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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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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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Cattle Country could be my new cosy comfort

Imagine this – rain is lashing against the window, the outside world is murky, grey and cold – you’ve just gotten soaking wet running to the shop to get some essentials you completely forgot you ran out of. Your bones are cold and you’re starting to believe that bears have the right idea when it comes to hibernation. What would work very well now would be a cup of tea and a cosy game containing welcome surprises to keep you on your toes – the Cattle Country Steam demo could very well be the one to tick these boxes.

You’d be forgiven for looking at Cattle Country and wondering just how its blend of pioneer farming differs from Stardew Valley, if at all. But in the short time I played, it became quite apparent that it’s developing a personality all its own and finding a space to nestle itself into.

First of all, I spent far too much time with the character creator, which is by no means a negative – there were so many choices for hairstyles, clothing styles and other customisable elements that let you make the character feel like your own without having to grind away in-game for a single shirt. However, there also weren’t so many choices that customising my character became overwhelming at any point. There seemed to be a delicate balance there of just enough and not too much. There’s even the option to choose your own pronouns, and NPCs throughout the demo used the correct ones I’d allocated to my character.

Watch on YouTube

Eventually I let my purple-haired hero venture away from customisation and into Cattle Country. This is where the comparisons to Stardew Valley are arguably the strongest, as instead of a farm, you own a ranch that you can build from the ground up with crops, cattle and various enterprises to make sure you’ve got a place to call home. Your progress is saved at night when you sleep in your bed, but mercifully, there’s a fast travel system, so if you don’t feel like walking all the way into town you can teleport there instead thanks to the handy Archibald, who pretty much always seems to hang around on the edge of your farm (which is not at all concerning in the slightest).

Running your ranch in Cattle Country isn’t just about collecting the crops, freshly laid eggs and milking your cattle, though. There’s a bit more depth to it, and additional steps to consider for certain processes. There’s a drying rack, for example, for creating animal hides, a keg for brewing beer, and a fire for cooking various dishes to keep yourself fed. You can customise your home, too, by crafting furniture, floors, lighting, decor and other homely items one needs on a ranch, such as a scarecrow to keep those pesky birds from stealing your seeds. Also, and most importantly, you can pet your dog.

Cattle Country demo the player's ranch
Image credit: Eurogamer/Castle Pixel, LLC

Your character’s skills can be upgraded as you spend more time tending to your ranch as well, often by participating in adventures that are flung your way. These seem to be mostly doled out by the local residents in the nearby town – after all, the key to having a successful ranch life depends on the people you know! – and when I finally headed into town to see exactly what kind of place I’d moved into, it definitely had a kind of ‘Stardew Valley needs Red Dead Redemption 2‘ vibe. Well, the lifestyle side of Red Dead, anyway, not so much the dramatic cowboy backstory side. The town acts as the social hub for all residents, including a saloon where most townsfolk hang out and a carpenter if you need, well, help with wood. There’s a banker if you need advice, a sheriff in case there’s trouble, and even a small school you can assist at among plenty of other things.

The in-game calendar already suggests there will be several seasonal events and villager birthdays to break up the weeks and months, and there are active missions you can go on during the day, as well as train heists if you want to liven up your adventure. But if you just want to have a quiet ranch life then you can do that too.

Cattle Country demo speaking to samuel at carpenter's shop about soap box racing
Cattle Country Demo character skills and inventory menu
Cattle Country demo character creator menu
Image credit: Eurogamer/Castle Pixel, LLC

Kindly, in the demo, the spring hoedown celebration is moved to mark your arrival. Held in the heart of the town, the hoedown is a dance contest that lets you pick your partner, then you dance the best you can to win the hoedown champion trophy. You don’t just sit back and watch it happen, oh no – there are mini-games to complete if you want a chance at winning. You need to press the corresponding directional keys shown at the bottom of the screen when they hit the line on the bar, and they’ll gradually get faster. A particularly lovely detail I saw was how your character’s steps will either be in or out of time with the music depending on how many keys you miss. I couldn’t help but smile during all this – there’s joy to be found even in failing miserably at getting your two left feet together.

This brings me to something which was without a doubt my favourite part of my time with Cattle Country – the fishing. If you’ve played a lot of cosy games such as Stardew Valley and Animal Crossing, you know that fishing can be something that’s tricky to get right – make it too easy and there’s no thrill in getting a catch, but make it too difficult and you’re ready to throw your rod in the water and walk away. As I strode to a little stream near the town centre, I wasn’t sure what to expect. Would it be another rage-inducing venture? Absolutely not.

Cattle Country demo fishing in the river
Image credit: Eurogamer/Castle Pixel, LLC

When you’ve got a bite, a small bar appears above your head as a green rectangle with a fish in it. You need to click at just the right time so the hook icon going left to right lands in that green patch (or the yellow boundary at a push). It’s not so simple it’s boring, but it’s also not so hard that you decide that fishing simply isn’t worth it.

Now yes, I can see you rolling your eyes going, ‘How is that all not Stardew Valley?’ But I think the answer comes down to those finer activity details, and the sense of personality in the town and its people. Some of them are quite unforgettable, and it feels distinctly its own thing by comparison. The current demo is only short, but it’s made me cautiously optimistic about the full release. Going on adventures like train heists to tackle bandits disturbing your fair town and then returning to pull up carrots at my ranch sounds like just the right amount of action and cosy for me.

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Citizen Sleeper, Two Point Campus, Frostpunk and more up for grabs in Jingle Jam’s stellar 2024 charity bundle

With the season of giving now officially upon us, Jingle Jam has unveiled its latest PC charity bundle – this year featuring the stellar likes of Citizen Sleeper, Shadows of Doubt, and Frostpunk, which can all be snapped up in support of a bunch of good causes. In total, the Jingle Jam 2024 Games Collection feature 18 titles (all supplied as Steam codes), and there’s a lot of good stuff to be found. For the most part we’re in the realm of indies, although Sega and Two Point Studios’ enormously enjoyable Two Point Campus sneaks in too. Also up for grabs are ColePowered Games’ wildly ambitious procedurally generated detective noir Shadows of Doubt (which we gave three stars back in October), superb sci-fi narrative adventure Citizen Sleeper (Recommended), survival city builder Frostpunk (also Recommended), and minimalist puzzler Patrick’s Parabox (four stars!). The Jingle Jam 2024 Games Collection official trailer.Watch on YouTube But there’s more: roguelike card battler Widlfrost is in there (this one made Bertie’s Games of 2023 list), as is wonderfully engaging sci-fi construction sim Mars First Logistics, sticker store management game Sticky Business, crustacean-themed Souls-like Another Crab’s Treasure, and the sequel to acclaimed 2018 tabletop-style RPG adventure, For the King 2. Also included is the well-received blackjack roguelike adventure Dungeons & Degenerate Gamblers, Geiger-esque horror Scorn, action-tower defense game Orcs Must Die 3, dystopian racer Death Sprint 66, dating sim action-RPG Eternights, card-battling rogue-like Hadean Tactics, hand-drawn puzzle adventure Submachine: Legacy, and Fight in Tight Spaces – a “stylish blend of deck-building, turn-based tactics, and thrilling animated fight sequences in classic action-movie settings”. And if you prefer you lists in bullet point form: Dungeons & Degenerate Gamblers Wildfrost Two Point Camps Shadows of Doubt Patrick’s Parabox For the King 2 Citizen Sleeper Another Crab’s Treasure Mars First Logistics Sticky Business Hadean Tactics Submachine: Legacy Scorn Orcs Must Die! 3 Fights in Tight Spaces Death Sprint 66 Eternights Frostpunk The Jingle Jam 2024 Games Collection is a bit of corker, then, and if you’re sufficiently swayed, all the above can be acquired for a very reasonable donation of £35. Or rather, for a minimum donation of £35 – with more appreciated if you’re able, seeing as organisers are hoping to raise as much money as possible for this year’s eight selected charities. More specifically, money accrued though Jingle Jam 2024’s charity bundle will go to Autistica, Campaign Against Living Miserably, Cool Earth, Sarcoma UK, The Trevor Project, Wallace & Gromit’s Grand Appeal, Whale and Dolphin Conservation, and War Child. You can read more about each charity – and purchase this year’s games bundle – over on the Jingle Jam website. At the time of writing, it’s successfully raised £1,277,979.

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We’re discounting our annual membership, and we’ve got Citizen Sleeper to give away with it

We’ve got a double-whammy for you today: a Black Friday discount for yearly Eurogamer subscriptions and a game giveaway for yearly subscribers. And the game is a good one: Citizen Sleeper.

Applying the Black Friday 20 percent-off discount is simple. Click through to our “Support Us” section and then click to subscribe for a yearly membership. Then, on the payment screen, click to add a promotional code and enter EGBF24. The price should drop from £30/€30/$30 to £24/€24/$24. That works out at £2/€2/$2 a month, in case you’re wondering; a regular monthly subscription costs £3/€3/$3. This discount code will expire on Tuesday, 3rd December, at midnight UTC.

The benefit of being a yearly subscriber – in addition to the standard membership benefits of ad-free viewing and exclusive articles and content – means access to game key giveaways, and we’ve got a brand new one for the occasion. We’ve got 100 keys for Citizen Sleeper, split across PlayStation and Nintendo Switch, to give away. These are redeemable in Europe only. (Citizen Sleeper is on GamePass on PC and Xbox if you want to play it there.)

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To claim a key, go to the “My account” section of the website (top-right on desktop, three-lined menu on mobile) and find the Codes tab there. Then, scroll down and find the Citizen Sleeper giveaway and select the version of the game you want. You’ll probably also see codes for other games there – feel free to claim them.

Citizen Sleeper, if you don’t know, is the warm-hearted sci-fi story of a remote-controlled body (a Sleeper) finding their place and way on a somewhat lawless and forgotten space station known as The Eye. It’s a game about friendships and self-discovery, and the mystery of what lies within – both inside you and on the space station itself, right down in its wiry veins and programming bones. It’s gentle and relaxing, thoughtful and deep. Chris Tapsell Recommended Citizen Sleeper in his review (before we changed to a star-rating system).

Excitingly, we’re also on the cusp of a sequel. Citizen Sleeper 2: Starward Vector is due early 2025 and, based on a recent demo, seems to be in fabulous shape. There have been significant changes – improvements – to how the game works. The heart and warmth is all still there but there’s now a more palpable sense of tension and jeopardy to go with it, which makes it more exciting. The RPG systems are more nuanced and developed; there’s just more to chew on in every regard. I can’t wait.

If you have any problems redeeming any of the above, please mention it in the comments below, or email me on [email protected]. Finally, thank you to everyone who has supported us this far – it means a lot.

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Towers of Aghasba offers mindless pleasures and tiny hippos to pelt with fruit

I spent a lot of this morning throwing fruit at a tiny hippo. Sometimes the hippo ate the fruit, which was what I intended. Sometimes the fruit missed and rolled away and was lost forever. Sometimes – very occasionally – I pressed the wrong button and ate the fruit myself. A pain, really, because the fruit is quite hard to gather and stock up on.

Welcome to Towers of Aghasba, a new indie survival game in which you lead a group of characters trying to rebuild their community on a scrabbly island. I’ve been playing it for the best part of a morning, and I can report that it’s one of those games where the feature creep is strong. You gather materials and craft items that allow you to gather new kinds of materials. You build villages and upgrade them. You tend to biomes by planting magical trees. You explore and observe animals and feed them and hunt them. You swim and climb and dive and glide. On and on it goes, and it’s still only just started in Early Access.

Here’s a trailer for Towers of Aghasba.Watch on YouTube

It’s scrappy but good natured, I think. The movement is a bit weightless and the camera is a touch too fast to turn. It’s cheerfully buggy: at one point I went hunting for fish and was delighted, if confused, to find the fish swimming through the air just above a lake. Rough edges, Early Access. But within a few moments of the opening shipwreck, I was off swimming, gathering supplies and getting myself set up on my new home, too. I gathered sticks and stones and bits of grass to get crafting moving along. I picked an area for that first village and planted that first tree. I met a bunch of elders who sent me down different questlines, all of them handily standing on outcrops of rock looking to the horizon like the wanderer above the sea of fog. They gave me tutorials in rudimentary combat and tools to observe animals to build up a kind of Pokédex. Mostly they set me off doing things.

There is already a lot of doing stuff in Towers of Aghasba. After a morning with the game I’d say it’s fairly frontloaded with doing. And that’s fine. This is a great game to dive into not with any set plan but with a stretch of empty time to fill. I’ll load it up and say: let’s give this fifteen minutes. Then I see what needs doing – how many trees need planting, how many animals need feeding, how much dung needs collecting (which in turn requires the feeding of animals) and whether there’s anything new I can craft to make life easier. I mean this in the very best way: Towers of Aghasba is very good at mindlessness, and I’ll take that.

The hero looks out at distant rower of rock in Towers of Aghasba
The player swoops across the sky using a glider in Towers of Aghasba
The player stares across a verdant field in Towers of Aghasba
Image credit: Eurogamer/Dreamlit Inc

But at some point this morning I got a bit bored of all the doing on offer and just wandered off to see what I could find for myself. And this is where I really started to enjoy the game this small team at Dreamlit is building. The starter island is not particularly big, and a lot of it looks like a burn area from a forest fire. But I found a characterful rock to climb – the climbing and gliding system is straight out of Zelda, with the same kind of stamina meter – and better yet, halfway up I found broken steps chiselled into the surface of the stone. Onwards I went, following steps where there were steps, moving between fragments of ancient things that someone, at some point in the past, had built, until I found a nice little plateau with a decent view and some friendly old ruins. It felt like a personal discovery, just the kind of thing you hope for in a break from busywork.

The player climbs a rock at sunset in Towers of Aghasba
Image credit: Eurogamer/Dreamlit Inc

Inevitably, once I explored the ruins I discovered that they were tempting me back towards doing again. More elements to craft, more resources to gather. But that’s fine, I think. Deep down, I think Towers of Aghasba is interested in balance – build the village but also tend the biome tree, hunt the animals but also learn to feed them and let them grow – and if it can balance a bit of lonely wandering with the simple pleasures of watching resource piles build up, I’ll be pretty happy I reckon.

A copy of Towers of Aghasba was provided by developer Dreamlit Inc.

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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

Watch on YouTube

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

Watch on YouTube

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!”

Watch on YouTube

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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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.