If Alien: Romulus reawakened your appetite for the iconic sci-fi franchise, the good news is that a promising video game could be on the way. According to an Insider Gaming report, a new game for the Alien franchise is back in development. The report's sources mentioned that the single-player game will be set in a "decaying space station" as an arcade survival horror that can be compared to "Shadow of [the] Tomb Raider with Xenomorphs."
It's not the first time we heard about this Alien game, which was first reported on in 2022 under the codename "Marathon." According to Insider Gaming, the game has cycled through several developers, but more recently landed with Eidos Montreal, which developed Shadow of the Tomb Raider and is currently working on the upcoming Fable reboot. The report added that the game's development budget was increased to less than $75 million, up from the initial $30 million budget from a few years ago.
Insider Gaming's report noted that the game is still in "early development," but could feature Ripley 8, the human-Xenomorph hybrid that was first seen in Alien Resurrection. The game's details and release date are still subject to change, but Insider Gaming's sources said the game is "in a good place at this point" and is expected to release in 2028 on all platforms.
This article originally appeared on Engadget at https://www.engadget.com/gaming/a-aaa-game-for-the-alien-franchise-is-back-in-the-works-204401214.html?src=rss
This year at The Game Awards, if your game wasn’t melodramatic, mechanically innovative, beautifully presented and aggressively French, it didn’t stand a chance. The Game Awards 2025 wrapped up on the evening of Thursday, December 11 with a record-breaking showing by Clair Obscur: Expedition 33 from Sandfall Interactive. The game received the most nominations and wins in the show’s 12-year history.
But, we know that’s not really why you’re here. Between the award presentations and musical numbers, there were heaps of new game trailers, announcements and updates, and we’ve collected them all for you right here. The award winners are also there.
This article originally appeared on Engadget at https://www.engadget.com/gaming/everything-announced-and-all-the-winners-at-the-game-awards-2025-044101761.html?src=rss
The next game from Left 4 Dead designer Mike Booth is putting a sci-fi spin on his last game's co-op action, based on a trailer Booth and producer JJ Abrams shared at The Game Awards 2025. The new game is called 4:LOOP, and it's the first project entirely developed by Bad Robot Games, film production company Bad Robot's game studio.
4:LOOP combines the four-player co-op action of Left 4 Dead, with roguelike elements enabled by what seems like a time loop mechanic. Based on the trailer, players fight a mixture of aliens and robots in each mission, all in the hopes of eventually drawing the attention of an alien mothership and destroying it.
"Each time the four-player team succeeds in a mission, they make choices to improve their equipment, building out a unique kit to survive the epic boss battle at the end of the Act," Booth said in an interview with PlayStation Blog. "If the team completes all three Acts, they defeat the Mothership and save the world. All of this is, of course, easier said than done."
Sony Interactive Entertainment announced that it would be publishing 4:LOOP earlier in December, so naturally the game will be available on PS5 and PC when it launches. Players interested in trying 4:LOOP can sign up on the game's website.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/4loop-is-a-co-op-shooter-from-the-creator-of-left-4-dead-and-jj-abrams-bad-robot-035835461.html?src=rss
Why have one Star Wars game announcement at an edition of The Game Awards when you can have two? Star Wars: Galactic Racer is a podracing (and speeder racing) game from Fuse Games, a studio established in 2023 by former Burnout and Need for Speed developers. It's scheduled to hit PS5, Xbox Series X/S and PC in 2026.
The action here is set after the fall of the Empire. With the galaxy in rebuild mode after dealing with that whole mess, an unsanctioned, underground racing circuit called the Galactic League comes into being in the Outer Rim. Here, according to the game's Steam page, "syndicates bankroll chaos and champions are forged."
Star Wars: Galactic Racer is run-based, so if your podracer blows up, it might be game over. The action takes place across well-known Star Wars planets in addition to some new ones. The races have branching routes and you'll unlock new abilities on each run.
There's a story-driven, single-player campaign, as well as PvP modes. The vehicles are customizable too. Dig it. Where do I sign up, Watto?
This article originally appeared on Engadget at https://www.engadget.com/gaming/star-wars-galactic-racer-is-a-podracing-game-set-for-2026-035508891.html?src=rss
So there's good news and bad news about the highly anticipated Exodus coming out of The Game Awards this year. The good news is that there's a fresh trailer showcasing more of the game. The bad news is that the game won't be out until early 2027. The game was originally announced two years ago (also at The Game Awards) and had been pegged for release in 2026.
We may be waiting longer to get our hands on Exodus, but the substantial new trailer shows more of what the final product will entail, offering some backstory on main character Jun Aslan. He's the only human who can use the technology developed by Celestials, which are humans that have evolved 40,000 years into the future. The trailer also showcases the character C.C. Orlev, voiced by Matthew McConaughey. (Insert obligatory "alright alright alright" here.) Developer Archetype Entertainment includes some notable names from BioWare, 343 Industries and Naughty Dog, and the BioWare lineage seems particularly strong with this character- and choice-driven science fiction story.
This article originally appeared on Engadget at https://www.engadget.com/gaming/exodus-is-delayed-to-early-2027-032610665.html?src=rss
It didn't take too long for a game that a whole bunch of people are excited about to swoop into Grand Theft Auto VI's old release week. Or maybe Rockstar had an idea of was what was coming and delayed its blockbuster by six months to get out of the way of Lego Batman: Legacy of the Dark Knight.
Either way, TT Games and Warner Bros. Games brought a new trailer to The Game Awards and revealed that the Caped Crusader's next adventure will hit PS5, Xbox Series X/S, Steam and the Epic Games Store on May 29. The base game will cost $70 and pre-orders are open as of 11PM ET on December 11.
Lego games often have a massive cast of characters and, as the trailer revealed, this one will be no different. It will feature the likes of Robin, Nightwing, Batgirl and Catwoman, as well as a murderer's row of super-villains, such as The Joker, Two-Face, Poison Ivy, Mr. Freeze, The Penguin and Bane.
Warner Bros. Games is announcing the release date at a bit of an awkward time. Netflix recently had an $82.7 billion bid accepted for a chunk of Warner Bros. Discovery that includes the gaming division. However, Netflix co-CEO Gregory Peters said the company didn't factor Warner Bros. Games into its valuation.
"While they definitely have been doing some great work in the game space, we actually didn’t attribute any value to that from the get-go because they’re relatively minor compared to the grand scheme of things," Peters said, according to PC Gamer. "Now we are super excited because some of those properties that they’ve built, Hogwarts [Legacy] is a great example of that, have been done quite well, and we think that we can incorporate that into what we’re offering. They’ve got great studios and great folks working there. So we think that there’s definitely an opportunity there. But just to be clear, we haven’t built that into our deal model."
This article originally appeared on Engadget at https://www.engadget.com/gaming/lego-batman-legacy-of-the-dark-knight-swoops-onto-pc-and-consoles-on-may-29-024729940.html?src=rss
South of Midnightis heading to PlayStation 5 and Switch 2 in Spring 2026, developer Compulsion Games announcedon X. The third-person action-adventure game launched as an Xbox and PC exclusive, but like plenty of Microsoft's other first-party games, it's heading to competitors' consoles.
Mixing platforming with magic-infused combat in a unique setting inspired by the folklore of the South, Compulsion Games' South of Midnight was generally well-received when it was released in April 2025. The game likely reached sizable audience by launching on Game Pass and PC, but coming to PlayStation and Switch will open it up to an even bigger audience.
This article originally appeared on Engadget at https://www.engadget.com/gaming/south-of-midnight-is-coming-to-ps5-and-switch-2-next-spring-022725892.html?src=rss
Remedy Entertainment's Control is a bizarre yet totally captivating action game that feels like Die Hard by way of David Lynch. InControl: Resonant, players step into the role of the original game's most enigmatic and unsettling characters for their own jaunt through a 'new-weird' world outside The Oldest House.
Just ahead of the reveal at The Game Awards, we got an early look at Control: Resonant, the next game in the Remedy Connected Universe. Along with learning why the developers wanted a new protagonist, they also explain why this Neon Genesis Evangelion-inspiredsequel is the most expansive game they have made to date.
Seven years after the events of Control, the hostile supernatural force that plagued The Oldest House has invaded Manhattan. As the massive urban landscape morphs into an otherworldly nightmare and the Federal Bureau of Control director, Jesse Faden, goes missing, the remaining FBC sends her brother, the notorious supernatural entity Dylan Faden, into the city to stop the invasion. To find his sister and stop the devastation from spreading beyond New York City, Dylan will have to embrace his powers, and some occasional guidance from The Board, to take on the malevolent forces looking to reshape the world.
In the years since Control's release, developer Remedy has expanded the story into a larger, connected universe spanning multiple games, including the Alan Wakeseries and the co-op spin-off FBC: Firebreak. Control: Resonant picks up on many threads left by recent games including Alan Wake 2, which saw the FBC investigate the supernatural events following the titular character.
However, the sequel is going with a bit of a different direction, this time embracing melee-driven combat and a more "open-ended" approach to exploration within the Inception-style landscape of Manhattan. Though the developers were clear that it is not an open-world game, they stated during the presentation that it is embracing a more action-RPG approach and that it's also the most expansive game they have ever made.
It's an interesting premise for a sequel, especially considering the focus on the original game's most unnerving characters. But according to creative director Mikael Kasurinen, the concept ties into showing parallels between the Faden siblings and how they navigate this new-weird world.
"Each game represents one of the siblings and their respective journeys through this world. Because of this, you can play these games in any order; they stand on their own feet like two independent siblings," Kasurinen said. "When Dylan wakes up, he's the only one who can fight back against the Hiss and try to contain the disaster. He has lived his whole life inside The Oldest House, so the door leading outside to Manhattan might as well be a portal to an alien world. To him, this leads to a discovery of a new reality, just like what The Oldest House was to Jesse."
Much like the original game, Control: Resonant maintains that balance of exploration, discovery, and over-the-top action beats to overcome. The sequel leans a bit further into the latter, with Dylan adopting a more aggressive, brawler combat style with his shapeshifting melee weapon. We got to see Dylan switch between short-bladed weapons and a massive hammer, which opened some cool looking combo attacks. It's very much in the vein of Jesse's Service Weapon, but now designed for getting up close to deal heavy melee damage.
Control Resonant screenshot
Remedy Entertainment
From what we saw in the footage, the core combat feels equal parts Nier: Automata and DmC: Devil May Cry, showing Dylan dodging attacks and slipping through blind spots to unleash ground and aerial combo strikes. It's a notable shift away from the third-person shooting gameplay from the original, but it still captures the same weird, otherworldly feel.
According to the creative director, the core inspiration for making a sequel with a new character was to contrast storytelling perspectives and gameplay styles — as he puts it, both characters represent two sides of the same coin.
"When we looked at the siblings [as characters], it was almost like turning to the other side of a coin – Jesse uses a gun, but Dylan chooses a melee weapon. When we created the large environments, compared to the original, it was a challenge to incorporate shooting combat, as we didn't want people to have to keep finding cover to avoid fire. But with melee weapons, the combat instantly became more aggressive and intimate, where you're really going for the enemies. It really changed the dynamic of the Control combat experience. So it felt right, and it's also refreshing for us to create something a bit new for us."
So far, Control: Resonant looks like a sequel that ups the weirdness of the series and takes it into the twisting, inverted streets of Manhattan. It's a stunning-looking game, and one particular source of inspiration for the creative direction was the seminal 1990s anime series Neon Genesis Evangelion. Having seen the game's corrupted world and enigmatic protagonist in motion, that totally tracks. I can't wait to see what other oddities are to come in Remedy's new-weird sequel.
Control: Resonant will arrive in 2026 for PC/Mac, PS5, and Xbox Series X/S.
Control Resonant screenshot
Remedy Entertainment
This article originally appeared on Engadget at https://www.engadget.com/gaming/control-resonant-steps-into-a-larger-world-thats-inspired-by-neon-genesis-evangelion-021310781.html?src=rss
Many of the big announcements at The Game Awards are for completely new projects, some of which are total surprises (if you had an Okami sequel on your bingo card last year, you're either in the know or probably used up all your luck for the next few years). We'll often get updates on games that were previously announced too. The trailer for Order of the Sinking Star is something a little different, as it's a game that Braiddesigner Jonathan Blow has been working on fairly openly since releasing The Witnessin 2016.
The trailer revealed some new details, including confirmation of the expected title and a release window (2026 on Steam, with more platforms to be announced). Ahead of The Game Awards, Blow gave Engadget a preview of the game and explained some of its many complexities.
Fundamentally, Order of the Sinking Star is a grid-based puzzle game in which you'll move blocks around to complete an objective. You might know of this as a Sokoban game, named after the series Hiroyuki Imabayashi created about pushing boxes around a warehouse.
But this is a Jonathan Blow game, so nothing stays too simple for very long. Blow and his team took the core concept of pushing objects around and built on it in myriad ways, with a wide array of environments, mechanics and characters for you to get to grips with.
Order of the Sinking Star starts with you playing as a deposed queen from another world who is transported to a strange place. This turns out to be the tutorial. Among other things, you'll find out about the undo button, a handy option you can use to revert your actions if you get stuck. It's probably worth being careful with this button, as Blow says it's possible to undo thousands of moves with it. There's a level reset option too.
The first phase of the game has four distinct territories with their own characters, stories and gameplay mechanics. One of these realms has a fantasy theme with a warrior character who can push multiple objects that are in a row. His friend, the thief, can only pull objects. The wizard, meanwhile, can teleport and swap positions with objects or other characters. Sometimes, you'll use multiple characters in a level and swap between them to solve puzzles. There’s a talking boat somewhere, too.
You'll take what you learn within individual levels into the overworld so you can make progress there. For one thing, the queen can wear a warrior, wizard or thief outfit to adopt their abilities and solve puzzles in the north section of this phase.
Over in the east, there’s a world with mirror-based puzzles. By positioning the mirrors and where you stand, you'll use the mirror's reflection to teleport at a right angle. If your character (or an object) has a reflection in two mirrors, they can be duplicated, which is something you might have to do a few times if a level requires you activate multiple switches at the same time.
Once you near the end of two of the phase one worlds, you can enter one of six gold rooms. In these rooms, which are the gateways to the second phase of Order of the Sinking Star, some of your characters meet each other for the first time. For instance, the guy from The Mirror Isles and the wizard might encounter each other in a gold room and then you can use their combined abilities to solve puzzles. Given that later-game levels combine mechanics from the early stages, they are naturally more complex. Shifting to 3D perspectives will ramp things up too.
Order of the Sinking Star
Thekla/Arc Games
You can tackle the four worlds that make up the first phase in any order. Collectively, they contain "days worth of gameplay," Blow said. And yet he claimed this first phase accounts for about five percent of the entire game.
All told, there are about 1,400 puzzles, many of which are optional. If you're a completionist, you'll need to be pretty dedicated to see this through. Blow estimates that it'll take around 500 hours for a player to do absolutely everything in the game.
The overworld has more than 100 screens from which you can jump into individual levels. "All the levels are about ideas. They're not just random puzzles," Blow said. "We don't add puzzles to the game unless they show something cool about how the objects interact. Then, once you see the cool thing, you come back to the overworld, and you navigate from that screen using the cool mechanic that you learned."
"We" is a key word there, because it's not as if Blow has been making Order of the Sinking Star by himself for the last decade. His studio, Thekla, has around 10 people working on the game full-time along with another 10 or so part-time contractors. Those who contributed include puzzle game designers Alan Hazelden and Marc ten Bosch. Some members of Blow's Twitch community who "contributed some idea to one of the levels somewhere" will receive design credits too.
Blow and his team use custom game engines for their projects. Starting in around 2013, he started livestreaming his work on the programming language that Order of the Sinking Star is written in (Thekla will eventually make the engine available for free as an open-source project). "Once I was working on the game, it was a good way to show people what the programming language was about and also how game programming works, and so I would frequently do just streams where we would sit down and implement something," Blow said. Some of the design work he did on stream ended up in the final game.
Order of the Sinking Star
Thekla/Arc Games
After such a long time of working on Order of the Sinking Star, the end is in sight for Blow and his team. The main focus for the last year or so has been on making sure all of the puzzles align with the overworld. Making art for many hundreds of levels is a major undertaking too, while Blow is still refining the story.
"Because there's a lot of these levels and a lot of characters in the levels, it's just natural for them to talk to each other," Blow said. "And so what is that dialog and what does it do? Is it just little jokes that don't add up to anything? Or do you get little peeks into a larger narrative? I think the latter is obviously better. And so that's my main task between now and release, is making sure that the story is really good."
Blow had the core concept of having separate worlds with mechanics that work across them in place from the very beginning, though how that worked in practice evolved a lot over time. For instance, the overworld idea wasn't set in stone from the outset. There was an overworld in place by around 2021, "but it wasn't organized in the way the current one was. It was just sort of areas smushed together," Blow said. "At some point, I came up with this concept that it was spatially organized in an almost ritualistic manner or a mathematical manner, whichever way you want to think about it. And we redesigned the overworld from that point, and from then till now, it's been just sort of a continuous improvement."
Order of the Sinking Star was originally supposed to be a much smaller game that took around 10 or 20 hours to play, but "it just blew up," Blow said. "Part of development has just been dealing with that fact. Like, oh, my God, this game took so long to make. It actually feels really good to be here toward the end. We still have a fair bit of work to do before it's done, but we can see the ending from where we are now, and that's great."
This article originally appeared on Engadget at https://www.engadget.com/gaming/ten-years-after-the-witness-jonathan-blows-next-massive-puzzle-game-is-almost-ready-for-primetime-015727378.html?src=rss
The Game Awards kicked off with a bang, showing the world premiere of Star Wars: Fate of the Old Republic. It's a brand new action role-playing game that will be directed by Casey Hudson, who previously headed up several notable BioWare games you probably know like Mass Effect and Star Wars: Knight of the Old Republic.
There’s not much to go on in the trailer, but the game simply existing is a pretty great surprise and this cinematic trailer sure looks shiny. Hudson is working with Arcanaut Studios on this project, which is described as “an epic interactive adventure across a galaxy on the brink of rebirth where every decision shapes your path towards light or darkness.” Which kind of sounds like Star Wars crossed with Mass Effect, and I am personally very excited for that combo.
This article originally appeared on Engadget at https://www.engadget.com/gaming/star-wars-fate-of-the-old-republic-is-a-new-action-rpg-from-the-director-of-mass-effect-and-kotor-012913046.html?src=rss