Monday, September 28, 2026

Valheim Review

After more than five years in Early Access, Valheim has finally reached its finished 1.0 release. Iron Gate’s Viking survival game has grown considerably since it first appeared, but its basic approach has remained remarkably consistent. You arrive in a mysterious wilderness, gather what you can find, build somewhere to call home, make better equipment and gradually push into increasingly dangerous parts of the world. The difference now is that the progression extends all the way to the Deep North, with a final biome, new equipment, enemies, resources, locations and building options completing the main journey.

The 1.0 release adds more than 40 weapons, four armour sets, two capes, two trinkets, more than 80 building pieces, new creatures, crafting materials, food, locations, events and mechanics. It also introduces quality-of-life improvements, performance changes and other adjustments across the game.

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Friday, September 25, 2026

Control Resonant Review

Control Resonant takes one of the strangest action games of the last decade and makes a surprisingly bold decision about where to take it next. Rather than simply expanding Jesse Faden’s supernatural arsenal and sending her back into another section of the Federal Bureau of Control, Remedy Entertainment puts Dylan Faden at the center of the story, moves the action into a distorted version of Manhattan, and replaces much of the original game’s shooting with a more elaborate melee-focused combat system. It is a substantial departure from Control, but it is not an arbitrary one. Resonant still understands that the appeal of this series comes from putting recognizable places, people and institutions into situations that operate according to completely different rules.

That transition does come with some problems. Combat takes a while to develop into the flexible system that Remedy clearly intended it to be, and even after unlocking more abilities, some encounters can still feel more drawn out than they need to be. Remedy has already addressed one of the most significant complaints about the combat with the game’s launch hotfix, reducing the base health and Falter requirements of most enemies and several bosses while increasing Dylan’s maximum combat strength. That makes the opening hours less punishing than they were in the review build, although it does not completely eliminate the game’s reliance on repeated combat encounters.

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Monday, September 21, 2026

EA Sports FC 27 Review

There is a familiar problem facing every annual sports game: once the basic formula is established, meaningful improvement becomes harder to demonstrate. EA Sports FC 27 does not attempt to solve that problem by throwing another enormous collection of features at the player. Instead, EA has concentrated on some of the fundamentals that have increasingly determined whether an FC game is enjoyable or frustrating, particularly the behaviour of defenders, attacking movement, the transfer system in Career Mode and the overall PC experience. The result is a game that looks familiar but plays differently enough to make the changes worthwhile.

The biggest improvements are found on the pitch. FC 27 reduces the influence of defensive automation and puts more responsibility on the player, while attacking movement has been adjusted to make forwards behave more intelligently when searching for space. Passing, crossing and set pieces have also received attention, although not every change is equally successful. Away from the pitch, Career Mode gets a more substantial transfer system and additional ways for seasons to develop unpredictably, while The Grounds introduces a new social space that brings Clubs and smaller-sided football together in a way the series has not attempted before.

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Friday, September 18, 2026

Aniimo Review

There is a lot going on in Aniimo. Pawprint Studio’s free-to-play RPG is a creature collector, an open-world adventure, a real-time action game and, to a lesser extent, a life-simulation game. There is an RV to develop, a character to customise, resources to gather, multiplayer content to explore and more than 200 Aniimo to discover. It is an ambitious combination, particularly for a game built around a concept that is already familiar.

What gives Aniimo its identity is Twining, a system that allows you to merge with the creatures you collect and effectively become them. This isn’t just a transformation used for combat. Different Aniimo have different abilities that affect how you move through Idyll, solve environmental challenges and reach places that were previously inaccessible. The collection system therefore has a practical connection to exploration rather than existing solely to provide another set of creatures to level up.

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Wednesday, September 16, 2026

Wardogs Review

Wardogs is a multiplayer shooter built around a simple idea that has surprisingly far-reaching consequences: everything you do has value, and almost everything has a price. Killing an enemy is useful, but so is spotting one, reviving a teammate, transporting soldiers, building a forward operating base or simply holding the right position. The money earned from those actions can then be spent on weapons, equipment and vehicles, while whatever remains carries over into future matches.

That economic layer gives Wardogs a very different rhythm from the usual large-scale military shooter. Developed by Bulkhead and published by Team17, it puts up to 100 players into three competing teams and drops them onto large, destructible battlefields set in the industrial mountains of Eastern Europe. The objective is inspired by King of the Hill, with teams fighting over randomized 2×2-kilometre Control Zones inside a much larger map. The team with the most players inside the zone earns points, and the first to reach 100 wins.

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Saturday, September 12, 2026

Halloween: The Game Review

Few horror villains are as naturally suited to video games as Michael Myers. He does not need to run through corridors at impossible speed or possess an elaborate collection of supernatural powers to be threatening. Much of what makes him effective comes from the opposite approach. He walks, watches and waits, often remaining just far enough away to make his victims question whether they actually saw him. John Carpenter’s 1978 Halloween built much of its tension around that simplicity, and any game based on the film faces the challenge of preserving it without making the experience too slow to be enjoyable.

Halloween: The Game takes an interesting approach to that problem. Developed by IllFonic, it is primarily an asymmetrical multiplayer horror game in which one player controls Michael Myers while four others take on the roles of civilians trying to survive the night in Haddonfield. There is also a single-player story consisting of a prologue and five main chapters, recreating events from the original film while introducing players to Michael’s abilities. The multiplayer component is clearly the main attraction, but the inclusion of a dedicated story mode gives the game more substance than a purely online experience.

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Wednesday, September 9, 2026

Onimusha: Way of the Sword Review

After more than two decades away from the spotlight, Capcom’s Onimusha series returns with Onimusha: Way of the Sword, a new entry that modernizes the franchise without abandoning the samurai action that made it distinctive in the first place. Set in a supernatural version of historical Japan, the game follows Miyamoto Musashi as he becomes caught up in a conflict involving the demonic Genma and a corrupted Kyoto. It is a straightforward premise, but one that gives Capcom plenty of room to combine historical imagery with the dark fantasy that has always been central to Onimusha.

The result is an action game with a surprisingly deep combat system, impressive production values and some excellent boss encounters, but also a number of modern additions that do not always improve the experience. The best parts of Way of the Sword are its tightly designed combat encounters, where timing and observation matter more than simply attacking as quickly as possible. The weaker sections are usually found between those fights, particularly in the larger Kyoto areas where exploration, resource gathering and repeated activities can interrupt the momentum established by the game’s strongest missions. Recent reviews have similarly highlighted the contrast between the excellent combat and the less convincing open-ended and progression systems.

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Monday, September 7, 2026

NBA 2K27 Review

NBA 2K27 gets one of the most important things right: playing basketball is better this year. Visual Concepts has made meaningful changes to defense, shooting, dribbling and finishing, and those changes are noticeable from the first few games. Possessions feel more dependent on positioning and decision-making, while defenders have more ways to influence what happens on the court. For a series that has spent years adding layers around its basketball, it is refreshing to see the actual sport receive this much attention.

Unfortunately, NBA 2K27 is still much more complicated than it needs to be. The same progression systems, virtual currency economy, seasonal content and social spaces that have increasingly defined the series remain firmly in place. MyCAREER continues to surround a basketball career with distractions and expenses, MyTEAM remains tied to an ongoing card-collecting economy, and even the presentation can become excessive after spending enough time with the game.

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Thursday, September 3, 2026

The Blood of Dawnwalker Review

The Blood of Dawnwalker is built around a limitation that most open-world RPGs spend their entire campaigns trying to avoid. Coen, a young man living in the plague-ravaged region of Vale Sangora, has thirty days and nights to save his family from Brencis, a powerful vampire who has taken control of the region. After being transformed into a Dawnwalker, Coen exists between two worlds, relying on his human abilities during the day and drawing on vampiric powers at night. There is no expectation that everything on the map will be completed before the final confrontation. In fact, the game is designed around the opposite idea: some things will have to be left behind.

That decision gives Rebel Wolves’ first game its strongest characteristic. Quests, character development and other important activities consume portions of the limited time available, so deciding what to do becomes part of the role-playing experience. A quest is not simply another piece of content waiting to be cleared from the map. It is an investment, and choosing to pursue it can mean giving up another opportunity.

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Tuesday, September 1, 2026

How to Fish Review

How to Fish is built around a simple idea: catch fish, sell them, buy better equipment and use that equipment to make your way home. The difference is what happens between catching something and getting paid for it. Fish do not simply disappear into an inventory. They remain physical objects in the world, and the player is free to deal with them using increasingly ridiculous methods. Fishing rods eventually share space with knives, brass knuckles and guns, while trick shots turn catches into opportunities to earn more money. There are quests to complete, bosses to defeat and several islands to work through, giving the game more structure than its deliberately silly premise initially suggests.

The game begins with the player stranded on a small island after a drunken boating accident. The objective is to find a way home, and the route forward involves learning how to fish and earning enough money to improve the equipment available to you. Dazed Games has clearly designed the game around short, uncomplicated sessions rather than a large-scale adventure. The official Steam listing describes it as a one-to-four-player physics-based fishing simulator, and that description is useful because it places the emphasis where it belongs. How to Fish is less interested in simulating fishing than in using fishing as the foundation for a physics-driven co-op game.

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