New Game Preview
New Game Preview
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Get a sneak peek at the most anticipated games of the year. From action-packed adventures to mind-bending puzzles, we've got something for everyone. Stay ahead of the game with our exclusive previews!
MTG Final Fantasy Preview: Homebases
MTG Final Fantasy Preview: HomebasesCheck out CGM's preview of two brand new cards from Magic: The Gathering—Final Fantasy, featuring two beloved home bases from FF history.
Previews – CGMagazineMay 23
Going Hands-On With Lies of P: Overture—Your Springs Are Reacting
Going Hands-On With Lies of P: Overture—Your Springs Are ReactingCGM went to LA to take an exclusive first-look at Lies of P: Overture, the first DLC for Neowiz's premier Soulslike experience.
Previews – CGMagazineMay 21
Yakuza, Demons, and Tetris Mayhem: Sega’s Nintendo Switch 2 Lineup Hits Hard
Yakuza, Demons, and Tetris Mayhem: Sega’s Nintendo Switch 2 Lineup Hits HardSEGA and the Nintendo Switch 2 have joined forces to bring three hit titles to the Switch successor in the console's launch month of June.
Previews – CGMagazineMay 21
Anno 117: Pax Romana Preview—A Perfect Balancing Act
Anno 117: Pax Romana Preview—A Perfect Balancing ActUbisoft’s Anno 117: Pax Romana still has no release date, but after previewing a few hours of sandbox mode, we can't wait for the full game.
Previews – CGMagazineMay 19
Stronghold Crusader: Definitive Edition Preview
Stronghold Crusader: Definitive Edition PreviewWhen you think of management sims, what games come to mind? Do you think of the Sims, Roller Coaster Tycoon, Age of Empires, Factorio, Tropico, or maybe even Stardew Valley? In 2001, Medieval Fantasy lovers were introduced to a management sim called Stronghold by Firefly Studios. At PAX West 2023, we met with Firefly Studios […] Source
Previews – Niche GamerMay 19
Fresh Tracks Preview – Rhythmic skiing action
Fresh Tracks Preview – Rhythmic skiing actionWhat games do you think of when you think of snow? Do you think of sports games like Steep, SSX Tricky, Snowboarding Kids, or Mario & Sonic at the Olympic Winter Games? Now, what if we said that you would be following a path? Then you might think of Cross-country Skiing, Dirt, Journey, or maybe […] Source
Previews – Niche GamerMay 19
Splitgate 2 PAX East 2025 Preview
Splitgate 2 PAX East 2025 PreviewWhen it comes to competitive shooters, you fall into one of two camps: players who use a keyboard and mouse or those who like the feel of a controller. Although playing with a controller might feel more comfortable, especially for those who have predominantly played on consoles most of their lives, the precision that keyboard […] Source
Previews – Niche GamerMay 17
Rune Factory: Guardians of Azuma Preview
Rune Factory: Guardians of Azuma PreviewWhen you think of Japanese-style RPGs, one developer and publisher continues to impress by releasing great games and content throughout the years. Over a decade has passed since XSEED joined the Marvelous team, and they have continued to put out top-of-the-line games that leave many fans clamoring for more. In prior years, we have met […] Source
Previews – Niche GamerMay 17
Lost In Random: The Eternal Die Hands-On – The Hades Effect
Lost In Random: The Eternal Die Hands-On – The Hades Effect<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/e9030e96/lostinrandomtedscreenshots_card_spell.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> Platform: PlayStation 5, Xbox Series X/S, Switch, PC Publisher: Thunderful Publishing Developer: Stormteller Games Release: <time datetime="2025-06-17T12:00:00Z" class="datetime">June 17, 2025</time> <p>The roguelike genre is feeling the Hades effect. The acclaimed action game has now been around long enough for its design ideas to seep into other titles, which isn’t surprising given how strongly the original game and its sequel, currently in Early Access, have been received. What is unexpected is that one of the biggest imitators I’ve seen yet would come in the form of a sequel to 2021’s Lost in Random, a game that is very much not a roguelike. But Lost in Random: The Eternal Die represents a significant change for the series in more ways than one.</p><p>Although Zoink developed the first Lost in Random, The Eternal Die is now helmed by Stormteller Games. Whereas the original was closer to a traditional third-person action game with a unique card and dice battling system, Stormteller has taken the franchise in a more action-focused roguelike direction, cut from the cloth of Supergiant Games’ take on Greek myth. While a jarring change for fans of the first game, thematically, it makes sense; the series unfolds in the world of Random, where dice rolls and chance are a way of life. What genre exemplifies this ethos better than the roguelike?</p><p>After playing several runs of The Eternal Die over a few hours, I realized that while the game may be derivative in places, it has unique ideas and plays great to boot.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/O3djJR5sd3Q" frameborder="0" allow="autoplay" allowfullscreen="true">&nbsp;</iframe><p>The Eternal Die unfolds after the events of the first game, but Stormteller describes it as a standalone follow-up instead of a direct sequel. Players control a new, though familiar, protagonist: Queen Aleksandra, the main antagonist of the first game. After her defeat, she’s betrayed by the Black Die, namely its true form, a malevolence known as Mare the Knight, who transforms her back into a child. Mare traps Aleksandra within an ever-shifting game, and she embarks on a revenge quest to end Mare and regain her lost power. Aleksandra won’t have to seek vengeance alone; her sentient die companion, Fortune, tags along to aid in her quest.</p><p>Like Hades, players will battle through randomized arenas that reward power-ups, health, and different currencies. Dying ends a run and sends you back to a hub called the Sanctuary, where you’ll interact with a colorful and well-acted cast of new and returning faces from the first game. Sometimes they’ll have something new to say, though not nearly with the same frequency as in Hades, making the uneventful return trips feel flat. Bosses await at the end of each biome and spout new dialogue and battle tactics each time you have a rematch with them. Even the font is somewhat similar to Hades'.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/7215bdde/lostinrandomtedscreenshots_poison_sword.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Where The Eternal Die nearly matches Hades is how great it feels to play, thanks to its swift, snappy movement and combat. Slaying opponents with a simple three-hit combo while zipping around arenas with a quick dash captures the core of what makes Hades’ combat so satisfying. Players can also toss Fortune at enemies, but you must manually retrieve it, just as in the first game with Even’s pal Dicey.</p><p>Players begin with a sword, but can quickly unlock a bow, spear, and hammer. Each weapon sports four small upgrade paths to bestow different properties, from simple damage enhancers to firing wind gusts upon defeating an enemy. Collecting Cinders, one of the game's different currencies, unlocks these paths. Each weapon feels good, and the choice comes down to preference. I like peppering foes with quick arrows using the bow at a range, though I also found fun in clobbering enemies using the hammer’s deliberate but powerful swings.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/c567dec0/lostinrandomtedscreenshots_snow_boss.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Cards still play a critical role in battle, but instead of having a full deck and playing from a hand, you collect and equip one at a time. Each card bestows a special attack. One allows Aleksandra to emit a loud cry that repels and stuns foes. Another fires smaller cards that home in on targets (this particular card’s artwork features Even, the first game's hero, in a small nod). One fires a lightning attack that ricochets between enemies. The game features 15 cards total, and they operate on a meter replenished by collecting pick-ups called Energy Shards generated from landing melee strikes.</p><p>The Eternal Die’s biggest and most unique shake-up is its power-up and progression systems. Players can augment Aleksandra’s abilities by collecting Relics, which function similarly to Boons from Hades. Over 100 exist, and they come in five color-coded categories – Weapon, Card, Dice, Conjurations, and Luck – and are placed on a grid of tiles. The ability is not active on its own; it must be matched with two other Relics of the same color, vertically or horizontally, on the board first. Matching three Relics of the same color unlocks any abilities attached to them and clears them from the board.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/050f2771/lostinrandomtedscreenshots_npc_shop.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Some Relics are dual-colored, so you can use them to match two sets of different color rows. Other Relics contain Pearls, which shatter upon matching to boost the effectiveness of their associated stat. The board has limited open spaces at the start, but adding new Relics expands its borders by unlocking additional tiles. You can also place new tiles on top of active relics to eliminate them if you find a perk you prefer more than what you currently have. Maximizing board space to ensure you unlock Relic perks quickly and neatly becomes a mini-game in itself, and since Relics are randomly doled out after completing certain rooms, you’ll need to be mindful of arranging your board, as you don’t know when, or if, you’ll get the color you need at the right time.&nbsp;</p><p>Another form of perks is Blessings, which are permanent passive benefits unlocked by spending Pip Dust, another currency. You can equip several Blessings at once, and perks include raising your maximum HP, making Energy Shards drop when Fortune is thrown at enemies, or resurrecting you once upon death. Each blessing comes in two different forms that can be swapped between. For example, one Blessing replenishes a small amount of health after each encounter, but its alternative version gives a greater health boost whenever you defeat more powerful foes, such as mini-bosses. Spending Pip Dust upgrades Blessings one or more times to become more powerful versions of themselves.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/16/190efc95/lostinrandomted-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Lost in Random includes nice quality-of-life features that make it a friendlier entry in the genre. The biggest convenience is that you can save and exit the game anytime during a run and pick up exactly where you left off. That means no restarting runs from scratch if you need to stop playing suddenly. &nbsp;Players can also fast-travel to certain previously visited rooms, making it easy to jump around a world if you need to backtrack, which you likely will. While exploring, you can find new characters, including different shop vendors, to flesh out Sanctuary. These allies may offer sidequests, such as reuniting a robot’s head with its body and locating a talking fish’s lost dice friends hidden within a biome.</p><p>I’m enjoying Lost in Random: The Eternal Die so far. It plays well, the characters are lively and are wonderfully brought to life by the strong voice acting, and it’s neat to see the game’s dark fantasy art direction from an isometric angle. Despite the strategic depth offered by juggaling Relics, Blessings, and Cards, the experience does feel slim overall compared to the sheer density of content Hades offers. Since the games share a very similar DNA, I believe it’s fair to directly compare them because it’s hard not to think about Supergiant’s series while conquering rooms in The Eternal Die. The question is whether or not the game is truly less than, greater than, or different than what it’s pulling from.</p><p>Thankfully, Lost in Random: The Eternal Die’s release isn’t far away. It launches on June 17 for PlayStation 5, Xbox Series X/S, and PC. &nbsp;</p>
Game Informer PreviewsMay 16
World of Warcraft’s Player Housing Is Deeper Than I Imagined — Hands-On Impressions
World of Warcraft’s Player Housing Is Deeper Than I Imagined — Hands-On Impressions<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/f743048e/wow_housing_interior_1.jpeg" width="800" height="450" alt="World of Warcraft Player housing" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Player housing is finally coming to World of Warcraft after 20 years in <a href="https://www.gameinformer.com/news/2023/11/06/blizzard-reveals-three-new-world-of-warcraft-expansions-starting-with-the-war">the upcoming Midnight expansion,</a> and I went hands-on with the new feature at Blizzard’s Boston office earlier this week. Despite experiencing an early, incomplete development build, the housing system’s capabilities have thoroughly impressed me. This new avenue for rewards provides yet another carrot on a stick to keep players like me returning to Azeroth.&nbsp;</p><p>In fact, after returning home from my session, I promptly reinstalled World of Warcraft to begin catching up on the latest expansion, The War Within, so I’m fully prepared for the long-requested feature. However, Blizzard tells me owning a home in Azeroth is a simple, low-cost effort — even new, inexperienced players should be able to afford a house soon after leaving the starting area. While I might retroactively unlock rewards by completing quests I’ve missed, there are no requirements I need to worry about satisfying before Blizzard introduces its neighborhoods.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/5c89d1db/wow_housing_neighborhood_1.jpeg" alt="World of Warcraft Player housing" typeof="foaf:Image" class="image-style-body-default"> <p>“If you come in on day one and say, ‘I really want a house in the Horde map,’ we’ll get you there pretty quickly. We want to get you a house you like […] and into a neighborhood with people you like—whether those are your friends, guild mates, or just people that vaguely align with the type of player you are,” Principal Designer Jesse Kurlancheek says.</p><p>Neighborhoods, each hosting roughly 50 plots of land, are instanced and persistent. Your neighbors won’t change unless they choose to move away. Alliance neighborhoods feature biomes reminiscent of Westfall, Duskwood, and Elwynn Forest, among others. The Horde can purchase land in environments similar to Durotar’s redrock landscapes, the Tauren’s mesas, and coastlines where Trolls typically reside.&nbsp;</p><p>Blizzard doesn’t answer most questions related to neighborhood activities, external decorations, or how mounts, pets, and other collectibles might interact with those features. Notably, Kurlancheek does not envision neighborhoods like subdivisions; instead, he reiterates that the team wants to help players realize unique homes, inside and out.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/cac0ebc6/wow_housing_interior_5.jpeg" alt="World of Warcraft Player housing" typeof="foaf:Image" class="image-style-body-default"> <p>“We're still figuring out what game functionality to include, but it’s important we don't associate player power with housing. You won't get a stove that gives you +5 cooking or anything like that. If we do [make it interactive], it’ll be just a stove you can use,” Kurlancheek tells me.&nbsp;</p><p>Adding rooms or interior decorations works just as you’d expect: select the object from the asset library and drop it onto the floor or hang it on the wall. Additionally, you can enter Advanced Mode to scale, rotate, and position the asset using gizmos&nbsp;–&nbsp;the colorful shapes representing X, Y, and Z axes in 3D software engines – to situate it wherever you like easily. Gravity does not affect building components, so players can presumably create floating platforms or kitbash items to create new assets.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/bd01ea90/wowscrnshot_051225_141054.jpg" alt="World of Warcraft Player Housing Preview" typeof="foaf:Image" class="image-style-body-default"> <p>For example, I designed a small tavern with elements from Orgrimmar, Frostwolf, and Pandaren art sets. While the build’s asset library didn’t have many cooking appliances, I obscured half the mesh of a campfire pauldron inside of a Pandaren bar table to simulate an active stovetop. I complemented the fixture with cheeseboards, beverage steins, and a large keg before bringing it all together with stone floors and wall textures you might find in an Orcish establishment.&nbsp;</p><p>“You'll get decorations for your house the same way you get items in the rest of World of Warcraft. You can get them from questing, raiding, Mythic+ dungeons, and achievements,” Kurlancheek says. “It's really exciting having a brand new rewards vector that's completely orthogonal to everything, because now we can incentivize players that may not have wanted to do other content.”</p><p>Both old and new quests may offer decorations upon completion, so returning players are likely to obtain many retroactive rewards when logging in for the first time after the expansion drops. With 20 years' worth of content to consider, there are going to be many decorations available at launch, with more coming later as Blizzard updates older assets for implementation. While the functionality wasn’t ready for my visit, players can discover new items to unlock using a similar menu to how they currently search for equipment transmogs.&nbsp;</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/16/2430661f/wowscrnshot_051225_102259.jpg" alt="World of Warcraft Player Housing Preview" typeof="foaf:Image" class="image-style-body-default"> <p>“There are plans in place for people to be able to see items and know how they can obtain them, so that they can search for and find them. We're also providing a [decor] starter pack with a wide variety when you get your house,” Game Producer Rachel Bussone says. “If you're someone who hasn’t played much before, haven't gotten a lot of previous achievements, and you're worried that you won't have anything at the start, we'll have a lot of stuff available.”&nbsp;</p><p>Despite essential tools like a duplicate button still missing, the early glimpse of player housing Blizzard gave me left me very excited for the future of World of Warcraft. I’d still love to see the inclusion of non-uniform mesh scaling and custom light sources, but the building tool provides deep customization in an easy-to-understand package. I cannot wait to own a home in Azeroth — it’s surely cheaper than the real thing.</p><p><em>Disclosure: Activision Blizzard covered flight and hotel accommodations to Boston. Game Informer's&nbsp;editorial team proudly remains impartial, professional, and committed to the truth in all forms of our coverage.</em></p>
Game Informer PreviewsMay 16