’ve played it. Exploring a journey of grief and self-discovery, the two-person studio of imissmyfriends promises a thoughtful and emotional visual novel. A coming-of-age tale set over a month, Fishbowl features sorting-and-matching puzzle gameplay elements, but, most importantly, it aims to teach players that taking things one day at a time is sometimes the only way to move forward.
Hela | TBD 2026 | PS5
It’s entirely possible that when you first heard the title of this 3D co-op adventure, images of Nordic fire and brimstone came to mind. But never fear, Hela is pretty much the opposite. In fact, the only Scandinavian landscapes that have inspired this wholesome journey are those that have you reaching for the Create button for a revisit. Windup’s beautiful-looking escapade of puzzles and teamwork – via either local split-screen or online if you want to bring a buddy – lets you become a sickly witch’s mousey familiar, brewing healing potions and helping the local village with acts of kindness.
Inkonbini: One Store. Many Stories | April TBD | PS5
Need space for a cosy gaming experience? Nagai Industries has you covered with this nostalgic slice-of-life narrative, where human connections created by everyday events are entirely the point. Inspired by early 1990s Japan, Inkobini sets you in a small-town convenience store where you not only go through the meditative routine of preparing the shop for customers, but also hear their tales and forge relationships. The branching narrative shapes your conversations as you help the neighbourhood grow and thrive.
Mina the Hollower | Spring 2026 | PS5, PS4
One of the most anticipated titles of 2026, Yacht Club Games’ action-adventure blends an 8-bit aesthetic with modern design sensibilities, a combination that helped Shovel Knight become such a beloved indie darling. Genius inventor Mina isn’t just a dab hand with weapons like her Nightstar whip and daggers, but can also use her hollowing ability to burrow underground – perfect for mixing up combat and traversal in the many dungeons of the cursed Tenebrous Isle. Fan favourite musicians Jake Kaufman (the Shantae series) and Yuzo Koshiro (Streets of Rage/Shinobi series) are also along for the adventure’s infectiously slick soundtrack.
Mortal Shell II | TBD 2026 | PS5
Let’s step away from the cosy side for a spell, and get our hands a little dirty with the sequel to Cold Symmetry’s original action-RPG. While standalone from its predecessor, Mortal Shell II continues to deliver the unflinching fights, nightmarish enemies, and haunting open world that fans previously enjoyed. The corpses of departed warriors are yours to awaken and possess to utilize their many abilities. Finishers have been upgraded, and the stamina gauge has been removed to speed up combat. Oh, and there are firearms, too, so your bloody quest to reclaim the Undermether’s stolen eggs gives you a chance to introduce the likes of shotguns and rapid-fire crossbows to your foes.
Mouse P.I. For Hire | March 19 | PS5
Evoking the hand-drawn aesthetic of classic 1930s cartoons, Fumi Games’s first-person shooter blends detective noir storytelling with all-action blasting. If you like jazz, machine guns, grizzled narration, and oversized white gloves, then Mouseburg will be your home away from home. But be warned – just like the animation it apes, this is a game where almost anything can happen.
Never Grave: The Witch and The Curse | March 5 | PS5, PS4
There’s something special about a game that knows how endearing it is, and this vibrant 2D search action roguelike truly owns its charm – or should that be ‘curse’? Simply put, you control a magical hat with the power to possess your foes and use their abilities to venture through ruins, botanical gardens, and more, to help rebuild your ruined village. And what’s better than one cursed hat? Well, bring three friends along for the multiplayer mode and find out.
Ontos | TBD 2026 | PS5
When Frictional Games announced it would be unleashing the spiritual successor to 2015 sci-fi horror Soma, any eager anticipation was rewarded with the first glimpses of Ontos. Swapping underwater chills for a desolate moon base, this disturbing narrative-driven adventure challenges you to scavenge materials, operate machinery, and make moral choices that could result in grave consequences as you delve deeper into the mystery of a failed mining colony.
Out of Words | TBD 2026 | PS5
Easily one of the most unique-looking games in this list due to its eye-catching stop-motion and handcrafted visuals, Out of Words lives up to its title with two protagonists without mouths. In a quest to restore their voices, you and a friend take control of Kurt and Karla in a co-op platform adventure packed with puzzles and environmental challenges, testing your communication and coordination. And beneath the giant fish, tense set pieces, and physics-defying traversals, beats a tender story of connection and love, too.
Over the Hill | TBD 2026 | PS5
It couldn’t have been easy to follow the stylish racing game art of rally, but developers Funselektor Labs and Strelka Games have made something decidedly different, albeit still on four wheels. Over the Hill focuses on exploration and discovery, with a deliberately paced drive through a wilderness of dynamic weather, day/night cycles, and terrain deformation. It’s not a race – it’s all about the journey, upgrading and customizing your vehicle, taking in the scenery, and even joining up to three friends to see what awaits past the sunset.
We might be buzzing to get our hands on these games (and many more, coming), but what about you? Which indie titles are you looking forward to playing in 2026?
While each title in the original Halo trilogy has a small amount of exploration in it, the central storyline remains a linear experience. If we want to make progress, we must take on the missions and perform the actions that Master Chief has been assigned to do. Sure, we have the flexibility to either walk or pilot a vehicle to get to our destination and pick up a shotgun instead of a battle rifle, but at the end of the day we’re all still following the predetermined path John-117 was designed for. It may seem limiting that we don’t get to select what he says or how he saves the day, but that is kind of the point… this isn’t our story, it’s HIS. The fate of the universe is at stake, so the game doesn’t give us an option to do things our own way. The only question it allows us to answer is “What would the Master Chief do”?
The choice to accept the gift of Christ’s grace and follow Him places our feet on a path that is no longer about pursuing our own will, desires, or preferences. If truly we want to see His will done on this planet and experience the fullness of His blessings in our lives, we have to do it His way and live our lives on His terms. While it may feel reductive or simplistic to ask “What would Jesus do?” before each word we say or action we take, those are the guidelines for today’s missions… because there’s only one way to save the world.
I have been crucified with Christ; it is no longer I who live, but Christ lives in me; and the life which I now live in the flesh I live by faith in the Son of God, who loved me and gave Himself for me. Galatians 2:20
Abide in Me, and I in you. As the branch cannot bear fruit of itself, unless it abides in the vine, neither can you, unless you abide in Me. I am the vine, you are the branches. He who abides in Me, and I in him, bears much fruit; for without Me you can do nothing. John 15:4-5
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A new trailer for Christophe Gans’ upcoming Return to Silent Hillhas hit YouTube, offering the most detailed look yet at the upcoming big screen adaptation of Silent Hill 2.
The trailer definitely isn’t short on atmosphere, with the foggy town in all its spine-chilling glory looking just as you would imagine, as protagonist James Sunderland explores its empty streets. Speaking of James, we see him interacting with Maria and encountering a number of iconic creatures from the film’s source material, notably the Lying Figures and Bubblehead Nurses. Pyramid Head is also seen lugging his massive knife along the floor, and the Lakeview Hotel appears in flames, something we didn’t actually see happen in the game.
The synopsis for Return to the Silent Hill is more or less identical to Silent Hill 2 from what we know, with James called to the town by Mary to meet her in their ‘special place.’ However, there appears to be no mention of Mary having died from a mysterious illness three years prior, as it says James was merely ‘separated’ from her. Still, we’ll just have to wait and see how things play out in cinemas.
Check out the trailer below.
This will be the third Silent Hill movie to hit the big screen, following on from the 2006 original starring Sean Bean and Radha Mitchell that was also directed by Gans. That movie loosely adapted the story of the original Silent Hill, although an original character, Rose, replaced Harry’s role from the game as she searched for her missing daughter in Silent Hill. Following this came the M.J. Bassett-directed Silent Hill Revelation in 2012, which used the story of Silent Hill 3 as the basis for its narrative.
Return to Silent Hill is set to launch in cinemas on January 23, 2026.
Pocketpair has announced that the “Home Sweet Home” update for Palworld will launch on December 17. An ULTRAKILL collaboration with new skins will launch alongside the update. Additionally, the update will bring new features including new color-customisation options. A new trailer was also released. Palworld is available now in Early Access for PlayStation 5, Xbox Series, Xbox One, and PC via Steam and Microsoft Store. It is also available via Game Pass. The game will launch fully in 2026.
The full details:
ULTRAKILL Collaboration: Get Ready for the Arrival of the Blood-Fueled V1 and V2 on the Palpagos Islands!
Get ready for a long-awaited collaboration with the hit retro first-person shooter ULTRAKILL, published by New Blood Interactive!
Player skins that allow you to become ULTRAKILL‘s protagonist, the blood-fueled V1, as well as its successor V2, will be available with the “Home Sweet Home” update. The newly released trailer showcases V1 spreading its iconic wings, performing stylish revolver techniques, and even executing the signature coin-shooting move.
Get ready to experience unprecedented high-speed combat on the Palpagos Islands!
Home Sweet Home: Base Building Evolves with Material Recoloring!
As the update’s name suggests, we’re adding new features that make it even easier to turn your base into a cozy, personalized home. The new color-customization option lets you recolor building materials to match your personal style.
With additional creative elements also being added, you can build bases that are more detailed and full of personality than ever before.
Palworld Version 1.0 Arrives in 2026
The end of the trailer featured a teaser announcing that Palworld will be moving on from Early Access to its full release, “Version 1.0,” in 2026.
With Ver.1.0, we’ll be refining the experience based on all the feedback we’ve received throughout Early Access, aiming to deliver an even more polished and complete game.
We thank you all for your continued support of Palworld, and hope you’ll continue to look forward to what’s coming next.