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The 50 best games of 2024, ranked

What a year, huh? 2024 has been brutal for video games, a medium which has taken a bludgeoning from seemingly all angles. It’s been one of the quietest years for triple-A games in recent memory and the toughest for studios of just about all sizes too.

But through all that there have been – as there always has been and probably always will be – a surging, irrepressible wave of brilliant, inventive, utterly joyeous video games. This has been a year of survival, but also a year of total, out-of-nowhere hits. New, weird, unsuspected gems bursting onto the scene to fill the void left by the blockbusters, which seem set to almost unanimously duke it out for your attention in 2025 instead.

Well done on making it through this year. Thank you, as always, for reading. And please enjoy this list of wonderful games – the reason we’re all here in the first place. Here are the 50 best games of 2024, ranked.


50. The Plucky Squire

Platforms: PC, PS5, Xbox Series X/S, Switch

On the desktop, the Plucky Squire walks up a passageway made from a set of paints
Image credit: All Possible Futures/Devolver Digital

At the centre of The Plucky Squire is an idea so brilliant it’s still stunning no one has done it before. The ability for a picture book character to become sentient and jump out (and back into) the book’s pages to impact its story is an idea I can’t believe isn’t already a Pixar movie. In a video game, even after two dozen times, the concept never quite gets old. It’s a superlative idea, and The Plucky Squire oozes charm as your little hero attempts to save the day by exploring back and forth through his picture book’s chapters, and then in the bedroom of the book’s young reader. The game isn’t perfect – at launch its verbose writing risked alienating a similarly young audience, while some of its repeated, handhold-y puzzles should probably have been abridged. Now, a recent update has attempted to smooth over some of that – and the brilliance of that initial key concept remains.

Read more in our The Plucky Squire review

49. Like A Dragon: Infinite Wealth

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S

Ian Higton's face superimposed on a muscular, leotard wearing male character from Infinite Wealth. The character has their hands behind their head and is, um, thrusting. Two dogs are dancing by their side. It's all totally normal.
Image credit: Eurogamer / Sega

“Hope you guys know how to fish,” says Infinite Wealth’s lead character Ichiban Kasuga moments before a giant shark beaches itself on the boat you’re traveling on. A turn-based battle against this beast follows, the ridiculousness of the situation barely registering as you attempt to beat up a monster even the great Jason Statham would be wary of. This is Like A Dragon: Infinite Wealth, though. It’s a game full of moments like this, the kind of which you’d usually never expect but kind of do here. As with other games in the series, you can try to explain to someone why they should play it, but it’s not until they actually do that the penny drops. There are no other games like this, and they must be treasured. – Tom Orry

Read more in our Like A Dragon: Infinite Wealth review

48. 1000x Resist

Platforms: PC

Screenshot from 1000xRESIST showing Watcher entering a red-lit room with futuristic decor
Image credit: Eurogamer / Fellow Traveller

The pandemic. Cloning. Gene editing. Hong Kong’s Umbrella Revolution. The apocalypse. 1000xResist embraces all of these subjects during the course of this intimate 3D visual novel, shining a bright and unflinching light on what kind of society might emerge from this petri dish of disasters. The result is one of spiralling complexity, a slow burning tale of faith, lies and conspiracy that suddenly roars to life as it hits the halfway mark, catapulting the world of heroine Watcher, her clone-like sisters and their All Mother goddess originator into violent disarray. Memories become vital battlegrounds to discern and excavate the truth behind Watcher’s heritage, and as the whys and hows of this strange, enigmatic world begin to take shape through these fickle and dreamlike flashbacks, we get to see the big ugly mess of best intentions gone awry sitting at the heart of it. 1000xResist offers no easy answers to any of its big thematic debates, but that’s precisely why this raw and deeply personal journey is so memorable and important. – Katharine Castle

Read more in our 1000x Resist review

47. Grunn

Platforms: PC

The player holds a pair of shears in front of "a normal garden gnome" in Grunn
Image credit: Eurogamer/Sokpop Collective

Self-described ‘totally normal gardening game’ Grunn is anything but normal, and developer Sokpop Collective delight in wrong-footing you at almost every turn in this secretly low-key horror game. Your task seems simple enough – as you arrive at the gates of an overgrown country house on a bright Saturday morning, you’ve got until Monday to get the place spick and span before the owners come home. The gardening itself is pleasingly tactile, and the shoomp shoomp of the grass and hedge shears and the combative swipes of your trowel all feel great under the thumbs. But you’ll soon realise there’s something much darker and weirder going on beneath the surface of Grunn, and that these strange forces are actively out to get you. Through a smattering of enigmatic polaroids, Grunn gradually emerges as a horror-infused adventure game, tasking players with matching disparate items to the right puzzle scenarios to help peel back its layers and get to the heart of this deliciously unnerving experience. You won’t be able to do everything on a single playthrough, but each run arms you with more knowledge and shortcuts to unravel its tantalising mystery. It’s wonderfully creepy, and a real grower. – Katharine Castle

Read more in our Grunn Wishlisted feature

46. Call of Duty: Black Ops 6

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S

CoD Black Ops 6 screenshot showing you playing cards in the casino
Image credit: Activision / Eurogamer

I won’t lie, I enjoyed the Black Ops 6 campaign a lot more than plenty of games above it in this list. I’m not sure if that’s going to get me banished from the EG Slack or something, but I need to speak my truth. I don’t care one bit for the various multiplayer modes CoD offered this year, partly because they didn’t grab me but mostly because I simply don’t have time to sink into an online multiplayer shooter. Still, BLOPS 6 has the best campaign in a Call of Duty since 2016’s Infinite Warfare. There, I’ve said it. It’s a banger. I think that’s plenty of info to judge me with, but just know I’m right about this and if you disagree you are wrong. Here’s to terrible campaigns for the next eight years! – Tom Orry

Read more in our Call of Duty: Black Ops 6 review

45. Llamasoft: The Jeff Minter Story

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S, Switch

Jeff Minter wearing a jumper and talking to the camera in Llamasoft: The Jeff Minter Story.
Image credit: Digital Eclipse/Llamasoft

These Digital Eclipse collections are hard to sum up, but here’s the rough gist of it. Imagine a luxurious special edition DVD box set of several classic films, put together with a bit of curation, and introduced with context and explanation and nice bonus features. A collection and a story all at once. The latest, from the people behind the excellent Making of Karateka, focuses on the legendary Jeff Minter, king of psychedelic arcade wonder games. This focuses on all of his earlier stuff, but don’t let that put you off. Many of these older, lesser known games still feel frighteningly new, even as you warp back to the mid 80s. Preservation with love. This is video game heritage. – Chris Tapsell

Read more in our Llamasoft: The Jeff Minter Story review

44. Sorry We’re Closed

Platforms: PC

A woman in a pink coat sits next to a two-headed blue demon in a car in Sorry We're Closed.
Image credit: Eurogamer/Akupara Games

A demonic love story told through the lens of survival horror, Sorry We’re Closed is one of many excellent PS1-throwback games to appear on our list this year, but it’s almost certainly the most stylish one of the lot. With its searing colour palette and punk rock cast of ordinary folks just trying to survive in downtown London (albeit a downtown London that’s somehow become a hotbed for angels and demons all hanging out together and vying for celestial supremacy), this is raw and emotional tale where opening up your heart is a surprisingly deadly endeavour. Shop worker Michelle knows this more than most, after catching the fancy of arch demon The Duchess and being cursed with a third eye that can pierce through the fabric of reality to reveal the seedy, demonic underbelly within. If she doesn’t submit to The Duchess in three days, she’ll be tortured for the rest of eternity, but as she fights for her life in a brilliant mix of third person puzzling and first-person shooting, Sorry We’re Closed shows there’s still a lot to love about fixed camera angles, grungy lo-fi visuals and punching god/the devil square in the face to earn your freedom. – Katharine Castle

Read more in our Sorry We’re Closed review

43. Children of the Sun

Platforms: PC

Children of the Sun screenshot showing a gas station lit up with neon lights against a pinkish sky.
Image credit: Devolver Digital

What if Sniper Elite was a low-fi conspiracy-fuelled shooter with multi-kill mechanics reminiscent of pinball or the Crash Mode from Burnout? Well, you’d get something like Children of the Sun, an indie shoot-’em-all-up that’s part shooter and part puzzle game. Crouched from afar, its your job to line up a shot – and its subsequent richochets – that take out all of your targets, as you uncover why your mysterious main character is taking revenge on a deadly cult. The visuals and story – such that there is – are enjoyably pulpy, while the quick-fail-and-retry gameplay allows you have just one… more… go… – Tom Phillips

Read more in our Children of the Sun review

42. Homeworld 3

Platforms: PC

homeworld 3 key art showing the mothership in a tunnel in a megalithic structure
Image credit: Gearbox Software

Ah, the weight of expectation. 25 years after the first genre-defining Homeworld game, nine years after a successful remaster and five years after a crowdfunding campaign for a sequel, Homeworld 3 seemed to have its course set to become another intricate, galaxy-spanning real-time strategy game set in 3D space. What emerged from hyperspace was in some ways the game I dreamed of: a fun evolution of what came before, with new factions and a new setting, yet familiarly iconic ship designs emitting primary-coloured exhaust trails, producing realistic battle chatter amongst beautiful nebulae backdrops as a Middle Eastern inspired ambient electronica plays. A new focus on maps with megalithic structures suitable for cover or flanking was a smart twist, providing a new stage for the game’s excellent art direction and making for more interesting battle scenarios too.

Yet an ultimately disappointing campaign that focused on a handful of poorly realised characters stood in stark contrast to the epic, survival-of-a-people tales that made the first games so well-loved, and depressed review scores to the point that the game’s extensive post-launch development plans were halted just four months later. The game’s campaign and its roguelite War Games mode are still well worth playing, with the final 1.3 patch providing some much-needed balance and gameplay improvements, but I fear it may be the final chapter in this iconic series. – Will Judd

Read more in our Homeworld 3 review

41. Botany Manor

Platforms: PC, Xbox One, Xbox Series X/S, Switch

A picnic is set up in the grounds of Botany Manor
Image credit: Balloon Studios/Whitethorn Games/Eurogamer

Puzzle games about growing plants have been popping up in abundance in recent years, but Botany Manor is almost certainly one of the best specimens yet of this particular sub-genre. Set inside an enormous and picturesque Somerset manor, amateur botanist Arabella Greene takes it upon herself to study and recreate rare strains of peculiar plants that will only bloom under the most specific and wonderfully whimsical circumstances. Like the flower that needs the exact wind temperatures of its mountain home, or the rust-cleansing river weed that will only bloom at a certain water temperature. Or the one that mimics the wing colours of a moth at a particular time of day, or the sleeping heartbeat of a specific woodland creature. As you root out each plant’s respective seed bag from around the house and try and deduce exactly what will make each one burst into life via the notes and letters and other diegetic clues you’ll find scattered around, Botany Manor reveals itself to be a surprisingly robust and artful kind of puzzle experience. It takes time, care and more than a little attention to solve these conundrums, but this game’s a grower, no doubt about it. – Katharine Castle

Read more in our Botany Manor review

40. MechWarrior 5: Clans

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S

MechWarrior 5: Clans official screenshot showing an enemy mech through your own visor being shot with a green laser
Image credit: Piranha Games

In MechWarrior 5: Clans, you are the monsters suddenly bursting out of the walls, except the walls are the edge of the known universe and the monsters are armed with several-stories-tall BattleMechs. There’s plenty here that’s familiar to players of the hugely addicting sandbox of MechWarrior 5: Mercenaries, but that game’s slow-and-steady progression of a mercenary company taking on odd jobs is jettisoned for a more engaging linear campaign through the highlights (and lowlights) of the Clan invasion of the Inner Sphere, complete with animated cutscenes replete with in-universe lingo. As agents of a technological superpower hidden away from the centuries of in-fighting and neglect faced by the rest of humanity, your advanced machinery is faster, better-armoured and hits harder than anything you’ll face from your enemies. That lets your five-member squad carve through hordes of opposition in supremely entertaining style, and gives you some latitude to experiment with weapon loadouts and skill upgrades before the game’s difficulty ramps up in the final chapters. Best of all, everything can be played in co-op if you like – and despite upgrades to AI squadmate control, subjugating the surats is always more fun with a sibkin. – Will Judd

Read more in our MechWarrior 5: Clans episode of what we’ve been playing

39. Arranger: A Role-Puzzling Adventure

Platforms: PC, PS5, Switch

Jemma navigates a snakelike pass in Arranger.
Image credit: Furniture & Mattress

Arranger is ingenious, beautiful and deeply, surprisingly accommodating. Its premise suggests a world of genius-tier head-scratching where only puzzling’s greatest minds will succeed, but this game doesn’t just want you to get through its challenges, it wants you to feel clever too, and feel like you took everything at your own pace. These are excellent ambitions. At its most basic, Arranger offers players a tile-based world in which rows and columns move as the player does, and many objects wrap around the screen, reappearing from the left when they disappear off the right, say. Taking this idea, you’re sent off on a beautiful adventure, moving from one town to the next, solving problems, engaging in combat – you move swords and whatnot along with your rows and columns – and even taking on bosses. It’s elegant stuff, but it’s backed up with a lovely hint and skip system which means, should you want it, you can have a marker on-screen that permanently points you in the right direction, and you can hop right over any puzzle that’s annoying you. All this and some stellar writing and world-building. Arranger is a treat. – Christian Donlan

Read more in our Arranger: A Role Puzzling Adventure review

38. Fear the Spotlight

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S, Switch

A young girl looks over her shoulder to shine a torch on a broken mirror, which hides a hidden pathway behind the wall, in Fear the Spotlight.
Image credit: Eurogamer/Blumhouse Games

Vibes, the video game. In terms of mechanics there’s not a whole lot of complex stuff going on in Fear the Spotlight, but it absolutely nails that late 90s/early 2000s horror aesthetic. It’s a game split into two parts, parallel stories that follow on from a disastrous seance. The first is mostly set in school grounds as the protagonist attempts to find her friend and avoid the bright orange searchlight emanating from the singular baddy. Part two is more personal, centred on the life of the aforementioned missing friend, this time predominantly set in her old family home. Scarier than part one, this story leans more into Japanese horror like Ringu and Ju-On: The Curse. There’s not much of a challenge here, but the throwback puzzles and brilliant retro visuals felt like a palette cleanser much needed after years of gnarly horror designed to make you wince. – Tom Orry

Read more in our Fear the Spotlight review

37. Batman: Arkham Shadow

Platforms: Meta Quest 3/3S (VR)

Batman fighting enemies from a first-person perspective in the VR game Arkham Shadow.
Image credit: Oculus Studios

Look up. This is the slogan DC is using for its new Super Man movie. It’s also something you can do with your actual head while playing Batman: Arkham Shadow on the Meta Quest 3. Looking around isn’t new in a VR game, obviously, but it’s the first part of Camouflaj’s brilliant Batman sim. While Bruce Wayne, famously, can’t go five minutes without saying “I am the Batman,” or similar, in this game you are in fact the Batman. Never before, even in the Rocksteady games, has this feeling been truer. Key to this is the fact that Arkham Shadow doesn’t shy away from the combat we’re now accustomed to in Batman games. Yes, it’s simplified here in order to open the game up to as wide an audience as possible (you don’t have to be trained in martial arts), but it just works. – Tom Orry

Read more in our Batman: Arkham Shadow review

36. Crow Country

Platforms: PC, PS5, Xbox Series X/S

Mara speaks to a crow statue in a house in Crow Country
Image credit: SFB Games / Eurogamer

Modern games that look like retro games are having a rather elongated moment, aren’t they. One of the best examples this year is PS1-era throwback horror, Crow Country. Rather than simply rely on nostalgia through deliberately-dated, SFB Games created a game that would have slotted in perfectly back when everyone was being scared by the marvels that were Resident Evil and Silent Hill. It’s got smart puzzles, which are essential in a good survival horror, but more importantly the setting is brilliantly realised. There’s a superb sense of place here, which elevates it above the average attempt at aping games of this genre. Oh, and it’s funny, too, which is something games often fail miserably at. – Tom Orry

Read more in our Crow Country review

35. Age of Mythology: Retold

Platforms: PC, Xbox Series X/S

Age of Mythology: Retold official screenshot showing two Greek armies facing off amongst god powers and burning buildings
Image credit: Xbox Game Studios

Often overshadowed by the vast success of its sibling Age of Empires, Age of Mythology is, frankly, an absolute banger of a game, a peak early-00s era RTS from the time where the ostensibly serious strategy genre started to get a bit silly. But I will always maintain that “a bit silly” is exactly what makes for a good RTS, frankly, and Retold is a fantastic glow-up, filing down the jagged, polygonal edges of the original but losing none of its off-beat charm. There are still outlandish god powers to throw around – now with cooldown timers (how modern!) rather than a single use – and still the faintly ridiculous physics to go with it. Seeing colossi and giants boinged up in the air by a meteor will never get old. Nor will a good old-fashioned comp stomp with friends against the improved AI. If you missed the original, or you loved the original, or you never quite got into real-time strategy but want to give it a try, I can’t think of another game I’d recommend first. – Chris Tapsell

34. Pacific Drive

Platforms: PC, PS5

Pacific Drive screenshot showing a distant pillar of yellow light form inside the car, in a rainy forest
Image credit: Kepler Interactive / Eurogamer

Pacific Drive isn’t the most cooperative of games. Your first dozen or so hours will, if you’re like me, be spent cursing it (or cursing at it). And then the next dozen or so hours will, well, probably also be spent doing that. Weaving your way through the sodden forests of the pacific northwest with nothing but a banged up, possibly-haunted jalopy and a grumpy radio accomplice you will find yourself crashed, mashed, flipped, hurled, shocked, poked and bonked by various obstacles, ranging from slightly horrifying ‘anomalies’ of the Zone to the car’s boot lowering on your head – your own weaponised incompetence manifest. This game is wonderfully, hysterically sadistic, but it’s also laced with clever mitigating design – the garage, where you stop off to recover, rebuild, and make slow RPG-like progress between runs, is really the game’s beating heart – and also a scintillating, Strugatsky brothers-inspired atmosphere. One of this year’s most unique games, but also one that seems to tap right into the zeitgeist: weird physics, gallows humour, masochistism, and a requirement to press on regardless. – Chris Tapsell

Read more in our Pacific Drive review

33. Stellar Blade

Platforms: PS5

Eve's Symbol of Legacy outfit while Tachy Mode is activated in Stellar Blade.
Image credit: Shift Up

I’m torn on Stellar Blade. Having had little to no expectations for it on release, I was surprised by just how great the combat is. I don’t want to sound like a complete idiot, but I wrongly started playing assuming I’d get some fairly by-the-book hack ‘n’ slash gameplay, but in fact Stellar Blade feels less frenzied than that. It’s not souls-like, but it’s not a completely different beast to those games either. It helps that Stellar Blade looks superb, being one of the most impressive games I’ve played on PS5 in 2024 (and all the nicer on PS5 Pro). I won’t sugarcoat it, though: I’m not a fan of the frankly quite ridiculous costumes. I appreciate that there’s a market for that, but I think these designs undermine a top notch action game. – Tom Orry

Read more in our Stellar Blade review

32. Pokémon Trading Card Game Pocket

Platforms: iOS, Android

A close-up screenshot of a player's hand in Pokemon TCG Pocket.
Image credit: Eurogamer/The Pokemon Company

I’ll be honest, I really thought TCG Pocket was just going to be one of those ‘interactive experiences’ that really centred on pack opening, collecting pretty digital things and extracting as much money out of fans as possible. And, okay, it is sort of that– but wait, come back a sec and just listen. It’s also just a fantastic card battler. This is maybe to be expected – Creatures has been making this card game for a few decades now, after all – but there are some quietly genius tweaks to the formula that make it work so well here. Energy has been shifted from cards in your deck to a generation system, enhanced and modified by the cards you can then build decks around. Matches are faster, and somewhat inconsequential by most competitive standards – but counterintuitively, that also makes it even more fun. If you lose, it’s fine – you lost five minutes, and probably learned something valuable about the deck you built or decisions you made along the way. The interlocking systems, across chance-based elements like packs and wonder picks, to the many quests, AI and online battles, collectibles and more, are astonishingly intricate. And yes, the artwork really is quite lovely. This is one of the best games to come out of The Pokémon Company for some time – don’t write it off before trying your hand. – Chris Tapsell

Read more in our Pokémon TCG Pocket review

31. Stalker 2: Heart of Chornobyl

Platforms: PC, Xbox Series X/S

A patrol of Noontide soldiers passes another of their group who is resting on a crate in Stalker 2: Heart of Chornobyl.
Image credit: Eurogamer/GSC Game World

Games are often so slick, so focus grouped, and so safe these days that it’s amazing when a big game is released and it doesn’t feel like any of those things. Stalker 2 feels like a hugely ambitious indie game from 15 years ago, but with the production values of a modern AAA title. It had plenty of issues at launch (and still does after a bunch of updates), but no other game released this year matches it in terms of scope. It’s an open-world FPS, but unlike any you’ve ever played before unless you’ve played a previous Stalker game. Games don’t have to be sanded down so much they have no sharp edges in order to be worth your time and money. Stalker 2 proves that. It’s got more rough spots than Sony’s entire first-party output this entire generation. – Tom Orry

Read more in our Stalker 2: Heart of Chornobyl review

30. Dungeons of Hinterberg

Platforms: PC, Xbox Series X/S

In a dungeon in Dungeons of Hinterberg, the player stands on a rotating platform above a lake.
Image credit: Curve Games/Microbird Games

A game about escaping to the Austrian alps to simply get away from it all, Dungeons of Hinterberg will have added resonance with you if you’ve felt a little burned out recently, or if the pandemic is still faintly lingering in the back of your mind, or if you’ve just had a bit of a year. It’s probably the closest to this year’s A Short Hike, a game about the soothing atmosphere of a physical place, about presentness and mindfulness and nice strangers offering a few words of smalltalk or advice. But also just a very nice, tight, smartly designed game in itself: a mix of Persona and Zelda, mashing together environmental puzzling, playful camera perspective shifts, a bit of light third-person combat and then a soothing retreat to the local mountain village in between. If you play games for escapism, there are few this year that did it better: a dreamy, warm-hearted, timely and deeply welcome retreat. – Chris Tapsell

Read more in our Dungeons of Hinterberg review

29. Arco

Platforms: PC, Switch

The Monk Village in Arco, spread out up the side of a twisting hill.
Image credit: Panic/Franek/Max Cahill/Bibiki/Fayer

Another of the very fine, small-team indies of 2024, Arco is a gem of an action adventure game, all rendered in lovely, expressive pixel art (there’s a whiff of 2013 about it, in a good way). Smart combat focuses on short, snappy, intelligent encounters, while the vibe is wonderfully Western-meets-fantasy: a lone wanderer, an authentically South American twist on the cowboy story, a big, mysterious tree. There’s richness and texture here, condensed and refined into something compact yet powerful. – Chris Tapsell

Read more in our Arco review

28. Caves of Qud

Platforms: PC

The world map for Caves of Qud.
Image credit: Freehold Games/Kitfox Games

Caves of Qud is a forever game. It’s a blend of Dwarf Fortress and the original Rogue, generating a dense fantasy world and millennia of history, and then using that as a rich backdrop for some brilliant dungeon crawling.

Everywhere you look there’s something special. The art – one or two rungs away from ASCII – is gorgeously evocative of all-night sessions in old University computer labs, while the writing is poised and strange, the storytelling blends the far future and all its horrors with a landscape of ruins and strange mushrooms. Dungeons are procedurally generated but the storyline’s main beats never change, which puts the emphasis firmly on the player themselves. Who do they become? What path do they take? How many limbs and fingers do they want to replace with laser cannons? These are all excellent questions for a game to ask.

Somewhere in amidst all this stuff is a game that tugs at a concealed theme of 2024 in games. Like UFO 50 this is a game with the trappings – and some of the ideas – of the past of gaming, but which treats everything in a way that makes much more graphically lavish titles feel pretty old-fashioned. Even if you don’t think Caves of Qud is for you, give it a try. – Christian Donlan

Read more in our Caves of Qud review

27. Nintendo World Championships: NES Edition

Platforms: Switch

Watch on YouTube

I honestly believe that Nintendo World Championships: NES Edition is one of the best games of the year and on the Nintendo Switch full-stop. It’s that good. I know it’s not perfect, lacking high-score leaderboards for online competition, but it’s an absolutely essential local multiplayer game for all ages. I’ve enjoyed countless hours playing this with my son, essentially showing him that despite the massive advantages his youth offers, he still can’t beat me at video games when compressed into tiny challenges.

The really special thing about NWCNE (sorry, just wanted to write something that looked like a professional wrestling franchise) is more of a side effect, really. By introducing my son to these relics of the video game world, he’s now developed an interest in playing the full games. He’s sunk hours into Super Mario Bros., Excitebike, and Metroid. That’s the power of Nintendo. – Tom Orry

Read more in our Nintendo World Championships: NES Edition feature

26. Infinity Nikki

Platforms: PC, PS5, iOS, Android

Nikki in front of Emabul in Infinity Nikki.
Image credit: Eurogamer/Infold Games

What a breath of fresh air Infinity Nikki is. If you’re tired of the usual open-worlds focused on combat, then may I suggest a trip through Miraland’s lush, fairytale landscapes instead. Where other games may have bosses to challenge, Infinity Nikki’s got high-stakes fashion battles across rooftops and spooky forests, for no other reason than simply being as dramatic as possible. But when Nikki does need to roll up her impeccably-styled sleeves to take on some mischievous creatures, then it’s in service of ‘purifying’ the poor things, not killing them.

When not exploring, or saving the world in one of the most endearingly silly stories I’ve ever heard (where fashion is worshipped in tandem with ancient gods), then just dressing Nikki up to look cute is your only real goal. And if you’re a fan of taking pictures in those cute clothes, be prepared to craft some high-quality snaps, with one of the most in depth Photo Modes in gaming.

Simple concepts, but a joyous execution of them, makes Infinity Nikki the upbeat, batty adventure that it is. – Jessica Orr

Read more in our Infinity Nikki review

25. Timemelters

Platforms: PC

Teagan stands in front of a stone circle with glowing marks on the stones in this scene from Timemelters.
Image credit: Autoexec Games

Timemelters is the work of some of the people behind Sang-Froid: Tales of Werewolves. That was a distinct blend of strategy and tower defence that had an enviable sense of its own identity. Timemelters takes the idea further and really pushes up against the limits of how many new ideas a player can handle at any time. That’s a compliment.

You’re playing as a witch in a mythical version of Scotland, but really you’re a flexible attack unit with the ability to cast spells, reverse time and record your own clones to fight against, and move through wormholes that tie the maps in non-Euclidean knots. The stroke of genius that brings it all into focus is this: you only have one hit point. If you fail at any moment in the game you’re dead, and so you really explore each map and its challenges, breaking down objectives, working out how to rethink space, and steadily becoming the kind of ingenious player you always hoped you might be. 2024 had a lot of great games, but few had as much to teach the player about their own potential as this one. And it’s brilliant fun too. – Christian Donlan

Read more in our Timemelters review

24. No Case Should Remain Unsolved

Platforms: PC

Image credit: Somi

One of this year’s most compelling detective games, No Case Should Remain Unsolved is a deep dive into the fickleness and fragility of the human mind. It’s the kind of mystery game you should really just go and play and not read too much about beforehand, as saying anything about its story or finer details will veer dangerously close into spoiler territory. But the simple facts of the case are thus: you play a detective haunted by one particularly harrowing case from your youth that’s long since gone cold, and at last you’re tasked with rooting through your own piecemeal memories of all the different witness testimonies to try and get to the bottom of it. As you start reconstructing a timeline of events and matching fragments of statements to the correct speaker in the right order, you’ll gradually unearth other, hidden details of the case that constantly challenge and expand your understanding of it. But the real masterstroke of this game is how deftly it weaves its narrative, and how closely it guards its deepest and most devastating secrets. It’s masterfully executed, and a must-play for all budding detective heads. – Katharine Castle

Read more in our No Case Should Remain Unsolved feature

23. Prince of Persia: The Lost Crown

Platforms: PC, Ps4, PS5, Xbox One, Xbox Series X/S, Switch

Prince of Persia The Lost Crown official screenshot showing Sargon battling a winged monster boss, using a super attack in a flashy cutscene animation against a black and purple background.
Image credit: Ubisoft

This year’s best Metroidvania and a new benchmark for the genre at large. Prince of Persia: The Lost Crown is an athletic, nimble dream of an action platformer, marrying taut and challenging traversal techniques with a mythic quest of dazzling proportions. As heroic warrior Sargon, you must save the titular prince from the sprawling, labyrinthian prison of Mount Qaf, a foreboding and ominous place that turns friend against foe and time back in on itself. It’s an enthralling adventure, and the kind of hero’s journey that feels steeped in both the series’ tradition and the modern, dynamic flair of anime and graphic novels. It also solved the genre’s ever-present problem of painful backtracking with its game-changing screenshot tool, letting you pin images of locked doors, puzzles or anything else that caught your curiosity directly onto the map. Together with its rigorous and skilful platforming, this is a staggering achievement from the Rayman Legends team, and it’s a travesty that we won’t get to see more of it in the future. – Katharine Castle

Read more in our Prince of Persia: The Lost Crown review

22. I Am Your Beast

Platforms: PC

I Am Your Beast official image showing a clustery of enemy soldiers in snowy woods
Image credit: Strange Scaffold

There’s something about I Am Your Beast that reminds me of the old Batman TV series’ comic book punch effects – BAM! ZIFF! BOFF! FWIP! – only with less of the camp and much more angst. One of several games to come from Xalavier Nelson’s Strange Scaffold this year, which is arguably less a typical development studio and more a venture, allowing different devs to come in, put their stamp on something, and quickly turn around a tight, snappy, few-hours-long game with an exceptional premise that carries it well beyond what you might expect for the budget. Of those, I Am Your Beast is probably the snappiest and the tightest, a steely revenge flick with deeply cathartic, thunderously hard-hitting action to back it up. KAPOW! – Chris Tapsell

Read more in our I Am Your Beast review

21. Warhammer 40,000: Space Marine 2

Platforms: PC, PS5, Xbox Series X/S

A screenshot of Warhammer 40,000: Space Marine 2, showing Titus looking out at a Hive City's gothic rooftops, with swarms of airbone Tyranids fluttering between the spires.
Image credit: Eurogamer / Focus Interactive

There’s been growing chatter this year about the death of double-A games, which is interesting. For one, I’m pretty sure we had that same conversation some time around 2013. But more than that, I’m also just not entirely sure it’s true. Maybe double-A games haven’t gone away, so much as just become much more expensive, in the same way triple-A budgets have ballooned. Either way, consider Space Marine 2, a game that is double-A in spirit and nature, and just about every sense other than how much it actually cost.

I have to emphasise: that is intended as a very big compliment. Space Marine 2 is a joy in co-op, particularly against AI hordes but also in its meaty, gristly, simple pleasures campaign. It’s very pretty, richly detailed, but also just has a teeny tiny whiff of harmless jank to it around the edges, in those distant hordes and over-the-top explosions. And it’s also thoroughly, utterly committed to the bit. This is an exceptionally 40k game, rich with little details – lore for the lore gods! – and ripe with gothic, dark future atmosphere. Coupled with little Doom (2016) inspired mechanical hooks, like its parry and execute system, and it’s an absolute winner. The second best game about getting together with pals and shooting hundreds of xeno scum to bits this year. – Chris Tapsell

Read more in our Warhammer 40,000: Space Marine 2 review

20. Indika

Platforms: PC, PS5, Xbox Series X/S

Indika screenshot showing her navigate high walkways in a room of giant hanging fish
Image credit: Eurogamer / 11 Bit Studios

Strange, stylish, and (mostly) successful – Indika is maybe the most A24 video game of this past year. There’s a lot going on here, but it’s hard to get past the presentation – and the impact that utterly striking presentation has, in all its forms, on the game as a whole. Think morphing, switching, surprising camera angles and movements, or sudden snaps to entirely new perspectives or art styles. Think deeply thoughtful character animations – Indika chews her nails and looks around skittishly when left to idle. Think bicycle sprints and thorny takes on religion and oppression. While the actual mechanics themselves – effectively, a bit of platforming and light puzzle-solving – don’t burst with novelty, there’s still a serious lesson here for a medium that has, let’s face it, been astonishingly slow to evolve when it comes to the good old camerawork and direction behind visual storytelling. That lesson is in just how much can be wrought from a game with some proper thought – behind how and where you put your camera and what you can see on screen, but also what you choose to do with it and why. – Chris Tapsell

Read more in our Indika review

19. Tactical Breach Wizards

Platforms: PC

Tactical Breach Wizards screenshot showing a complex, two-floor pair of rooms with grid layout, curved windows and soft neon lighting. Lots of tactical UI elements overlap it.
Image credit: Suspicious Developments/Eurogamer

There are many very clever people working in video games, and one of those especially clever ones is Suspicious Developments’ Tom Francis, developer of Tactical Breach Wizards (and I’m not just saying that because he’s written for Eurogamer). Tactical Breach Wizards is a deft, compact, and deeply witty take on turn-based tactics, setting you up as a bearded, wizened SWAT team that begins each scenario with a wonderful, thunderous boom through the front door. From there you need to clear a tiny, intricately arranged room, Into the Breach-style, using clever systemic devices – into the wall! Out the window! – to shunt and blast enemies around the arena as you go. As Matt Wales put it in his excellent review, “Tactical Breach Wizards is absolutely obsessed with defenestration”. Sold! This is the stuff of tactical dreams. – Chris Tapsell

Read more in our Tactical Breach Wizards review

18. Frostpunk 2

Platforms: PC, with PS5, Xbox Series X/S in 2025

A shot of large city in Frostpunk 2. Dark buildings spread out in all directors, interspersed by drifts of snow.
Image credit: 11 bit Studios

The first Frostpunk went down as something of a cult favourite amongst the PC strategy hardcore for its grizzled take on settlement survival. The second takes things further: difficult decisions are even more difficult. Politics, split curiously into sets of opposing values: Progress and Adaptation; Merit and Equality; Tradition and Reason. There’s a sense of breathlessness to it – of constant forever-struggle, a civilisation perpetually on the edge of strife – and at the same time one of pensive depth. If grand strategy games have always felt a bit too detached for you, too ‘God’s eye’ and geopolitical, then zoom right in onto this one. This game is right there on the ground, in the dirt and soil and snow, and the bloody choices of how you get by against the odds. It’s one of the best strategy games in some time. – Chris Tapsell

Read more in our Frostpunk 2 review

17. The Rise of the Golden Idol

Platforms: PC, PS4, PS5, Xbox One, Xbox Series X/S, Switch, Netflix

A murder scene at sunset by a highway in Rise of the Golden Idol
Image credit: Eurogamer/Playstack

The Case of the Golden Idol was always going to be a tough act to follow, but developer Color Gray Games has truly outdone itself with this ambitious sequel. Catapulting the timeline forwards 300 years to the paranoia-drenched 1970s, this tale of corporate conspiracy and murders most fowl captures your attention at every step. Technically, it’s a little lighter on the blood and gore this time round, with some scenes simply depicting brawling TV contestants, exploding outdoor cinemas, or even poetic dances with secret, hidden meanings to decipher. But the crimes and mysteries themselves are no less compelling for it, and deducing who did what, why and how in each of its freeze-frame tableaux remains as tantalising as ever, especially now its dedicated windows and parcelled out puzzle boards make them more approachable than ever to crack open and read between the lines. It’s smartly done, and one of the most satisfying mystery games of 2024. – Katharine Castle

Read more in our The Rise of the Golden Idol review

16. Kunitsu-Gami: Path of the Goddess

Platforms: PC, PS4, PS5, Xbox Series X/S

Woodcutters and archers gather to defeat a giant demon in Kunitsu-Gami: Path of the Goddess
Image credit: Eurogamer/Capcom

Capcom has been firing on all cylinders lately, and its mythological romp through the demon-infested torii gates of Kunitsu-Gami is no exception. This action-heavy strategy game is a real feast for the senses, combining its athletic and kaleidoscopic kagura dance combat moves with a challenging tactical core of cerebral tower defence. The goal is to safely escort the priestess Yoshiro through the cursed and corrupted towns and hollows of a mountainside community, defending her from waves of strikingly gnarly demons both as her chief guardian Soh and the gaggles of recruitable villagers that can be assigned different roles and jobs to best hold down the fort. Long range archers and brawny woodcutters are eventually joined by powerful sorcerers and teleporting ninjutsu, but the demons you’ll face also evolve in kind, as do the settings, objectives and obstacles you’ll encounter along the way. There are so many fresh ideas to get to grips with in Kunitsu-Gami that you’re never short of creative challenges to overcome, and the energy and enthusiasm it presents them to you with is always utterly infectious. A truly wild ride from start to finish. – Katharine Castle

Read more in our Kunitsu-Gami: Path of the Goddess review

15. Lorelei and the Laser Eyes

Platforms: PC, Switch

Lorelei and the Laser Eyes abstract image of woman walking through pink maze like a shattered mirror
Image credit: Simogo

You should always make time for a Simogo game. Lorelei and the Laser Eyes takes a sharp turn from the breathless, bubblegum electro-pop of platformer Sayonara Wild Hearts, the studio’s previous, instead opting for quiet, moody, monochromatic puzzle-solving in a strange, vacant mansion in the woods. Some of those puzzles can be a frightful challenge – this one’s a notebook-and-pen joint, and you’ll be much happier if you give yourself over to that fact from the off, rather than resist it out of pride, as I always find myself doing at first. You make time for a Simogo game, but this is one you need to carve out hours for, not only to play but to sit with, puzzle over, examine from all sides. Like a good old puzzle macguffin, but also like the curious objects of art this game builds its web of brilliant clues around. – Chris Tapsell

Read more in our Lorelei and the Laser Eyes review

14. UFO 50

Platforms: PC

Party guests who are available for purchasing in the game UFO 50.
Image credit: Mossmouth

Following up a game like Spelunky must have been daunting, so in many ways Derek Yu’s response makes total sense. He got a bunch of talented friends together and slowly they all made something weird and unique. UFO 50 isn’t a game so much as it’s the back catalogue of a console that didn’t actually exist, but might have.

Real talk: it’s overwhelming at first. All of UFO 50’s games are complete experiences and they’re all unlocked from the off. That means when you load the game up for the first time you have a daunting decision to make. Where to start? But as you pick a path and move outwards, shifting from RPGs to puzzle games to strategy games – so many strategy games! – you start to realise it’s not necessarily about getting the most out of everything, it’s about finding the games that click with you and exploring them deeply, and then moving on to something new.

Over time I suspect every game will have its moment. Of all the games on this list, this is the one I think you’re meant to live with for a decade or more, really getting the most out of it. 50 games, weird interconnected lore, different art styles and a gorgeous approach to pseudo-history. As follow-ups to one of the greatest games ever made go, it’s hard to fault. – Christian Donlan

Read more in our UFO 50 review

13. The Legend of Zelda: Echoes of Wisdom

Platforms: Switch

Princess Zelda swims up a column of water in a jungle scene in The Legend of Zelda: Echoes of Wisdom.
Image credit: Eurogamer/Nintendo

Three years ago, it would have been hard to fathom that the natural successor to games like Deus Ex, Dishonored and other renowned immersive sims would have been Nintendo’s The Legend of Zelda series. But just as Tears of the Kingdom amply proved last year with its anything goes Ultra Hand contraptions, Nintendo’s creative spirit has only grown stronger over time, and the bevy of magical building blocks at your disposal in this year’s Echoes of Wisdom is a brilliant extension and evolution of that particular school of problem solving. Zelda makes for a highly winning heroine in her first proper outing as series lead, and the way she’s able to repurpose everything from beds and children’s trampolines right up to the most fearsome monsters that have terrorised Link across 30-odd years of adventuring to overcome the trials in front of her makes this one of the most daring and innovative Zelda games to date. It confronts what the future of the series might look like without a sword-swinging hero at the helm, and it does so with inventive and elegant ingenuity. Here’s hoping it’s not another 30 years until Zelda gets to reprise her stunning debut role here. – Katharine Castle

Read more in our The Legend of Zelda: Echoes of Wisdom review

12. Balatro

Platforms: PC, Switch, PS4, PS5, Xbox One, Xbox Series X/S

A shop it Balatro, with various cards on sale.
Image credit: Playstack/LocalThunk

It’s the game that’s been on everyone’s lips (and brain, and console, and phone and practically every device going) since it took the world by storm back in February. Balatro has been a force of nature this year, captivating the world with its roguelike poker games that make cheating and gaming your deck the main event. Whether it’s amping up the score of your hands by exploiting all manner of special effects from its deviously conceived Joker cards, or juicing the numbers with arcane twists via booster packs of accompanying celestial buff cards, Balatro is melting pot of cunning creativity – a feeling that’s only enhanced by its wonderfully woozy music and hypnotic, swirling backgrounds. The aim, of course, is to manipulate your limited number of playable hands to beat the high score blind offered by your opponent. But as the ante goes up each round, so too do the number of zeroes on the end of those score targets, requiring all the more tactical manoeuvring to keep your run going. It’s a work of marvellous depth and winning simplicity, and rightly one of the best and most memorable games you’ll play this year. – Katharine Castle

Read more in our Balatro review

11. Dragon’s Dogma 2

Platforms: PC, PS5, Xbox Series X/S

Screenshot from Dragon's Dogma 2 showing an anthropomorphic lion character in armour. He has a sword over his back
Image credit: Capcom

The original Dragon’s Dogma came out at the tail end of a console generation that, frankly, everyone was sick of. It’s not that we didn’t love the PS3 and Xbox 360, but they were knocking on for seven years old at this point which back then, when Moore’s Law was still holding strong, made them the gaming hardware equivalent of a still functioning Roman aqueduct: impressive, and beautiful, but relics. Wholly inadequate for modern challenges. Probably leaking somewhere.

And so Dragon’s Dogma wasn’t quite the game that had been envisioned. Features were cut. Compromises were made. Par for the course at the best of times, but stuffing Capcom’s Elder Scrolls into a measly half gig of RAM would have been gruelling. Still, it managed to impress: justifying a huge DLC expansion, several re-releases, and a Japan-only MMO. The business, alas, remained unfinished. When work started on a sequel, the mission was plain: do it properly this time.A larger and denser map. More settlements. Two capitals. A beast race to rival the world of men. Richly drawn NPCs and better quests. An expanded pawn system including a controversial but frankly brilliant meta-game in the form of a deadly disease that spread between users. Dragon’s Dogma 2 delivered where the original game had to pull back, bringing to fruition a singular vision that had eluded its creators before, finally running on hardware that could do it justice. As long as you had a VRR TV. Look, shut up.

It’s the decade-long chasing of that vision which impresses the most. There isn’t anything quite like it: quests aren’t checklists, they’re arduous journeys into an untamed wilderness, where you can feel civilisation slipping away with every stride. Its landscape is unforgiving, fast travel only barely exists and requires effort to arrange, and night means night: travelling in darkness means danger and no visibility, as opposed to everything being normal but tinted blue, as night time so often manifests in other games. But there is beauty in the inhospitable. Grand vistas, forests as dense as real life. And this game has the most realistic mountains I’ve ever seen outside of literally the Scottish highlands: they are emphatically there. Intimidatingly tall. Impossibly wide. Unconcerned about spoiling your view, infinite draw distance be damned. There are mountains and you will look at them.

In the time between Dragon’s Dogma and its sequel, the RPG landscape has undergone several game-changing revolutions. The cultural dominance of Soulslikes mercifully peaked and waned. The likes of The Witcher 3 and Zelda: Breath of the Wild caused enormous shifts in world design that are still massively evident in new and upcoming games. But for Dragon’s Dogma 2, all that might as well have never happened. It is entirely unmoved by all the strides that have been made in This Sort of Thing, seeking only to be the best version of itself. The genesis of the project may have been Capcom’s desire to have its own competitor to Oblivion and the like, but it achieved something much more worthy than that: it finally became Dragon’s Dogma. – Jim Trinca, Destroyer of Word Limits

Read more in our Dragon’s Dogma 2 review

10. Metaphor: ReFantazio

Platforms: PC, PS4, PS5, Xbox Series X/S

metaphor refantazio regalith grand cathedral zorba on rooftop with sceptre
Image credit: Eurogamer/Atlus

In a year of political elections and excellent RPGs, there couldn’t be a more 2024 game than Metaphor: ReFantazio. From Atlus, creators of the Persona series, it shifts setting from high-school drama to epic fantasy and bases its narrative on an election to restore justice to the world and prevent a dictator from brainwashing the population. It’s a celebration of diversity as well as an ode to the RPG genre, with its varied characters and anti-prejudice themes wrapped up in a smart Archetype class system and nods to 90s classics.

Above all, it’s a damn fine RPG in its own right. Building on the premise of the Persona games, its calendar structure expands into a heroic adventure, its menus are exquisitely designed, and its operatic soundtrack includes one of the best battle themes ever. Its turn-based combat, meanwhile, is fast and thrilling, its Archetype system full of depth, and its plot folds in on itself to interrogate the very meaning of what a fantasy story can be. Metaphor: ReFantazio is grand and poetic and enchanting, but it’s also a game full of hope for the future – something we could all use a little of this year. – Ed Nightingale

Read more in our Metaphor: ReFantazio review

9. Thank Goodness You’re Here!

Platforms: PC, PS4, PS5, Switch

Thank Goodness You're Here! screenshot showing a load of townsfolk in the square and one man lying down with his arm stuck in a drain.
Image credit: Panic / Eurogamer

When I first played Thank Goodness You’re Here! as a brief demo out at GDC, I worried it might just be a game about silly jokes and slapping people. Then I played more of it and realised it is just a game about silly jokes and slapping people, and that’s brilliant. There’s a mix of all sorts here, Beano and Aardman Animations, and that very specific, red-faced, lip-puckered, Matt Berry sense of humour (you know what I mean just from that, I’m sure. And yes he is also in it). Of the many games released this year that lasts just a few hours, and only costs a few bob, this is right up there. Games can be oddly serious business; maybe it’s time to treat yourself to a cheap laugh for a few hours instead. – Chris Tapsell

Read more in our Thank Goodness You’re Here! review

8. Mouthwashing

Platforms: PC

A man named Jimmy talks to the player outside the cockpit entrance in Mouthwashing.
Image credit: Eurogamer/Critical Reflex

We certainly haven’t been short of great horror games this year, but few have captured the 0-60mph unravelling of the human mind under pressure in quite the same way as the brilliantly surreal Mouthwashing. You know from the start that your spaceship hauler and the rest of your crew are doomed – you’re the one, after all, who sets their collision course in motion. But as time flips between the before and after of this pivotal moment, we get to see how it all started, how it gradually starts to fall apart, and then the violent and sudden rupture of multiple psyches all at once. Mouthwashing delights in wrong-footing you at almost every breath, but it moves at such a brisk and bracing pace that you can’t help but feel enthralled to it. Nothing is as it seems on this cursed ship, and its tight quarters and corridors morph and bend to brilliant effect to mirror the crew’s deteriorating mental state. It’s also not afraid to have a good laugh at itself either, as reflected by its punchy, witty script and some particularly dark comedic interactions you can have with the near-mummified captain Curly. There’s simply nothing else quite like Mouthwashing out there right now, and it’s downright refreshing. – Katharine Castle

Read more in our Mouthwashing review

7. Final Fantasy 7 Rebirth

Platforms: PS5

ff7 rebirth cloud and aerith skywheel date
Image credit: Square Enix

What is the purpose of a remake? How do you balance old and new, while preserving the thrill of the original game? These are questions Square Enix is exploring with its Final Fantasy 7 Remake trilogy, with Rebirth proving a divisive middle entry. While some of its narrative changes have appeared convoluted, they’ve certainly got players talking. Simultaneously, the richly detailed open world, characterful storytelling, and beautiful performances have expanded upon the beloved original, bringing its story to life in ways players in the 90s could only dream of.

And while it only represents one part of a broader trilogy, it’s a brilliant RPG in its own right. Combat is a smart mix of real time and command-driven action, its extensive soundtrack is absolutely killer, and it’s (perhaps overly) stuffed full of things to do: from chocobo racing, to monster hunting, to dancing and piano playing, to the utterly absorbing Queen’s Blood card game. Rebirth presents an entire world for Final Fantasy fans to lose themselves in while preserving the original’s tonal shifts from dark sci-fi conspiracies to bizarre characters, camp cutscenes, and the palpable homoerotic tension between its leads. Square Enix went with a maximalist and flamboyant approach to gaming remakes, which certainly worked in its favour. – Ed Nightingale

Read more in our Final Fantasy 7 Rebirth review

6. Dragon Age: The Veilguard

Platforms: PC, PS5, Xbox Series X/S

dragon age the veilguard screenshot rt
Image credit: Digital Foundry

When I think of Dragon Age: The Veilguard, I think of its journey to release – and the relief I imagine its development team at BioWare felt seeing the project finally launch, to a generally positive reception, after a sometimes-tortuous 10 years. Veilguard is by no means a perfect game, and there are moments where a decade of witness marks are visible. But as much as it is a different proposition to Dragon Age: Origins – unsurprising, coming some 25 years later – and as much as it stands somewhat in the shadow of last year’s genre-defining Baldur’s Gate 3, Veilguard still stands tall, strengthened by its similarities to other BioWare greats.

In Veilguard I can see the character work of Mass Effect 3 and Citadel, particularly in the brilliant Davrin and Emmrich, and the ambition to build towards a thrilling conclusion of a kind we’ve not seen since Mass Effect 2. It is the developer’s most enjoyable adventure, with brilliantly designed environments that expand over time, and certainly BioWare’s most technically stunning and beautiful effort to date. It is a return to form, and makes me excited once again for BioWare’s Mass Effect team to build on these foundations next. – Tom Phillips

Read more in our Dragon Age: The Veilguard review

5. Animal Well

Platforms: PC, PS5, Switch

A shrine shows two dogs reaching for a ring in Animal Well.
Image credit: Billy Basso/Shared Memory/Bigmode

Animal Well is the kind of game you dream about. It offers a midnight world filled with nature and strange ruins, but it’s also dense, complex, and filled with unlikely secrets. It’s one of those special pieces of art that lives with you for such a long time that it starts to feel like a companion. It encourages you to work out how it thinks.

And yet on the simplest level it’s pretty straightforward. It’s a Metroidvania in which you explore a large, interconnected series of grottoes using new tools to open up new paths. But the tools are brilliant in their mundanity – a frisbee, a slinkee, a yo-yo – and the ways you use them are constantly changing. Mechanically there is a strong sense that you’re following in the designer’s footsteps, finding the potential in your oddball arsenal in the same way that they did.

The game’s world is constantly unfolding, and offering new opportunities and revelations to those who learn how to look for them. It’s partly about pattern recognition and partly about taking really good lateral punts at things – often your weirdest impulses will lead to something good.

Clever as this stuff is, when it slowly fades from memory, what remains is pure atmosphere. This is a pixel-art world ripped straight from the early days of home computing, with all the idiosyncrasies that suggests. You’re not alone in the depths either, you’re surrounded by beautifully animated, playfully designed animals who share the caves and walkways with you. We loved Animal Well when we first played it – now, more than anything, we wish we could experience it for the first time again. What a beautiful thing this is. – Christian Donlan

Read more in our Animal Well review

4. Silent Hill 2 Remake

Platforms: PS5, PC

Silent Hill 2 Remake's reimagined James
Image credit: Konami / Bloober Team

How do you even begin to build on something as exactingly crafted as the original Silent Hill 2? Every step, every rhythm, of protagonist James Sunderland’s oppressive journey through the infamously foggy town is so imbued with underlying meaning, so key to understanding the larger picture, that meddling with it too much is liable to bring the whole thing crashing down. But developer Bloober Team’s deft Silent Hill 2 remake is quite extraordinary, not only modernising the beloved survival horror classic with intelligent mechanical finessing and a beautifully forlorn makeover but expanding and enriching it in genuinely additive ways.

It’s a remake of incredible balance, fiercely reverent to the original but unafraid to be bold. It slavishly hits every story beat, every iconic moment, except where there’s room to surprise; dialogue is barely changed, yet stellar performances find new emotional depths; anticlimaxes are reworked into unforgettable crescendos; it brings clarity without ever losing its sense of mystery; and, brilliantly, it even cheekily canonises an age-old fan theory, allowing this new version of Silent Hill 2 to harmoniously coexist with the original along the same timeline. But more than anything, it plays beautifully. Bloober skilfully explores new spaces within the original’s immovable structure, all while keeping masterful control of tone – and its bereft malevolence reaches some genuinely terrifying extremes. That the studio also manages to do all this with a gentle sense of fun, and makes one of gaming’s most wrenching closing acts somehow even more devastating, speaks volumes. – Matt Wales

Read more in our Silent Hill 2 Remake review

3. Helldivers 2

Platforms: PC, PS5

Helldivers 2 player with a clenched fist in front of explosions and fire in the vein of "this is fine"
Image credit: Sony Interactive Entertainment

There’s a case for a lot of games on this list being the game of 2024, but I think Helldivers 2 might be the one that pips it. Helldivers 2 released at the height of the industry’s period of catastrophic layoffs, as publishers scrambled to adapt to a changing, post-pandemic industry and as analysts went in desperate search of answers for what, exactly, makes for success. And Helldivers 2 had the answer: gameplay, above trends and fashions and not-so-sure-things, has always been king – and great gameplay comes from invention first, from giving developers time and space and the means to take a gamble. In this case, developer Arrowhead’s great invention was to mix the comedic brilliance of its more niche twin-stick efforts – the likes of Magicka and the first Helldivers – with an ingeniously novel concept: a “Game Master”, in the now-infamous Joel, who planned and responded in real time to the efforts of the playing public, pulling the strings of the game’s galactic war from afar.

The result is a kind of grand, divine comedy playing out across battlefields, regions, and planets. A sense that this whole thing is a bit of a prank – that “robot Vietnam” is very much an intentional nightmare, that just as one planet is saved as a result of Herculean communal effort, another will be plunged into a far worse conflict of its own. But also that you’re still in on the joke – mashing in Komani code-style combos into my controller to call in an airstrike, complete with frantic, finger-pointing ‘beep boop beep’ animations in-game, never fails to crack me up. Nor does ‘accidentally’ landing my drop pod right on a mouthy teammate’s head. It’s masochistic, darkly funny, creative, playful, strategic, thematically aligned, anti-fascist, mechanically tight as anything and indisputably new. If we must still insist on funding or designing games by formula, fine – give that one a try on for size. – Chris Tapsell

Read more in our Helldivers 2 review

2. Astro Bot

Platforms: PS5

astro bot next to bot tower
Image credit: Eurogamer/Team Asobi/Sony

I’ve described Astro Bot as “mid-tier Mario”. You might see that as being negative and unnecessarily harsh on what is a wonderful, joy-filled video game, but that’s not my intention. If I told you that I’d make you wealthy, but only as wealthy as a mid-tier billionaire, well, I doubt you’d be upset (other than the new found stress of needing to work out how to use that money responsibly). Mario has been so far ahead of the competition in the 3D platforming space that being mid in this context is a rather incredible achievement. Sony now has a giant of the genre and as a result I now have more confidence in the industry to care about it once again.

Being popular does matter, but sentiment counts for something too when you’re building a brand. With Astro Bot Sony has made people feel good about the PlayStation. Not just in the current moment, but over their lives with the console. Big budget blockbuster narrative experiences have won PlayStation awards and millions of users, but Astro Bot made me (and many others) connect on a fundamental level. It’s fun to play video games. I didn’t think I needed to be reminded of that, but I guess I did. – Tom Orry

Read more in our Astro Bot review

1. Indiana Jones and the Great Circle

Platforms: PC, PS5, Xbox Series X/S

Indiana Jones blows air at a scorpion as he hangs from a ledge in Indiana Jones and the Great Circle.
Image credit: Eurogamer/Bethesda Softworks

The biggest surprise success story of 2024, Indiana Jones and the Great Circle is a game that’s snuck into our collective hearts, walloped us over the head with its guitars, fly swatters and dusty brushes, and instantly won us over with its roguish charm and winning smile. This is a game that fully understands what Indy is, both as a character and as a series, placing us firmly in the baggy beige trousers of this whip-cracking adventurer whose globe-trotting treasure hunt takes us from the hushed halls of the Vatican, the sweltering deserts and jungles of Egypt and Thailand, as well as a few more explosive and spine-tingling locations along the way.

Within those environments, developer MachineGames has crafted a series of dense and deeply lived in spaces, giving players the tools to improvise multiple routes into tightly guarded areas, all manner of weapons and daft, everyday objects to clobber Indy’s enemies with, as well as an entire museum’s worth of brilliantly conceived mysteries, puzzles and sidequests to indulge in along the way. Indeed, the latter ‘Field Work’ assignments are frequently so substantial and crucial to filling in more information about the main plot that they’re almost full story missions in their own right. It makes everything feel important and worth your time in The Great Circle, tempting you further into its central mystery so you can prise open every last secret it has to offer.

It’s also just a bloody great action game, meshing approachable, fleet-footed stealth systems with muscular melee combat and some properly good tactile puzzle sequences. It’s all backed up by a wonderful cast, too, whose memorable performances and outstanding voice work bring that extra layer of polish to the whole experience. The Great Circle is everything you’d want and hope an Indy game to be and more, and we only hope MachineGames gets to reprise its role as long-term Indy custodians in the future. It feels like a bold new chapter for this studio, and it will be one hell of a ride to see what it does next. – Katharine Castle

Read more in our Indiana Jones and the Great Circle review

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DF Weekly: Remedy fix Alan Wake 2 on PS5 Pro with PSSR toggle and new 40fps mode

Alan Wake 2 is a graphical showcase on both PC and consoles, so it was disappointing to see the game’s PS5 Pro patch leave the game looking and running worse in some areas than on base PS5. Thankfully, developers Remedy have lived up to their name with a fix for the situation: a new PS5 Pro patch that adds in a toggle for the problematic PSSR upscaling as well as some other nice changes and additions.

As we discuss in this week’s DF Direct show, embedded below, the new patch is surprisingly comprehensive. As well as the PSSR toggle, there’s also a new balanced graphics mode for users of 120Hz displays that targets a 40fps frame-rate on PS5 Pro. The balanced mode is interesting, as it combines the higher settings (including RT) of the quality mode with the lower resolution of the performance mode. The new patch also purports to tweak settings across all modes to reduce noise, although – spoiler alert – it doesn’t appear to work as we expect right now. We’ve tested the new modes and they’re a welcome upgrade for PS5 Pro owners that improve the game’s presentation overall, although some areas are still in need of improvement.

Oliver is our man in the field for this one, and he reports that the mooted settings tweaks to performance mode don’t appear to have been realised. In side-by-side comparisons between the launch and current versions of the game, there are no visible differences in terms of foliage, shadow quality, draw distance and so on. Image quality also seems to be similar, so if there are any settings tweaks they are presumably quite minor or affect areas other than what we’ve tested. However, performance has been improved, with around a 10 percent frame-rate uptick in most of the challenging scenes we tested, bringing the game closer to 60fps.

It’s the final DF Direct of the year! Here’s Rich, John and Oliver. Watch on YouTube
  • 0:00:00 Introduction
  • 0:01:09 News 1: Switch 2 leaks describe dock, magnetic connection
  • 0:17:40 News 2: New Alan Wake 2 PS5 Pro patch tested!
  • 0:28:14 News 3: Indiana Jones lighting improved on Xbox
  • 0:35:32 News 4: New Legion Go uses SteamOS
  • 0:49:50 News 5: RTX 50 series leaks continue
  • 1:01:35 News 6: DF Supporter Game of the Year awards!
  • 1:18:01 News 7: “Monkey Kong” hits Nintendo eShop
  • 1:25:36 Supporter Q1: After the Mark Cerny interview, how do you think Sony will approach PS6?
  • 1:33:47 Supporter Q2: How will Project Amethyst affect Microsoft’s relationship with AMD?
  • 1:39:00 Supporter Q3: How will today’s high-end PC hardware compare to next gen consoles?
  • 1:45:01 Supporter Q4: Why was PS3/360 game performance often so poor?
  • 1:55:02 Supporter Q5: What do you make of FF7 Rebirth’s PC lighting upgrades?
  • 1:58:54 Supporter Q6: What’s the best looking last gen game?

Elsewhere, the new patch does deliver some meaningful changes and improvements. For example, the noise we spotted in reflections has been reduced or eliminated, suggesting changes to the denoiser algorithm used here. The roughness cutoff for reflections may also have been altered, with some rough surfaces like unpolished wood no longer exhibiting obvious reflections as they did in the earlier version.

The biggest change though comes with the additional of a PSSR toggle, which is becoming something of a trend for PS5 Pro patched titles. PSSR’s upscaling tended to be a bit better in motion but suffered from some additional break-up and appeared less sharp in still shots, so you’re now able to use FSR2 upscaling instead if you wish. Alan Wake 2 was far from the worst-looking game with PSSR enabled, but the relatively low internal resolution (864p) being upscaled to 4K does make your choice of upscaler important.

In general, we’d recommend FSR over PSSR if you prioritise image quality in still shots, with PSSR perhaps getting a slight nod in motion. The difference between the two modes narrows as internal resolutions climb – ie in quality mode – where either is a perfectly cromulent choice.

alan wake 2 on ps5 pro: launch vs current patch comparison screenshots, looking at water reflections
alan wake 2 on ps5 pro: launch vs current patch comparison screenshots, looking at a road and building
alan wake 2 on ps5 pro: launch vs current patch comparison screenshots, looking at shadows
alan wake 2 on ps5 pro: launch vs current patch comparison screenshots, looking at foliage
We couldn’t spot any settings tweaks in these side-by-side comparisons between the launch and current versions of Alan Wake 2 on PS5 Pro in performance mode, despite Remedy’s claims of changes. | Image credit: Digital Foundry

Finally, that new 40fps balanced is a worthwhile addition. It gives you the hardware RT from the quality mode at perceptibly higher frame-rate – after all, 40fps is exactly mid-way between 30fps and 60fps in terms of milliseconds per frame – and works well in our testing with a locked 40fps update rate. If you’re curious to see the more realistic ray-traced visuals of the quality mode but don’t want to sacrifice visual fluidity and input latency to do so, this is well worth experimenting with.

Overall then, the new patch leaves Alan Wake 2 in a good place on PS5 Pro, with three modes that are all reasonable choices; if you’re not sure then we’d suggest starting with the performance mode and seeing how you get on. If you want sharper image quality, the quality mode is available; if you want hardware RT then the balanced mode is a good shout.

Elsewhere on DF Direct, we covered the latest Switch 2 leaks – including magnetically-attached controllers and an improved dock – and improvements to the lighting quality in Indiana Jones on Xbox consoles, amongst other topics.

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Given that 2024 is coming to a close though, I’d like to focus on a few of the supporter questions we received on our final DF Direct this year, with a fair few viewers writing in to ask about next-gen consoles in the wake of our interview with Mark Cerny going live and Sony’s Amethyst partnership with AMD being announced.

Supporter Someguyperson wanted to know if Cerny’s answers “added more credence towards adding 3D V-Cache to the PS6”, while fellow DF Discord member DudleyTheGentleman asked whether Sony had a meaningful ability to customise AMD’s hardware designs given their extremely long lead times and whether Sony’s “traditional approach to back-compat” could limit how forward-looking the PS6 APU could be.

Here’s the full Mark Cerny interview, including some insight into the philosophy behind the design of the PS5 Pro – and, dare we say, the PS6. Watch on YouTube

They’re both interesting questions well worth discussing. For our money, 3D V-Cache would definitely speed-up a potential PlayStation 6, but might be too expensive to justify in terms of production costs, die area and overall complexity. Generally, consoles are produced to hit a mainstream price point, so adopting a novel APU design would have to have a huge pay-off and simplify or cost-reduce the design elsewhere to have any chance of being included.

Likewise, so far we’ve seen only relatively minor changes to AMD APUs for PlayStation consoles, eg the PS5 Pro re-using existing shader hardware for PSSR rather than having new dedicated silicon. And Sony are certainly going to have to ensure backwards compatibility on any PS6 console, given that people’s digital libraries are becoming more valuable and comprehensive than ever, as disc drives have become an optional add-on on the latest consoles. The design of the PS6 may be informed by similar methods, carving out new functionality from existing hardware, but AMD’s UDNA architecture announcements and various rumours suggest there may be some significant surprises in store too.

We’ll leave things there for now, but from all of us at Digital Foundry, thanks for reading, watching and supporting in 2024. We still have videos scheduled to go live throughout the festive period, so stay tuned – and we’ll see you again properly in 2025 with what looks like an extremely interesting CES!

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Once Human’s mobile pre-registrations top 26m as April release window now confirmed

NetEase’s PvPvE sandbox action horror, Once Human, started testing its mobile port back in September, and now we finally have a mobile release window: April 2025. In an end-of-year livestream, NetEase also revealed what new features Meta-Humans can expect when the mobile version drops, including three new scenarios: Code: Purification, Code: Deviation, and Code: Broken. The latter is a 10-day PvP scenario, whilst the first two are PvE. Once Human – Official PVE Gameplay Trailer.Watch on YouTube We’ll also get to experience the all-new Visional Wheel from 16th January, which introduces new wrinkles to gameplay courtesy of new weapons, powers, and rules, as well as making enemies stronger and adversely impacting player sanity. Oh, and there’ll be a holiday event running across Christmas and the new year, too. Once Human is also expected to come to console – complete with cross-platform support – as well. There’s still no date on that, though. Sorry. Interested? Head on over to the official website to pre-register your interest now. Right now, over 26 million Meta-Humans have signed up, unlocking a slew of free gifts including cosmetics, skins, decorative items, and crafting resources. I gave Once Human a modest three out of five stars when I reviewed it for Eurogamer, saying it offers a deeply moreish open world scavenge-em-up, but weak action and generic clutter hold it back. Since launch, however, NetEase has ramped up its premium in-game offerings, including cosmetic loot crates. “Not for one moment did I expect a F2P live service offering to be anything other than an unmitigated slog stuffed with the pitfalls and unforced errors of every other game I started and stopped playing, so wildly over-saturated is this genre. But here I am, late at night again, fashioning myself a Slippery When Wet sign to put beside my water tank.” The developer behind NetEase’s survival free-to-play horror, Once Human, recently said the feedback it’s received about the game’s second season has been “quite demoralising”.

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Threshold review – a horrifying act of corporate plate-spinning that will take your breath away

Short but powerfully unsettling, Threshold takes aim at the strange and horrifying helplessness of being a small cog in a giant corporate machine, and nails its execution brilliantly.

Threshold is the kind of horror game that keeps just enough at arm’s length to really set your mind ablaze while you’re playing. After landing a coveted job with the government, the game begins as you prepare to take on your first shift looking after an important maintenance post just outside the city walls. But before you even arrive, it’s clear that something’s a bit off. A low, angry and muffled voice directs you into a lift. There’s an oxygen meter to your left, and as you start the long ascent up to the surface you watch your supply dwindle away to almost nothing. The air is thin up here, so much so that the clerk you’re relieving, a no-nonsense chap called Mo, speaks to you via hastily written notes, as talking simply involves too much effort.

Before you can wonder ‘what the heck have I walked into?’, Mo hands you a whistle and brings you to a large horn at the centre of your work area. Blowing the whistle here makes sure the large, ominous train trundling along on the other side of the river keeps moving at the ‘expected pace’, and you’ll need to rush back here every time it starts to slow down to make sure it keeps up to speed. For what purpose, you’re not told. Only that this is what the capital dictates. Trouble is, with the air being so scarce up here, blowing that whistle is surprisingly taxing, so you’ll need to clamp your teeth down on tiny little Air Cans to get your breath back every time you start wheezing or black, pixely veins start clouding your vision. And the more Air Cans you consume, the more bloodied the little picture of your mouth starts to become in the top left corner of the screen.

Watch on YouTube

But this strange and unnerving setup is just the tip of the iceberg. As you settle into a gentle rhythm of keeping the train going and fetching tickets from a special machine to swap for more air cans, questions about the reality of this place start building up – both for your clerk and you as a player. Why is the toilet locked? And why does the river drain when the train slows down? Who was Ni, the clerk you’ve replaced? And why does Mo hate them so much?

Your clerk will log some of these questions in their own mind, but finding answers to them are harder to come by. Threshold does a brilliant job of letting these thoughts sit with you for a while, seeding its ideas upfront and without context so they swill around in your head, before eventually proffering up answers of its own – though whether you believe them is another matter entirely. The sparse and potentially unreliable script repeatedly butts heads with the clear evidence in front of you – though the shifting textures of the game’s PS1-era visuals certainly contribute to everything feeling just a little bit otherworldly at the same time. Still, even when answers do come, they’ll sometimes just beget even more questions in the process, and Threshold’s greatest strength is how it gives you the space to form your own conclusions about what’s really going on here.

A man in a purple cap talks to the player in a grubby maintenance station at the foot of a large city wall in Threshold.
Image credit: Eurogamer/Critical Reflex
A train rumbles through a tunnel behind a large horn and a traffic light-esque sign in Threshold.
A man in a purple cap talks to the player about gathering wood in a dark tunnel in Threshold.
Mo takes you through the basics, teaching you about how to keep track of the train’s speed. Later on, he’ll add more tasks to your to do list. | Image credit: Eurogamer/Critical Reflex

All the while, of course, you’ll still need to keep that train running. As the cycle of corporate plate spinning begins anew, other tasks from Mo start creeping in to split your attention, such as collecting stray planks of wood or keeping the end of the river clear of ‘unwanted biomass’. But all of them are designed to needle away at that one fundamental mystery, introducing ever stranger elements to fire up your imagination. The more you engage in the job, the more inane it starts to appear, and it becomes a highly effective tool to fuel your desire to find out the truth of this place once and for all.

On a moment-to-moment basis, the gradual pile-up of tasks is also just a satisfying exercise in its own right. The water filter where the biomass collects is quite a walk away from the horn and the machine that dispenses your air can ticket, for example, and wading through the water is even more of a strain on your already fragile lungs. The time and oxygen it requires all needs to be weighed up against the pace of that infernal train, and every time I contemplated going down there, I found myself straining my ears for that tell-tale screech of the train’s brakes that always precedes when it’s about to slow down. You’ll wonder whether there’s something better you could be doing with your time, another task you could complete along the way, or when would be best to bite down on yet another air can so you can make the most of your remaining breaths. Even as you question your role here, it’s hard to resist becoming the perfect picture of industrial efficiency.

A ticket machine in Threshold.
Strange bubbles emerge from the windows of a wooden cabin in Threshold.
Left: The ticket machine will continually punch holes and spit out cards for each carriage that enters the city, but it won’t start making another card until you take the finished one. Right: There’s more to the post’s two wooden cabins than you might imagine. | Image credit: Eurogamer/Critical Reflex

Indeed, there’s never so much on your plate that you can’t keep things ticking along quite nicely, despite the ever-present threats to your overall wellbeing. If the train starts lagging behind, for example, your air can dispenser stops working, and it won’t start back up again until the expected pace has been met again. You’ll therefore need to keep a healthy supply of air cans and tickets with you at all times, just to make sure you’re not caught short. But as long as the train keeps running, the ticket machine will keep punching out cards for you – which it does so with a very pleasing chnk-chnk-chnk that only gets faster as the train’s expected pace increases. It would be hard to do a bad job or completely run out of air, in that sense, but the ease with which you’re able to course-correct doesn’t make the busy-work any less compelling in the moment.

A wooden cabin in a mountain scene in Threshold.
Some questions are filed away to be asked later, but others are left hanging for you to imagine yourself. | Image credit: Eurogamer/Critical Reflex

That’s partly because Threshold is never quite content to let that general status quo last for very long. Rather, it’s the gradual and expertly paced disruptions to your working rhythm that make the game feel so thrilling and alive, like there’s some kind of unknowable force wriggling beneath the surface just out of sight. As the earth begins to shake, the river starts to swell and the mountain shifts ever more violently beneath your feet, the fabric of the world itself reflects that growing pressure cooker you’ve got bubbling up in your own mind, everything building and building until the centre can no longer hold and it all erupts in one of the most spectacular endings I think I’ve seen all year.

And yet, even after all that, Threshold still isn’t quite ready to relinquish its grip on you, as a closing teaser reveals yet another layer of the game’s underlying truth. It’s just enough to pull you back in for another shift, and to keep seeking answers to its impossible questions. There’s a sense you’ll never quite get your arms around the full extent of the role your clerk’s been given, but it’s the act of reaching for it that makes Threshold so deeply and utterly mesmerising.

A copy of Threshold was provided for review by publisher Critical Reflex.

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This sci-fi shooter PC bundle gives you five recent releases for £15

Some of Digital Foundry’s favourite recent PC games are discounted over at Humble Bundle right now – including the new remasters of Crysis 1-3, System Shock and Star Wars: Dark Forces.

Full disclosure: Humble Bundle and Eurogamer are both owned by IGN Entertainment, part of Ziff Davis.

Those five games alone are absolutely worth the £15/$19 price of admission, but you also get the phenomenal Prey (with a coupon for 68 percent off the Mooncrash DLC) and Doom (2016), two more critically-acclaimed titles that I’ve played all the way through and adored.

In normal Humble Bundle fashion, you can choose where your money goes too – to Humble itself, to the game publishers and to charity.

All of these games are provided as Steam keys and work on the Steam Deck as mentioned by DF contributor Epos Vox, so you should have a lovely time playing them on pretty much any modern-ish gaming PC.

Personally, I’ve not yet bought the System Shock and Star Wars: Dark Forces remakes, so I may just get this bundle and give away the remaining codes to my friends or social media followers, and it’s always good to remember that’s an option for a bundle like this if you already have some of the games included.

Here’s the full list of games once again:

  • System Shock
  • Star Wars: Dark Forces Remaster
  • Crysis 3 Remastered
  • Crysis 2 Remastered
  • Crysis Remastered
  • Prey
  • Doom (2016)
  • Coupon for 68% off Prey – Mooncrash DLC
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The anatomy of a scare: how do games frighten you?

Imagine you’re standing in a hallway in a game – what does the scene need in order to make it scary? Should we turn the lights off? Should we have a door where you can’t see what’s behind it, but you can hear something behind it? Should there be a threat somewhere, lurking nearby? Is music important? And at what point is it okay to spring a noisy surprise on the player? In other words, what are the rules of fear?

I’ve been thinking about how games scare people ever since lo-fi horror game Faith: The Unholy Trilogy scared me a few years ago, which isn’t a remarkable feat because I’m a scaredy cat. But what surprised me about Faith was how it achieved that feeling, and how little it achieved it with. Here was more or less an 8-bit game, with tiny wriggling sprites and a handful of colours, and it evoked in me the same kind of fear other blockbuster games sometimes struggle to. How was it doing it?

It mystified me enough that I asked Little Nightmares creator Tarsier about fear shortly afterwards, but though the conversation was good, a broader explanation still eluded me. Scaring people remained a magic I couldn’t quite understand, which is when, coincidentally, an answer of sorts came to me.

Magic: just as I’d once asked bright minds from games what magic meant to them, so I would ask scary-game makers how they scared people. Is there a science to it, a formula for fear, and does it change according to the game you’re making? What is the anatomy of a scare?

I sent my ravens out and here are the answers that came cawing back.

Silent Hill creator and Slitterhead director Keiichirō Toyama

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Watch on YouTube

Silent Hill is one of the founding series of survival horror, so there are few people who have done more for it, arguably, than Toyama. He also directed the Siren series of horror games, before co-founding studio Bokeh, which recently released Slitterhead.

“In short, I would call it the ‘stimulation of imagination’,” Toyama tells me. “The psychological appeal of horror, I believe, lies in a fundamental desire to collectively identify and overcome threats that surprise and challenge life (and species). Therefore, once something is understood, it may still be a threat, but it no longer evokes fear (as with plagues, for instance).

“Utilising this psychology, I think the key to horror as a creative genre lies in controlling the sense of understanding that is within reach but not quite graspable. A recent work that embodies this mechanism exceptionally well, though not a horror title per se, is Subnautica. It does this very effectively.”

Faith: The Unholy Trilogy creator Mason Smith, AKA Airdorf

Don’t worry, the whole Faith trilogy is now on Switch, so you can play it to help you get to sleep.Watch on YouTube

Faith is the horror game that prompted this article and lives rent-free in my head, disturbingly. It’s a horror styled like an old Apple 2 game, and though the first Faith game was released in 2017, a third game and trilogy bundle was released in autumn 2022, when I came across it.

“Our reaction to horror is very subjective,” says Smith, “but there are some universal fears I think all humans possess: fear of the unknown, fear of darkness, things like that.

“For me, it’s important to lay down an effective atmosphere, so for games this means creating a setting where the geometry, textures, lighting, soundscape, etc. are ripe for putting the player in the ‘mood’. Once you prime the player psychologically, there are all sorts of fun strategies you as the designer can employ.

“My favourite is something I borrowed from the designers of Dead Space (2008): prime the player to be scared by one specific thing, for example a monster that you see from far away or on a security monitor or on a child’s drawing. The fun part is keeping them in a sense of dread – they know the monster is coming but they don’t know when or where or how. It can be a matter of seconds, minutes or hours before it happens. Tease little visual or audio cues – little bits of environmental storytelling – along the way. The scare – the payoff – can come suddenly in the form of a jump-scare if you want. The problem with a lot of jump-scares is they come without context, but using this method the player is already familiar with the scary thing, so when the scare finally pays off they can go ‘okay, that’s fair’.”

Still Wakes the Deep creative director John McCormack

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Still Wakes the Deep is the spooky 1970s oil rig adventure that was released by The Chinese Room this year.

“With Still Wakes the Deep, our intention was to ground the player in realism, comfort and mundanity, then slowly remove the safety nets to expose natural human phobias which would create a general atmosphere where scares would be effective. We give the player safety in numbers through their crewmates, the comfort of the routine of working life and the relative protection of this impossible steel structure against the elements, after which we carefully planned out a cadence of removing those basic protections.

“We take away the crew to give monophobia, then switch off the lights to give us nyctophobia, we force them into unnatural spaces to create claustrophobia as well as vertigo, we compromise the structure of the rig to produce thalassophobia and, of course, we bring aboard a nefarious entity to ramp up the fear of the unknown and death.

“Even with all of these triggers in place, it would only work if the player felt viscerally connected to the main character, to feel everything he feels, to know his past and present and determine his future. Dan Pinchbeck, the lead creative director and writer of the game, provided a fully realised protagonist who reacts authentically to the dangers he is forced to face, and the right mix of script, sound and voice acting was essential in making the player feel everything we wanted them to feel. And because we made the whole experience from this particular character’s perspective, this naturally took away the comfort of knowledge and placed the character in situations where he isn’t sure what to do, what this thing is and if there’s even a chance he’ll make it out alive. All combined, we hoped to create a grounding in character, location and phobias where even the sound of a tin of spam hitting the floor would cause the player to flinch.”

Madison director Alexis Di Stefano

Watch on YouTube

There are people who cite two-person indie horror Madison as one of the scariest games in recent years. It tells the story of a teenage boy with a camera whose pictures connect this world and that of the dead. Say cheese!

“There are many kinds of horror, different ways to create it, and various ways that impact the audience,” director Alexi Di Stefano says. “People with thalassophobia can’t handle games that plunge them into the ocean, just as people with a fear of heights might avoid climbing in VR! For me, something that left a deep mark at a young age was a game called Clock Tower: The Struggle Within. That game introduced me to something new, or at least new to me back then, and it made me feel something I never thought I could experience: fear within my own home.

“The game takes place in an ordinary house (at least in the first chapter) where terrifying events unfold. For example, you might come across a corpse floating in a bathroom tub, or an arm on a tray in the dining room. To nine or 10-year-old Alexis, that experience translated into a terror that lingered every time I walked down the hallways of my own home at night – or entered the bathroom and saw the shower curtain closed! It was terrifying but incredible; it was the push I needed to follow this path which ultimately led me to dedicate myself to horror.

“Homes are supposed to be our sacred places, our refuge, and that game showed me the opposite. Unlike most games of that era, which took place in hard-to-access locations like schools at night or hospitals, Clock Tower: The Struggle Within brought horror into an ordinary, everyday space.

“For me, the perfect scare starts with anticipation”

“When I work on the scripts for my games today, I’m very mindful of how to introduce the specific type of horror I want to convey. It’s not just about jump scares, it’s about crafting an atmosphere that unsettles players even when nothing obvious is happening, or, even more powerful, when players turn their consoles off but still can’t hake the feeling.

“For me, the perfect scare starts with anticipation, followed by tension – so much tension it feels like it will never end. It’s a raw and almost painful kind of tension that frightens more than the scare itself. This buildup is what really gets under players’ skin, making the experience stay with them long after they stop playing.

“I don’t follow a strict formula but I’m aware of a detail that, to me, is far from minor: what isn’t seen is often scarier than what’s placed directly in front of the player. The build-up is key; it’s about keeping players in a constant state of anxiety. In Madison, I play with lighting, pacing and interactivity within the environment to keep them guessing. They know something is coming but not when or how. By crafting a relationship between the player and the environment, every shadow or subtle movement can feel like a potential threat, creating fear through what’s suggested rather than what’s shown.

“A major moment I consider is when the player starts feeling fear, and it’s rarely when they expect it. In my games, I like to create scares that linger in the player’s mind, the kind that make them hesitate before turning a corner or opening a door. To me, the scare isn’t just in the immediate shock, but in the lasting anxiety it leaves behind.

“I’m fully aware that what terrifies one person may not affect another in the same way, but regardless of these differences, we always pour a lot of love and passion into what we create, knowing that people will experience it in diverse ways. If there’s one thing that’s certain, it’s that our bodies – physically and mentally – will unmistakably let us know the exact moment fear begins to take hold and when we start to surrender to it. That’s the magic of horror: it’s personal, visceral, and impossible to ignore.”

Dredge studio co-founder Nadia Thorne

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As a horror fishing game, Dredge is unlike many of the other games here, yet it manages to evoke an unsettling and tense atmosphere all the same.

“One thing we observed early on while playtesting Dredge,” Thorne says, “was the power of ‘tell, don’t show’. Even in our early prototype, having characters warn players to return before dark or hint at horrors in the fog had players imagining all sorts of things that could happen to them if they were caught out on the water still when night fell.

“You can’t string players along forever and do need to deliver on the promise of terrifying encounters or you’ll lose their trust, but in Dredge the player’s own mind can be just as suspect as some of our characters.”

Dead by Daylight senior creative director Dave Richard

I don’t think team video were very good at Dead by Daylight. Don’t tell them I said that!Watch on YouTube

Dead by Daylight is a four-versus-one multiplayer horror game inspired by slasher films of the ’80s and ’90s, in which you can play as both the killer and the victim. Today, eight years after launch, more than 60 million people have played it and it’s adapted dozens of horror licences from around the world of movies and games.

“Fear is at the basis of what we do, of what Dead by Daylight is and how it came to be,” says Richard. “There are two main facets to fear: being scared and scaring people, and those are the two tenets of Dead by Daylight, which makes it unique in the horror video game universe. In DBD you can feel both helpless and extremely powerful, and both emotions are strong and make for an intense, thrill-seeking playing experience. There are innumerable types of horror – slow burn, psychological, slasher… – and Dead by Daylight delves into all of them.

“For each new chapter we release, we start with a theme,” Richard goes on, “either of horror or a type of experience we want players to feel. From there we elaborate on our vision. The whole DBD team is really passionate and everyone comes up with ideas and concepts throughout the development. Each discipline adds to the horror experience, from the visuals who inspire the audio, to the audio who inspires the VFX. Everything is connected.

“The way we know that we have accomplished our goal starts internally when we run playtests and we hear, or see, our colleagues jump or grunt in disgust – we know we’ve hit our target then. Ultimately fear can be entertaining, and that’s what we want our players to experience.

“There is no secret formula to Dead by Daylight’s success,” Richard adds. “I believe we have been very lucky to create something in which players can act out the fantasy of being the villain in a horror movie or can experience the thrill of being chased, or can just spectate on this very good raw show of humanity and emotions. Our goal is always to surprise, and I think we’ve accomplished that. Fear is the gateway to so many emotions, and we want our players to feel them all.”

Signalis writer/director Yuri Stern

Signalis review - a character whose robotic arm is being blown apart against a bright red background
Signalis review - sneaking through a dark, grey room with four pillars and several ghostly enemies with swords and shields
Signalis review - Elster talks to a dying woman slimped on the floor in dim lighting, saying: I'm looking for this woman.
Signalis.

Stern apologies that they didn’t have time to formulate, as they put it, a more satisfying answer, but they did have this to say about five-star banger of a survival horror game, Signalis.

“For Signalis, we focused on horror stemming from oppressive systems, both in gameplay and narrative, rather than direct scares, so the ‘anatomy of a scare’ extended for us into all aspects of the game, including the gameplay systems (restrictive inventory, dwindling resources), world-building and narrative (overbearing bureaucracy, cosmic horror).”

Bloober Team director/designer Wojciech Piejko

Piejko is currently co-director of Bloober’s new game Cronos: New Dawn.Watch on YouTube

Wojciech Piejko worked on Bloober’s memorable sci-fi horror detective game Observer, and its early PlayStation era-inspired survival horror The Medium, and is now co-directing Cronos: The New Dawn, a survival horror set in an alternate reality version of 1980s Poland.

“Our goal at Bloober Team is to create horror experiences that linger in the minds of our players even after they have put down their controllers,” Piejko says. “To achieve this, we need to get into their minds because the scariest things don’t happen on the screen, they are happening in players’ heads. In horror, less is more. The less you know, the less you see and the scarier it becomes. Think of the first Alien movie: it’s good because you can’t see exactly what the Alien looks like so your brain starts to work. The oldest fear in the book starts to haunt you – the fear of the unknown. In my opinion, the key is not to provide too much information to the player and slowly build up the atmosphere, delving into the story while never revealing everything. There are things that should never be explained; isn’t it more interesting and even strangely romantic?

“As the horror creator, you also need to know how to control the tension, and of course, it all depends on the game you are making. Can the player fight the monsters? If so, you need to understand that when combat starts, the player feels relief – the player no longer thinks about what is lurking in the shadows and the survival instinct takes over. The key to success in this case is to create a great atmosphere and build-up before combat encounters begin, or even trick the player into thinking that they will be attacked and then not do it.

“Example scenario: Imagine you are playing a survival-horror game and looking for a key. You enter a new area and hear the rhythmic sound of something hitting the wall. Finally, you see a monster banging its head against the wall. It doesn’t see you; you have already fought this type of monster, and it’s strong and challenging so you sneak behind its back. You search the rooms and find the key, so now it’s time to pass the monster again. On your way back, you hear the banging again but this time, it suddenly stops. You check the corridor and the monster is gone. Where is it – will it jump out at you from another room? This is where the real fear starts.

The Medium.Watch on YouTube

“Many horror games strongly rely on jump scares, which are often perceived as the cheapest way to scare the audience. However, if done right and not too often, they can serve as a good way to bridge scenes and relieve tension, giving you an opportunity to build it up again. While making The Medium, a game with no combat, we included one big jump scare just to inform players that this type of thing may happen again, so they will be afraid for the rest of the game. To pull off a good jump scare, you need to grab the player’s attention on something else and then suddenly attack. It’s like a magic trick that can be described in three steps:

  • The Pledge – The magician shows you a card and hides it in the deck.
  • The Turn – The magician lets you check the deck, but you can’t find the card there.
  • The Prestige – The magician pulls the card out of your pocket.

“Now let’s translate this to the jumpscare:

  • The Pledge – You hear scratching coming from behind the door.
  • The Turn – Despite the tension, you enter the room to find out it’s only a rat.
  • The Prestige – You turn around to see the monster standing behind you.

“Sometimes, you can use only two steps; the most important thing is to focus the audience on something and then attack when they don’t expect it. Find something that the player does constantly and feels safe about, then use it against them. One of my favourite moments in making Observer was a bug that scared me to death. I was testing one of the levels and when I turned around, I saw the Janitor, who shouldn’t be there – I almost jumped out of my chair. That was a bug that spawned the Janitor in the wrong position, but it was so effective that we used this scenario in a different part of the game.

“PS: Don’t forget about the music or the absence of it – ambience and sound effects are some of the most important ingredients for evoking fear. PPS: Remember that less is more? It also also applies to graphics: darkness is your friend. Add some grain and the shadows will start to move – or did something move in the shadows? I could talk for hours but I need to go back to work on Cronos; I hope it will scare the shit out of you after its release!”

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What surprises me about these answers is that I didn’t expect there to be such a close relationship between magic and fear. I’ve set out on two separate occasions to find answers to two seemingly separate topics, but discovered they are, at their foundation, perhaps fundamentally the same. They both revolve around the unknown. Magic is the term we tend to give something we don’t quite know how to explain, when we’re reaching for something our lack of understanding doesn’t let us find. That gap is important; it’s the allure. We hunger to know what’s going on so we’re no longer adrift or unmoored, our mind grasping for any explanation it can hold onto. The door in our imagination opens up and a tornado swirls through, full of anything and everything, fact and fiction, exciting ideas and frightening ones. It’s uncomfortable; we need to know.

It’s this desire Silent Hill’s Keiichirō Toyama references trying to prolong when he talks about “controlling the sense of understanding”. What he’s saying, I think, is that the player should never know, not entirely – the doorway to their imagination should always be open. Bloober’s Wojciech Piejko shares a similar viewpoint, saying, “the less you know, the less you see and the scarier it becomes”, and Madison’s Alexis Di Stefano agrees: “What isn’t seen is often scarier than what’s placed directly in front of the player,” they say. It’s scary because of your imagination: that’s the element that stays with you long after you close the game. Nadia Thorne and the Dredge team realised a similar thing: that it was more effective to hint at horrors than explicitly display them. And while Dead by Daylight seems to take a more direct approach, is it not the unknown behaviour of the player taking on the role of the killer that keeps it feeling so eternally fresh? We don’t know what they’re going to do, we don’t know where they’re going to be, and that unsettles us. It’s as Faith’s Mason Smith says: “There are some universal fears I think all humans possess,” and fear of the unknown is one of them.

After all, what better thing to help scare you than your very own mind?

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Fear the Spotlight review – lo-fi horror that’s light on scares but big on heart

Fear the Spotlight is the least scary horror game you’ll likely ever play, but there’s a tenderness to its storytelling that cannot be overstated here, even if some of it’s a bit muddled.

Why is it that games don’t draw more often from the realms of musical theatre? I’d argue they’re just as much a part of our cultural fabric as films and TV shows, but for whatever reason they very rarely manage to get a look in. Sure, they might not be the first thing that 30-something-year-old white men look for on their tapestry of pop culture references, but for a certain sub-section of the gaming population, a dialogue exchange riffing on the lyrics of Les Misérables, say (shout out to Subsurface Circular), is just as likely to elicit a delighted fist pump from me than yet another Twin Peaks reference in something like Alan Wake, for example.

I mention all this because Fear the Spotlight, the first game to be published by horror film company Blumhouse’s new games division, directly riffs on Phantom of the Opera – a realisation that brought me so much joy that it was almost enough to smooth over its slightly rougher edges elsewhere. I love Phantom of the Opera. It is one of my favourite things outside of games, and I cannot tell you how heartening it is to see it crop up in this very gentle tale of a spooky high school séance gone wrong.

Again, I realise that not everyone will react the same way to seeing broken mirrors open up to reveal hidden passageways or, indeed, peeling back plush, red velvet curtains only to find the most 90s school boiler room lair instead of a candlelit opera house grotto. But as a repeat offender of watching Phantom at the theatre, as well as the 2004 film about ten times more than is really necessary (not to mention reading the book on which it’s based), I will always have a soft spot for anything that plays with its themes of longing and secret desires – especially when the phantom figure himself gets a honking great spotlight for a head, and whose piercing gaze will cause shy teen Vivian to wheeze and become short of breath if she gets trapped inside its blinding light. Honestly, pyramid heads are so last season here.

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It’s a fitting conceit for Vivian’s underlying struggle to expose and express her deeper feelings toward her best friend Amy, but steering clear of this wandering stage bulb is also how Fear the Spotlight keeps players on their toes between its brilliantly constructed Resident Evil-style puzzle segments. It’s never particularly scary – tables and overturned desks provide plenty of cover for Vivian to crouch and hide behind during the fixed and predetermined moments he shows up, and once you’ve reached a door to enter another room, you can always breathe easy. This isn’t a threat that will constantly pursue you like Mr. X, for example, and even if you do get caught, I was able to quite easily outrun him and make my escape.

A young girl in glasses looks into a chest inside a dressing room in Fear the Spotlight.
A young girl approaches an archway that says 'Bully Free Zone' inside a gym in Fear the Spotlight.
A young girl looks over her shoulder to shine a torch on a broken mirror, which hides a hidden pathway behind the wall, in Fear the Spotlight.
Vivian passed the point of no return when she agreed to break into the school library and steal the spirit board from their Halloween display so she could have a scary night out with her mate Amy. | Image credit: Eurogamer/Blumhouse Games

It’s very generous in that sense, even if it does take the bite out of its overall horror somewhat. It’s hard to feel any lingering sense of danger when you can just put a lid on a game’s main threat like that, and it’s very easy for it to lose any kind of suspense when there’s precious little else here working to keep up the tension. Fear the Spotlight doesn’t do jump scares, you see (unless you count the creepy little gremlin lads that sometimes blink at you and shuffle about in the shadows), which will no doubt be great news for some, but it does also drain the game of any sense of dread or challenge anytime the phantom’s not on screen. It’s a horror game for people that don’t do horror games, in other words, and will likely be a bit too safe and simple for anyone else.

But Fear the Spotlight isn’t just one big Phantom of the Opera riff. There’s a second part to this tale, which has been freshly added to the game this October thanks to assistance from new publisher Blumhouse. This shows a different side of the story from the perspective of a character I’d be loath to spoil, and despite relocating the action to an altogether different setting, its mix of stealth and puzzle-fuelled exploration remains very much the same. Alas, it’s here where Fear the Spotlight begins to feel a lot more muddled for me in what it’s trying to achieve. For as we retreat into the entranced mind of the Christine Daaé stand-in in Vivian’s side of the story, it’s not the world of musical theatre we find ourselves in anymore, but that of Hideo Nakata’s 1998 film The Ring.

A young girl hides behind a metal cart in Fear the Spotlight.
Stranger than you dreamt it? Or is it that really a bloke with a giant lightbulb for a head? | Image credit: Eurogamer/Blumhouse Games

It’s an odd juxtaposition to say the least, but one that feels even more toothless and diluted than what came before it. Taking place across just two floors of an old house – as opposed to the much larger school of part one – its puzzles are just as cleverly constructed in this smaller and more intimate setting, but it completely misses how to make its claustrophobic, box-riddled corridors work with its main baddie – which, yep, you guessed it, is a dripping, long-haired woman who’s gone a little too far with her backcombing.

Sadly, she’s even less of a threat than old spotlight head in part one, as she doesn’t even have the good grace to chase or stalk you half the time, and is seemingly just there to be an obvious metaphor for the character’s troubled mother. It’s a shame, as the first half seemed to really understand the core themes and tenets of what makes Phantom of the Opera tick. This second part, though, just seems content to pick and choose convenient motifs from The Ring without really getting to the heart of why it’s still so damn scary all these years later. Instead, it’s the puzzles that really carry this section, and while each exhibits the same wonderful tactility of pushing and pulling levers with your mouse – twiddling dials, lifting lids and clunking big chunky buttons into place as they did in part one – its weaker story elements can’t help but like it’s undermining it all in the process.

A young girl shines a torch on a hi-fi system in a bunker underground in Fear the Spotlight.
Music of the night takes on a whole new meaning down here… | Image credit: Eurogamer/Blumhouse Games

All that said, Fear the Spotlight is still an enjoyable way to spend five hours or so, and I really do love how the shifting textures of its PS1-era visuals make each part feel just a tiny bit otherworldly despite their very mundane settings. It won’t scare you in the slightest, but there’s a very sweet and tender-hearted love story sitting at the centre of this, and the excellent voice work from its central duo of Khaya Fraites and Maganda Marie bring real warmth and empathy to this pair of nervous teenagers. There might not be much to challenge you here, but if all you’re after is the lightest of thrills then Fear the Spotlight will no doubt be music to your ears.

A copy of Fear the Spotlight was provided for review by publisher Blumhouse Games.

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Mouthwashing review – brilliantly refreshing and unflinching horror

A taut, time-hopping horror game that playfully subverts expectations at every step, and is all the more refreshing for it.

Mouthwashing begins with a series of contradictions. “I hope this hurts,” your mission log reads after listing the number of days your space freighter has spent hauling cargo across the cosmos for your bosses back at Pony Express. “Steer right,” you decide, after your ship’s computer tells you specifically to deviate left in order to avoid a collision with an unknown orbital body. Then it’s time to use the emergency key to override the cockpit console and disengage the autopilot, sealing your fate along with those of your four other crew members in the process.

You never have a say in any of these events – you must simply follow the instructions as the game presents them to you, even though every bone in your body (and the ship’s blaring red warning siren) is crying out for you to do the opposite. It’s unclear what’s led you to this point, but over the course of the next three hours, Mouthwashing will lay it all out in stark and unrelenting detail, jumping through time before and after this horrific accident-slash-act of sabotage to paint a complete and desperate picture of your crew’s descent into blinkered and unerring despair.

Watch on YouTube

It’s certainly not the lightest way to spend an evening, but trust me when I say you’ll want to strap in for everything Mouthwashing has to throw at you regardless. For despite the futility of your remaining crew’s situation, Mouthwashing is a wildly inventive horror game that plays with the boundaries of time and space to exhilarating effect, and all with a gleeful glint in its large and unblinking eyeball. It’s not so much a scary game as one that simultaneously delights in pulling the rug out from beneath your feet while also extending an eager hand to haul you back up so you can see what’s coming next, leaving you utterly in thrall to its dark and absurdist humour as you’re whisked through time from one vignette to the next.

A man and a woman wear party hats at a birthday party in Mouthwashing.
Mandated company fun is the best kind of fun, don’t you agree? | Image credit: Eurogamer/Critical Reflex

To say any more of its story would no doubt ruin many of the surprises that are best discovered for yourself. But as you ferry your crew between the days leading up to the crash, and the months spent desperately trying to survive afterwards, developer Wrong Organ makes wonderful use of its small and intimate setting. Your ship, the creaky and slightly dilapidated Tulpar, only ever consists of a handful of rooms and winding, scratched up corridors, but each of them proves surprisingly elastic in the before and after. As detritus builds up, tempers fray and everything starts to unravel, your route through them gets reconfigured, the focus of your next task shifting from room to room as others get blocked off or slammed shut after an argument. It’s remarkable how much it feels like an active working environment while also being a kind of houseshare in space, with certain crew mates always retreating to their designated offices when things get tense. And when some chapters last barely a minute, every lap you take through these rooms always manages to feel different from the last.

That’s partly down to its non-linear time-hopping, of course, and the clear visual distinctions between each jump make it easy to see at a glance exactly where you’ve landed on the sliding scale of ‘fine’ to ‘well and truly f*****’. As the colour palette drifts from cool and measured blues to manic, searing reds, sleeping bags become messier, food cans start to mount in the lounge, and yes, I think I know exactly what caused that enormous dent in the now flickering wall-to-ceiling TV screen there, too. As you might expect from such temporal trickery, knowledge you obtain in the past gains increasingly new significance in the present as you try and find a way forward, and as your understanding of the ship and its various tools grow, the more it begins to open up as its secrets bubble to the surface.

A large artifical sunset bathes a lounge room in red light as you're asked to acquire a code scanner in Mouthwashing.
A code scanner is used to detect blood trails down stairs in Mouthwashing.
A box of mouthwash is opened, with the text '2 months after the crash' on the screen in Mouthwashing.
While every chapter begins with a time stamp (below, centre), the colour palette and arrangement of the ship also help to ground you in this spiralling tragedy. | Image credit: Eurogamer/Critical Reflex

It’s very well done, but the thing Mouthwashing does best of all is how it remixes these spaces as potent reflections of your crew’s internal mindstates. In the run-up to the crash, for example, you take control of Captain Curly, who’s suspiciously eager to get through his imminent psych evaluation by repeating the same answers he gave for the last one. A little bit of a red flag, perhaps, but as he moves on to meet another crew member in the cockpit, he suddenly finds himself locked into going down a far too long staircase (which definitely wasn’t there the last time you made this journey), until he arrives at an endless, cosmic pool where abstract parts of the ship start erupting from its surface accompanied by blaring red warning panels. Such psychological disconnects are a surprisingly frequent occurrence in Mouthwashing, but the speed and ease at which they slide into view is brilliantly unnerving, seamlessly blending into your everyday activities like it was nothing at all.

It’s not just Curly who’s a little worse for wear. Later, as newly-appointed leader Jimmy, you’ll also have to navigate a surreal foray into the ship’s almost Tardis-like cargo hold, boxes stretching in every direction while an invisible, roaring beast rampages through a sea of ruffling cardboard. Your company’s mascot, Polee the anthropomorphic horse, also takes on almost Robbie the Rabbit levels creepiness, too, though without succumbing to the gore and squeamishness of Silent Hill more generally. Visually, these segments are always incredibly arresting, but their meaning is never so explicit that it gives the game away. You’re afforded the space to come to your own conclusions about their wider significance and meaning, and when many contain abstract flashforwards of things to come, it only hooks you in deeper to see it through to the end.

A bandaged man looks up at the player as they open his jaw in Mouthwashing.
Say “Ahhhhhhhhhh!” | Image credit: Eurogamer/Critical Reflex

Mouthwashing also isn’t afraid to have a laugh at its own expense. Its chunky, PS1-era visuals give everything a wonderful dollhouse-like quality, from the big tactile buttons of the Tulpar’s consoles and code machines to the posable action figure-like bodies of your crewmates, as if the entire ship was just one big plaything to do with as you please. Nowhere is this more potent than the moments where, as new, post-crash captain Jimmy, you must lever open Curly’s now mummified jaw to pop in some painkillers, all while his glaring, comically large eye watches you from beneath his bandages. It’s a horrific, but bleakly funny kind of interaction, not least when you can stand there, opening and closing his jaw like some big toothy kitchen bin almost indefinitely.

It doubles down on this playful, but subtle sense of self-awareness later on, too, both in its climatic set pieces (of which I will say no more for fear of spoilers) and in the physicality of its controls. A barcode scanner that was once used to reveal codes and open locked doors becomes a tool to follow ghastly blood splatters, while the exaggerated, almost cartoonish saws of your analogue stick to cut a birthday cake get repurposed into something altogether grislier right toward the end. The actions themselves may be simple, but the way they’re recast in different lights only strengthens how thin the line is between past and present here, and what’s real and imagined. Similarly, the way each scene ends with an audio and visual stutter before the next one loads into view almost pixel by pixel only serves to underline that not everything is as it seems.

A man named Jimmy talks to the player outside the cockpit entrance in Mouthwashing.
Honestly, mate, I’m not sure you want to know… | Image credit: Eurogamer/Critical Reflex

The crew members themselves tie it all together. They’re beautifully drawn creations, their foibles, worries and flaws all teased out gradually over time and to regularly devastating effect. Just when you think you’ve got the measure of the cantankerous Swansea, green and gullible Daisuke, Jimmy’s disgruntled sense of entitlement, nervous and anxious Anya, and the clearly not right Curly, its taut and confident plotting throws yet another curveball your way that sheds fresh light on everything that’s come before it. The more you play Mouthwashing, the more you can feel the foundations of what you know constantly shifting beneath your feet, and it’s always absolutely thrilling.

There are a couple of occasions where its snappy pacing comes a little undone, admittedly – though thankfully only two, due to some hazily-communicated stealth rules and instant-death restarts – but on the whole, Mouthwashing is a visceral tour-de-force from start to finish. It takes a long, hard look at how quickly (and gently) a human mind can unravel under pressure, and how corporate structures can both support and destroy those holding them up, giving meaning and purpose (however ridiculous) to those who’d struggle to survive outside them. It’s also not afraid to question what ‘taking responsibility’ really means, both from a personal point of view and more holistically. It’s a command you’re frequently tasked with as the game reaches its conclusion, but much like Mouthwashing’s opening, the ways in which you’re able to realise that objective probably aren’t going to be what you pictured originally. Its dizzying and delicious contradictions remain, and they feel downright refreshing.

Eurogamer sourced its own copy of Mouthwashing for this review.

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No More Room in Hell 2 early access review – slow-burn cooperative shooter gets zombie horror (mostly) right

No More Room in Hell 2 effectively captures the scrappy alliances and gradually escalating terror of a zombie apocalypse, but a few creative choices threaten to spoil its eerie atmosphere.

There often comes a point in No More Room in Hell 2 when you realise that you’re screwed, and it usually arrives about five minutes before the inevitable occurs. Surrounded by shambling corpses, barricades shrieking under their literal dead weight, you’ll be popping zombie heads with grim precision when cold reality sets in. Maybe it’s the click of your revolver as its ammo runs dry that triggers the revelation, or a fellow survivor you barely know being overwhelmed by the horde. Maybe it’s just the sight of another score of undead stumbling into silhouetted view. Either way, the feeling is the same: you’re going to die, and no amount of struggle will prevent it.

In such moments, No More Room In Hell 2 captures the creeping dread of George Romero’s films better than any zombie game I’ve played in ages. Torn Banner’s pitch-black survival shooter stands at the far end of the zombie spectrum from Left4Dead’s frenetic undead gauntlets, a glacial experience that seems almost trite right until it rolls over you. It’s a promising early access debut, although I fear Torn Banner’s plans for the future already risk spoiling the experience.

No More Room In Hell 2’s primary gimmick has nothing to do with its zombies or how they move. This is an eight-player cooperative shooter set on a single, openly explorable map, with you scouring buildings and cars for weapons and equipment before assaulting a central objective (in the alpha’s case, a power station verging on failure). The twist is all eight players start in different locations, spawning on the fringes of the map with nothing but a length of pipe, a revolver, and a barrel’s worth of ammo to defend themselves. The idea is that, as you skulk furtively toward the map’s centre, you’ll encounter other players in dynamic, haphazard ways, leading to daring rescues, organic teamwork, and perhaps even fleeting friendships.

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It’s a wonderful notion. In practice, the predefined spawn points and the heavily formatted nature map design rob the concept of some of its power. Between the spawn points at the edge of the map and the main objective at its centre, there are secondary objectives that house equipment stashes, each of which the map funnels two of the eight players toward. Because of this, you quickly learn when and where you’re likely to bump into other players, which makes the experience more predictable than it initially seems.

Nonetheless, it still sorta works. While figuring out how to open the equipment cache inside an abandoned bar, I was accosted by a trio of zombies, and my revolver ran out of ammo on the second headshot. As I was about to get my face munched, the zombie toppled to the left as if sideswiped by a car, its brain ventilated by a rifle bullet from a freshly arrived player.

A screenshot of No More Room In Hell 2, showing the player aiming down the sights of their rifle at a zombie with its arms raised aloft.
Crimson eyed zombies are tougher than regular zombies. This is as much zombie variance that I will tolerate. | Image credit: Eurogamer/Torn Banner Studios

The structure also makes playing with random internet people, if not more appealing, then at least more appropriate. Your awkward conversations and uncertainties regarding mutual capability meld seamlessly with the theme. I played one match with a Chinese player who shot at every zombie he saw, oblivious to the fact that his trigger-happy approach was attracting ever more zombies to our location. While annoying, it was also the exact mistake a newcomer to a zombie apocalypse might make. In another game, I spent a while following around another, more experienced player who kept calling me “mate”. At one point, I fell through the floor of a building into its burning basement. “Oh mate! Don’t worry, I’ll get you out,” he said reassuringly. But it soon became apparent that I would die before he reached me. As my character succumbed slowly to the flames, his forlorn cries of, “Oh mate, mate, maaaaaaate” reverberated in my headset.

It’s an interesting convergence of theme and community. But it’s important to stress that No More Room in Hell 2 doesn’t rely exclusively on this to make the game interesting. The game has a suitably bleak atmosphere of its own. In a literal sense, it’s one of the darkest games I’ve played since Amnesia: The Dark Descent, the only illumination often coming from the headlamps and brake lights of abandoned vehicles, often washing scenes in crimson silhouette. It constantly tempts you into flicking on your torch, even though doing so will inevitably attract more undead. I also enjoy its use of simulated radio transmissions to communicate objectives and subtly update you on player locations.

A screenshot of No More Room In Hell 2, showing the player backed into the corner of a toolshed by a blood-covered zombie.
Nothing enraged Dennis more than people walking into his toolshed uninvited. | Image credit: Eurogamer/Torn Banner Studios

Combat, too, feels distinctive to the experience. Guns are a mainly semi-automatic mix of rifles, shotguns, and handguns, all of which are slow to aim and even slower to reload. Combined with the general scarcity of ammo, every missed shot will have you cursing under your breath, while several consecutive misses are liable to throw you into panic. When shots do connect, the effect is undeniably satisfying. Headshots result in an explosion of cranial matter, while shots to limbs with heavier weapons will often sever them completely, rendering zombies either slower or less dangerous.

Nonetheless, guns are generally best saved as a last resort. If you can, you’re always better off fighting hand-to-hand with knives, tyre irons, and baseball bats. Although they increase the risk of taking damage, they’re also quieter and don’t consume ammo. Melee attacks have a similar sense of weight and impact to the guns- dinging a Zed in the noggin with send them reeling to the side. That said, I think Dead Island 2 has the edge in first-person zombie battery, boasting more refined and more creative bludgeoning tools.

A screenshot of No More Room In Hell 2, showing the player inside an abandoned bar, the TV above the bar showing an emergency broadcast.
A screenshot of No More Room In Hell 2, showing a trio of zombies silhouetted at the top of a flight of stairs.
A screenshot of No More Room In Hell 2, showing the player and another player cooperatively bludgeoning a zombie in a kitchen doorway.
A screenshot of No More Room In Hell 2, showing a zombie reeling from the player’s blow, with blood and cranial matter spraying through the air.
No More Room In Hell 2 doesn’t skimp on the gristle, though its violence is grungier than, say, Dead Island 2. | Image credit: Eurogamer/Torn Banner Studios

The fundamentals Torn Banner lays down make for an unusual cooperative experience, akin to a less predatory Hunt: Showdown. Indeed, Torn Banner has clearly taken some inspiration from Crytek’s austere extraction shooter, though I’m not sure every idea it borrows is a wise adoption. The most obvious of these is that character death is permanent, with you rolling a new avatar after each demise. While this is consistent with No More Room in Hell 2’s harsh world, success in Torn Banner’s game is vastly more reliant on other players than in Hunt, where your party is limited to pairs or trios. As such, it’s possible to lose a character simply because you played with the wrong crowd. Again, thematically appropriate, but in a way that’s significantly less fun.

My least favourite aspect of No More Room in Hell 2, however, is how it chickens out of its classic zombie setup. The way it depicts the gradual amassing of the undead, how they become an unstoppable force without you clocking the tipping point, is fantastic. But then the crowd of traditional walkers parts to let through a more modern spinting undead, which can easily avoid your sluggish aim to pummel you to the ground. Not only does this completely throw off the game’s deliberate rhythm, but it also spoils the atmosphere. It’s like a toddler who should be asleep in bed ceaselessly crashing a home dinner party. The first time it happens it’s cute, but after the fifth time they burst into the room with no top on to knock over the dips, the novelty has well and truly worn off.

A screenshot of No More Room In Hell 2, showing the player being mauled by a zombie from a first-person perspective.
I SAID NO HUGS DAMNIT! | Image credit: Eurogamer/Torn Banner Studios

Among Torn Banner’s various pledges on its early access roadmap (which includes welcome additions such as a new map and more weapons) it lists ‘more zombie types’. Frankly, I think adding a bunch of quirky specialist zombies is more likely to ruin the game than improve it. The whole point of zombies is that they’re not special. In fact, they seem unremarkable right up to the point you realise three of them have turned into three hundred. No More Room in Hell 2 captures this feeling beautifully, and it should focus on refining it rather than adding a zombie that spits acid or whatever.

I’m slightly baffled by the drubbing No More Room in Hell 2 has received on Steam. Sure, there are rough edges, from amusing bugs such as zombie hair disappearing when you smack them with a pipe, to more serious issues including the occasional crash. But in structure and tone, it’s comfortably the most engaging zombie game I’ve played since the original Dying Light. It takes the concept seriously, patiently builds its tension, and weaves some interesting social dynamics into the mix. I can understand why some people might glance at Torn Banner’s work and write it off as another zombie game. But if anything, No More Room in Hell 2 is a prime example of why you should never take the undead for granted.

A copy of No More Room in Hell 2 was provided for early access review by Torn Banner Studios.

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In Toilet Spiders, there sure are a heck of a lot of toilets, and a heck of a lot of spiders

With a name like Toilet Spiders, it’s not exactly hard to work out what’s going to be creeping you out in a game like this, or where those horrors are going to appear from. Really, it should be the least scary horror game you ever play, as you know exactly what you’re up against the moment you load it up. But nothing, I’d argue, quite prepares you for the sheer number of possibilities that exist within this abandoned and blooded nuclear facility, as this is a place with a truly obscene number of toilets inside it, and a worrying number of important items to find beneath their grimy, cobwebbed lids.

Quite why the former inhabitants of this place decided to leave their keys, security passes and spare lightbulbs in the one place these giant, eight-legged death traps can actually get you is a question that never gets answered. The only working theory I have is that, judging by the lo-fi blood smears everywhere, everyone must have been dragged arse-backwards and disembowelled down the pipework, leaving nothing behind except the contents of their conveniently clean and empty pockets. Whatever the reason for their somewhat contrived location, however, this is ultimately a game about lifting toilet lids and hoping against all hell that there isn’t a spider waiting there to eat you alive and gobble you down along with them.

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Considering that’s essentially all this game is, Toilet Spiders is a surprisingly effective little horror experience. Like the Fatal Frame games (or Project Zero for us in the UK) before it, its tension comes almost exclusively from that moment of anticipation before anything actually scary takes place – only instead of watching your hand slowly reach out toward an ominous doorknob, say, here you’re psyching yourself up to lift a gosh darn toilet seat. Indeed, I spent most of my time in Toilet Spiders just staring at shut toilet lids while the all-caps instruction to ‘OPEN TOILET’ jittered nervously at the bottom of the screen, craning my ears (in vain, I think) to see if I could hear anything scuttling around in the pipework, or indeed, detect any other sign to indicate whether I was about to be nobbled or not.

A closed toilet seat in Fullbright Presents: Toilet Spiders
NO. | Image credit: Eurogamer/Fullbright

That nobbling, I think, comes down to pure chance at the end of the day, which is perhaps Toilet Spider’s biggest weakness in its current early access state. An alternative name might have been ‘Toilet Gambling’, or ‘Spider Roulette’, as there simply didn’t seem to be any rhyme or reason to when the spiders appeared or not. And yet, the game gives you the impression there should be. When you first begin your foray into this cursed facility, for example, you can pick up a Geiger counter that immediately ticks into action the moment you cross the threshold into the many, many grungy bathrooms where a spider is present. But there’s always a spider present somewhere, and there are no obvious deviations in the meter’s needle movement to reliably discern if one toilet is safer than another. That’s when I started listening out for them through my PC speakers, which maybe helped on some occasions, but most of the time I could have sworn I’d be safe, there it was, waiting for me all along.

There are a couple of ways you can fight back against the spiders, though they’re also quite easy to waste due the uncertainty around a spider’s apparent location. Lightbulbs, for example, can be thrown at shut lids to try and ‘scare’ spiders away, while flashbang grenades will instantly detonate the moment a spider tries to attack you after an unfortunate lid reveal. Both of these are in preciously short supply throughout each major section of the facility, though, and if you don’t have a flashbang to hand, there’s simply no escaping your fate – the screen starts to shake, a black spider emerges, and that’s it, you’re gone.

The player holds a lightbulb in front of a toilet in Fullbright Presents: Toilet Spiders.
Lightbulbs break on impact, so make sure to use them wisely. | Image credit: Eurogamer/Fullbright

Given you only have three ‘lives’ (or ‘volunteers’, as the game calls them) and more toilets to investigate than any one facility should rightly have in each of its three main sections (I’m not kidding, nearly every room has an accompanying bathroom attached, sometimes with more toilets than there would be actual people working there, I swear to god), the odds just seem too stacked against you for it to be truly terrifying. Perhaps I just had bad luck on my runs, but it was always the last toilet in every section that yielded up the necessary key I needed in order to advance, and it all became a bit ‘laborious toilet inspection’ by the end as opposed to being genuinely chilling. Plus, when progress persists between your run of three test subjects, you can simply sprint back to your last location, retrieve your equipment, and carry on. It kills any prior sense of trepidation or unease.

I should note that the spiders themselves aren’t scary in the slightest. Sure, some will leap out toward the screen at you, while others will merely raise an ominous leg toward your eyeline before the screen cuts to black. But in their current early access form, they’re big cartoonish-looking things that are about as threatening as a warm slice of toast – which I’m actually totally fine with, to be honest (and no, there isn’t an arachnophobia mode here, alas). Rather, their appearance has more of an inevitable ‘gotcha’ vibe than anything else, and after 30 minutes or so, I’d developed more of a playground tag relationship with them than anything remotely jump-scary. Honestly, googling ‘toilet spiders’ will give you more of a fright.

A bunkbed and open trunk have bloodstains on them in Fullbright Presents: Toilet Spiders.
A spider with glowing red eyes prepares to attack the player in Fullbright Presents: Toilet Spiders.
The player faces an airlock with a green light on the wall, while the text '1 Volunteer Remains' floats on the screen in Fullbright Presents: Toilet Spiders.
Image credit: Eurogamer/Fullbright

This all works against the overall horror of Toilet Spiders, and ultimately, the experience just becomes a little too familiar too quickly. Even as objects and spider locations get shuffled around between each run of three to mix things up a bit, Toilet Spiders never quite goes far enough to make a fresh attempt feel totally new, as there are always the same number and type of objects in each part of the facility, and usually not all that far from where you found them last time. You can definitely tell it’s the work of one developer – which Fullbright as a studio has since been reduced to after co-founder Steve Gaynor’s messy parting of ways with the Open Roads Team last year. Solo development is no bad thing in itself, of course, but the narrow lens that its horror has been constructed with certainly feels a little lacking and one-note compared to the games that Fullbright’s name is most closely associated with.

For a fiver, I had a decent hour’s fun with it, but as I hit the end credits and blew the place to smithereens, I felt no great urge to play it again. And as the opening salvo to Gaynor’s new anthology series of “short, strange games” under his Fullbright Presents label? It’s going to take a lot more convincing before these games feel worthy to trade on the success of the likes of Gone Home and Tacoma.