
The open-world Dark Souls successor is staggering in breadth and challenge

Last reviewed: Zero Parades: For Dead Spies · 14 days ago

The open-world Dark Souls successor is staggering in breadth and challenge

A defiant wuxia epic characterized by rapid, brutal combat

A puzzle game that’s not to be missed

And if you’re one of those people, welcome

Seven years in the making, this one-person passion project is unlike any other… if you have the willpower to see it through

Dragon’s Dogma 2 is the best video game adventure I’ve experienced since Elden Ring, a far more approachable open-world game that has no doubt colored how players perceive this year’s big fantasy RPG. (It certainly did for me.) But like another FromSoftware game, the original Demon’s Souls, I found that once I had accepted Dragon’s Dogma 2’s peculiarities and deciphered what it was asking of me, I fell deeply in love. Dragon’s Dogma 2 awakens those old feelings of learning to overcome my expectations of what a game should be, then discovering new types of experiences along the way. That’s the best kind of journey.


It doesn’t change the game, but it shows why Stardew Valley was a game changer

In the early ’80s, this man was making up to 12 unhinged games a year

This is a grim RPG set in an alternate 1905 Warsaw that’ll force you to make some tough choices

Did it really need a mushroom-picking minigame, though

Bandle Tale is the final — and the coziest — game from Riot Forge

Donkey Kong ’94 is the really good stuff

It’s a whole game made of Witcher 3 contracts that will make you cry

In an era of phenomenal fighting games, Tekken 8 may eventually recede into the background

I already consider it a modern horror classic, one that opens up a veritable ocean of possibilities for Remedy’s future. If it takes another 13 years for a game of Alan Wake 2’s caliber to come along again, it will have been well worth the wait.

Skylines 2 appears to be the distinct result of a dev team looking out at other places to find beauty and, more importantly, designing with an aim toward getting players interested in thinking of themselves as people making aesthetic choices. It’s thrilling.