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00:002026 is shaping up to be a wild, multi-genre showcase for what Unreal Engine 5 can really do,
00:06and in this video we're checking out 25 of the biggest new games coming this year
00:10that you should keep an eye on. What's up guys, it's Braz and here we go!
00:17Hell Let Loose is going back to war, but this time it is Vietnam,
00:21and it is being built on Unreal Engine 5 from the ground up.
00:24Team 17 is pitching this game as a standalone entry set for 2026,
00:29with the same big team identity the series is known for, just moved into a completely different
00:33kind of combat space. Jungle sight lines, tighter engagement ranges, and a setting where cover is
00:39never as clean as a European stone wall, changes how the whole game reads on screen. The devs have
00:44moved beyond the limitations of the previous iteration to create an environment where
00:48foliage isn't just a visual layer, but a tactical necessity. What matters most is the tech shift.
00:54Team 17 openly frames Vietnam as the point where the franchise moves forward with a new engine and
00:59a new content pipeline, instead of stretching the older build forever. That usually means better
01:04lighting, heavier atmosphere, and more room for destruction and foliage density, without the
01:09game falling apart under 50v50 chaos. For players, Vietnam is also a reset of expectations. This is not
01:15marketed like a small map pack. It is positioned like the next major step for the series, with a new
01:20theater, a new visual baseline, and a fresh platform generation focus.
01:28Mudang Two Hearts is coming out of Korea with a very specific vibe.
01:31Glossy, cinematic, and built like a modern stealth action thriller, rather than a pure shooter.
01:36EVR Studio revealed it at Xbox Games Showcase with a 2026 window, and the developer announcement lists
01:42PS5, Xbox series, and PC. The pitch follows two leads caught in the same crisis, and the footage
01:48leans hard into that cutscene to gameplay flow where everything feels directed. The setting is near future
01:53soul with massed attacks, tight interiors, and sudden bursts of violence that look staged like a TV
01:59thriller. EVR has also been unusually open with raw material. Longer gameplay demos, AI scenario clips,
02:05and dev diary breakdowns that show how the systems are built. One of the key tech pillars is motion
02:10matching, aimed at keeping combat and movement transitions smooth and believable, while the capture
02:15pipeline pushes facial work and body language like a bigger AAA production. Spatial audio is treated as a
02:21tactical layer too. Sound carries through spaces, and enemies react to suspicious noise, including nearby
02:27footsteps. This project calls out a simple point. UE5 does not have to feel heavy when the engineering is sharp.
02:33Phantom Blade Zero is S-Game's action RPG with a very deliberate identity. Kung Fu punk vibes, slick
02:42lighting and fights that read like choreographed wuxia. Fast, aggressive, and built around clean timing,
02:48rather than slow stamina-first Souls pacing. The studio keeps describing it as a Kung Fu action game
02:54first, with Souls elements treated like seasoning, not the whole recipe. You play as Soul, an elite assassin who
03:00gets framed and effectively put on a clock. He has 66 days to clear his name. Countdown also matches
03:06the way S-Game talks about Scope, a focused single-player campaign with multiple endings,
03:11and interviews putting the main story around 20 to 30 hours. If you are not digging into side content,
03:17hands-on coverage from show floor demos, including Tokyo Game Show, keeps circling the same point. It is
03:23tough in a satisfying way, and the combat feels responsive enough that improvement comes from learning
03:28rhythms and spacing. CEO and game director Liang also openly talks about cutting anything that
03:33is not essential and polishing what stays in, including exploration that still hides secrets
03:38and side paths, but avoids the get-lost-for-two-hours maze design. Release is now set for September 9th,
03:442026, with PS5 and PC confirmed so far. Valor Mortis takes the Souls-like formula into
03:53first-person and drops it into a warped Napoleonic era. One more level, the Ghostrunner studio announced
03:59it with a 2026 window and even ran Steam playtist sign-ups early. You play as a soldier of Napoleon's
04:05army who gets pulled back from the grave into a Europe rotting under a mysterious plague. Out there,
04:10the battlefields are crawling with the plague-ridden abominations of Napoleon's Eternal Guard,
04:15and the whole setup leans into alternate history war turning into a full nightmare. First-person
04:20melee lives and dies by readability, so the identity here is close-range impact. Parries, dashes,
04:26visceral finishers and that heavy commitment on swings that looks closer to methodical dueling than
04:30to a fast FPS. Combat also is not locked into one lane. Steel weapons and pistols sit next to
04:36supernatural powers that can alter fights and open new options. Playtest feedback had a loud downside too.
04:42Optimization. Stutters and big drops came up a lot in heavier moments and mid-range setups were not
04:47spared. I also played the playtest and can back it up. On an RTX 4060, I had to turn on DLSS and stick
04:53to medium settings for it to feel properly playable. But if you set that aside, the game itself felt
04:58genuinely interesting, mostly because of that plague-soaked vibe and the whole war turned into
05:03horror angle. The Blood of Dawnwalker is Rebel Wolves coming out loud right away. The game is led by
05:11Konrad Tomaszkiewicz, one of the key names behind The Witcher 3. The setting is 14th century Europe at the
05:17peak of the Black Death, and the story starts with your family being taken, while vampires use the
05:22chaos to step out of the shadows and take power. You play as Koen, a Dawnwalker stuck between two states,
05:28human by day, vampire by night, and the design leans into that split as a real gameplay loop.
05:33Daytime gameplay focuses on grounded combat and human tools, while the night side pushes mobility and
05:38predatory power, including wall-running style traversal and the shadow step move shown in official footage.
05:44The big mechanical twist is time. The core objective lives inside 30 in game days and nights,
05:50and major actions can move the clock forward, forcing hard choices about what gets done before
05:55the deadline hits. Rebel Wolves also confirmed there is no classic main questline structure.
06:00You know where the end goal is and you can go for it early, but the game is built around the
06:04consequences of how you spend time, who you help, and what you sacrifice on the way.
06:09The game is officially announced for 2026 on PS5, Xbox Series, and PC.
06:17Star Wars Galactic Racer is finally giving the franchise a fresh racing lane,
06:21and the official pitch is surprisingly specific. Secret Mode says it is launching in 2026 on PS5,
06:27Xbox Series, and PC, developed by Fuse Games in collaboration with Lucasfilm Games. It is framed
06:33as a runs-based high-stakes racer born in the Outer Rim, with an underground league vibe and a revenge
06:38driven story hook built around reputation and survival. Fuse Games is staffed with veterans
06:42from Burnout and Need for Speed, so the project comes in with real racing DNA behind it, not just
06:48a Star Wars coat of paint. The structure is built around variety, different classes of repulsor vehicles
06:53with distinct handling, from nimble skims to heavier land speeders, and you make meaningful upgrade
06:57decisions during the run. Instead of a fixed championship ladder, the game is pushing a loop,
07:02where each attempt can play out differently depending on what upgrades you take, what risks
07:06you accept, and how you manage the pressure. So the vibe is less classic pod racing nostalgia,
07:11and more a modern, high-stakes racer that uses Star Wars as a setting for a new format.
07:19Lords of the Fallen 2 is being built as the next big UE5 swing from CI Games and Hexworks,
07:24and it already has a clear 2026 target inside the publisher's own roadmap, with Epic's investment
07:30locked in specifically for PC exclusivity. The setup leans hard into the series' signature split
07:35reality hook, one world with two overlapping realms, where the umbral lamp stays central and the tone
07:41is pure dark fantasy misery, with official store wording framing it as a kingdom being eaten away by
07:47umbral darkness over a long stretch of time. In terms of content beats, the reveal cycle in late 2025
07:53pushed the brutal executions angle even harder, with coverage calling out a dedicated dismemberment
07:58system as a headline feature rather than a one-off gore toggle. CI Games publicly reported that the
08:032023 reboot had passed 2 million units sold by August 2025, so the sequel is not a vibes-only
08:10announcement, it is a follow-up to a game that proved it can move real volume. On the tech and
08:14production side, CI Games has also tied this project to a player-first pipeline with heavier external
08:19testing, and a stated focus on reducing friction points like onboarding and controls. You'll be able
08:24to play the second part on PS5 and Xbox series, and on PC only via the Epic Games Store.
08:32Saros' house mark taking that returnal-grade speed and turning it into a more cinematic sci-fi
08:37action game set on Carcosa, a colony world stuck under a brutal eclipse. Combat still reads like bullet
08:43ballet, but the official breakdown focuses on defense and momentum. There is a parry-style tool built for
08:48absorbing incoming fire and reflecting it back, so fights stay aggressive even when the screen is
08:54filled with projectile patterns. The biggest structural change is progression. Returnal could
08:58wipe a run clean, Saros keeps the loop, but every death feeds permanent upgrades, letting you improve
09:04your suit, abilities, and gear so the game literally pushes the comeback stronger idea as a core system.
09:09They also highlighted a second-chance revive tied to Eclipse Corruption Energy once it is unlocked,
09:14and they have already named an Eclipse escalation system that ramps the experience as you push
09:19deeper. Saros was originally dated for March 20th, 2026, then moved to April 30th, and it is confirmed
09:25for PS5 with PS5 Pro enhancements. Cthulhu the Cosmic Abyss goes for Lovecraft in a near-future frame
09:34instead of vintage cosplay. The game is set in 2053, with a global resource crunch pushing corporations
09:40deeper into the ocean, right up to the point where deep-sea mining turns into something much worse.
09:45You play as Agent Noah, a secret Interpol unit focused on occult cases, sent to investigate the
09:51disappearance of miners at the bottom of the Pacific. He is not alone. The game pairs him
09:56with an AI companion called Key, and Key is not just flavor. It is built into the investigation loop
10:02with tools like sonar that can highlight clues and details that are easy to miss with the naked eye.
10:07The structure leans into exploration and puzzle solving with choices that branch the story,
10:11while the sanity angle is treated as a real pressure point as Cthulhu's influence blurs
10:16the line between reality and hallucination. The release date is locked for April 16th,
10:212026, and it is coming to PS5, Xbox Series, and PC.
10:27Celasta 2 moves the series forward by changing the whole backdrop. The story jumps decades after the first
10:33game and throws you onto a new continent, where your party is a set of four siblings,
10:37and the campaign is built around their internal tension as much as the external threat.
10:42Tactical Adventures keeps the rules-first identity and sticks to modern Dungeons & Dragons 5th edition
10:47rules, so fights still live and die by positioning, line of sight, and smart use of reactions.
10:52Only now encounters make heavier use of verticality and interactive environments
10:56than the original ever did. One of the loudest early highlights is the main antagonist,
11:01Shadwin. The studio revealed she is voiced by Amelia Tyler, and that single casting choice
11:06instantly tells you the tone they are chasing, confident villain energy with real presence.
11:10Presentation also takes a big step up, with larger scenes, more cinematic lighting and cleaner
11:16character work, while the interface and controls are being shaped around comfort on a gamepad,
11:20so it does not feel like a keyboard-only tactics game wearing a controller icon.
11:24Early Access starts March 12th, 2026 on PC, which makes this sequel the kind of project
11:30that grows in public, with systems and balance evolving alongside the community.
11:37High on Life 2 lands on February 13th, 2026, and it is set up as a day-one game pass release,
11:43which fits the way the first game exploded in reach once it hit subscriptions.
11:47Squanch keeps the talking gun identity, the rude sci-fi comedy, and the weird weapons-first approach,
11:53but the sequel's big gameplay hook is movement. Skateboarding is baked into traversal and combat,
11:58turning fights into fast lines where you shoot, slash, and chain tricks through alien spaces
12:03instead of jogging between arenas. The voice cast is a big part of the pitch again, with recognizable
12:08talent and strong character performances, so every gun and NPC has a real personality instead of
12:13sounding like generic background noise. There is also a behind-the-scenes anecdote that already
12:18became a meme in coverage. The team talked about wanting Danny DeVito for a gun role, and the story
12:23ended with a flat no, which is exactly the kind of chaotic energy this series attracts even outside
12:29the game itself. The sequel's public showing emphasizes cleaner animation and bigger set pieces,
12:33with the humor staying filthy and the pacing looking more confident instead of first big swing roughness.
12:41Marvel 1943 Rise of Hydra is Amy Hennig stepping back into big cinematic action,
12:47only this time the stage is World War II, and the center is an uneasy alliance between Steve Rogers
12:52and Azuri, the Black Panther of the 1940s. The story sits in occupied Paris with Hydra pressure
12:58building in the background, and the game is designed around an ensemble rather than a single superhero.
13:03Marvel has confirmed four playable characters, adding Nanali, a Wakandan spy embedded in Paris,
13:08and Gabriel Jones from the Howling Commandos. Casting is one of the few concrete details they've
13:13actually locked in while gameplay is still being kept under wraps. And with the main roles already
13:18confirmed, it's clear the story is aiming for a more grounded, character-driven tone where tension
13:23and friction inside the team matter as much as the bigger war around them. The schedule, however,
13:28got messier. Skydance pushed the game beyond its early 2026 plan to give the team more time for
13:33refinement. So 2026 remains the public target without a locked day.
13:37Ace Combat 8 Wings of Thieve is being built as a technical and cinematic reset for the series,
13:45and the devs are unusually open about what that means in practice. Project Aces is shipping a massive
13:51one-to-one-scale battlefield. Coverage talks about a 10,000-square-kilometer map, and they are putting
13:57real effort into weather as gameplay because the new in-house cloud tech Cloudly is designed to change
14:02visibility, altitude reading, and target tracking as you fly. The structure still lives in strange
14:07real, with radio chatter and that emotional campaign tone the series is known for, but the
14:12presentation is being pushed with real-time first-person story scenes that keep you inside
14:17the cockpit perspective even when the game shifts into narrative beats. That matters because Ace Combat
14:23stories always lean on mood, and this time the storytelling tools are being treated as part of the
14:28experience with more cinematic weight across missions. Public comments from the devs already
14:32make the direction clear. Clouds, smoke trails, and layered atmosphere are designed to be readable at
14:37speed and affect how you track targets and manage visibility, and the jump to a massive map scale
14:42opens room for longer engagements where the frontline can shift as the battle develops.
14:49Halloween is turning the 1978 slasher into a playable sandbox, with a full single-player story
14:56running alongside online multiplayer. The setup stays very Haddonfield. One side plays Michael Myers,
15:01the other plays local heroes who have to keep people alive long enough to get them out.
15:06Earlier in development, rights issues caused a major shift. Boss Team Games, the studio behind
15:11Evil Dead, lost the project after a silent internal fallout. Now the original Friday the 13th,
15:17the game duo Illphonic and Gun Media have reunited to take the reins. A big twist is the NPC layer.
15:23Townsfolk are on the map too, so heroes spend time warning them, escorting them,
15:27and pulling weapons and supplies together while the town slowly collapses into panic.
15:32Michael's toolkit is built around control and fear instead of boss fights. The devs talk about
15:37Shape Jump as a way for him to suddenly appear across the map, and the whole loop is designed around
15:41stalking, splitting groups, and punishing noise. Heroes can fight back, but the point is delay and
15:46disruption. Enough police presence can knock Michael down and hold him briefly, buying time for an escape push.
15:52The official date on the calendar is September 8, 2026 for PS5, Xbox Series, and PC.
16:01Tides of Annihilation sells its hook through the setting first. A modern London shattered by an
16:05otherworldly tide, with Arthurian mythology bleeding straight into the streets. The combat pitch is built
16:11around a single lead who fights alongside spectral knights, treating them like real combat partners.
16:16Call-ins, synchronized attacks, and timing-based pressure that makes the fights look choreographed
16:22without turning them into cutscenes. The standout promise is scale and pace. This is not framed as a
16:27slow grind. It is framed as a stylish action game where parries, aggressive strings, and quick
16:33positioning matter, and where boss encounters lean into myth-sized presence. Public showings put a lot of
16:38attention on how cleanly the animation reads in motion and how tightly the camera stays on the
16:43action, even when the battlefield gets busy. Tencent currently owns 90% of the rights to the IP,
16:49which provided the massive budget needed for its dimensional combat mechanics, where bosses like the
16:54Witch Tyreno can fold the game world into parallel mirror realms. Despite the Souls-like visual aesthetic,
17:00internal playtests describe it as a pure action-adventure title, more akin to Devil May Cry or Bayonetta in
17:06terms of speed and combo-heavy gameplay. Right now there is no exact date, but the
17:11devs themselves said their goal is to ship the game in 2026, and based on the footage we have
17:16already seen, it is looking solid. Styx is back for another heist, and this time Cyanide is leaning
17:23into what the series does best. Stealth, dirty tricks, and that greedy goblin energy where every
17:28mission feels like a robbery that went sideways. The hook is Quartz, a new insanely valuable resource that
17:34has everyone in the world losing their minds, and Styx shows up to steal it while humans,
17:40elves, and orcs tear each other apart, over control. Instead of one straight corridor campaign,
17:46the game is built around three big open environments with vertical routes and tool-based progression,
17:51a glider for aerial movement, a grapple to snap to hard-to-reach spots, and claw climbing to scale
17:56structures fast. On the ability side, Blades of Greed mixes amber powers like invisibility and cloning with
18:02quartz tricks like mind control and time-shift-style manipulation, so plans can pivot mid-run when a
18:07patrol breaks. Add crafting for gear and potions, and you get a sequel that doubles down on improvisation,
18:13where the cleanest run is usually the one that adapts the quickest. The release date is set for
18:18February 19, 2026 on PS5, Xbox Series, and PC, after the game was pushed back from its earlier 2025 window.
18:26Directive 8020 pushes the dark pictures into full sci-fi paranoia, with a crew on a deep space mission
18:35discovering an organism that can copy humans and slide into the team unnoticed. The tension is built
18:40around trust breaking down in real time, who is still themselves, who is compromised, and how fast a
18:46bad decision can turn a contained situation into a ship-wide crisis. A key mechanical shift is that the
18:51threat is no longer wait for the next scene. Supermassive has been talking about more active
18:56danger, timing, and moments where a single mistake escalates instantly. Stealth is now a tactical
19:01necessity, as the alien stalkers can emerge from vents and react to the beam of your shoulder-mounted
19:06flashlight. They also keep leaning on their branching structure, with turning-point-style
19:11tracking that highlights where the story split and what choices triggered the damage, so the game is
19:16designed to be replayed with a clear map of consequences. The project has faced delays,
19:21originally targeting 2025 but now locked for the first half of 2026 to ensure the ray tracing and
19:27metahuman facial animations meet the high fidelity required for this new sci-fi direction.
19:34Code Vein 2 keeps the series' signature mix of fast melee, partner-driven combat, and blood systems,
19:40then adds a bigger narrative swing by tying the story to time manipulation. The official framing talks about
19:46jumping between eras to change outcomes for revenants and the world around them, which is a clean
19:50excuse to remix locations, enemies, and boss encounters without losing the identity of the
19:55first game. The buddy structure stays central, with the game still built around fighting as a duo.
20:00Coordinated pressure, saves, and combo flow that makes encounters feel more tactical than a simple
20:05dodge and swing loop. On the customization side, the series' build obsession is clearly intact.
20:10Weapon styles, blood-based abilities, and loadout tuning that lets the same fight play out
20:15very differently depending on how the character is configured. Bandai Namco has set January 30th,
20:202026 for the return of its anime Soulslike. There's also a character creator demo dropping on January 23,
20:27and your created character can carry over into the full game,
20:30so you've got a full week to perfect your revenant's look before the blood drinking starts.
20:37Game Freak is finally moving out of the Pokemon shadow with Beast of Reincarnation,
20:42their first triple-A mature action RPG. Originally teased as Project Bloom, the game is set in 4026,
20:48in a post-apocalyptic Japan consumed by a corrupting blight. You play as Emma the Sealer,
20:54an outcast who uses blight powers to manipulate nature, accompanied by her loyal dog. The combat
21:00is a massive departure for the studio, trading turn-based menus for precise technical swordplay,
21:05that insiders compare to Sekiro and black myth Wukong. The public pitch frames it as an action-adventure with a
21:11strong sense of journey, with the world itself acting like an opponent through hostile wildlife,
21:15unstable terrain, and constant pressure to keep moving. Showing so far highlight fast,
21:20grounded melee where spacing and stamina-like management matter, with big beast encounters
21:25that feel like apex threats instead of routine mobs. The tone is deliberately serious, and the visuals
21:31focus on ruined infrastructure being swallowed by vegetation, creating that end-of-the-world
21:35Japan mood that reads immediately even in short clips. The game is scheduled for PS5,
21:40Xbox series, and PC, with a confirmed Day 1 launch on Xbox Game Pass.
21:48The Coalition is stripping the franchise back to its horror roots with Gears of War E-Day.
21:52Set 14 years before the original game, this prequel follows a young Marcus Fenix and Dominic
21:58Santiago during the initial Locust emergence. The studio is prioritizing a darker, grittier tone,
22:03where the Locust aren't just cannon fodder but living nightmares. They've completely redesigned
22:08the standard drone to be physically intimidating and brutal, aiming to capture the alien-versus-alien's
22:13transition in reverse. Returning to the tension of the first entry, technically E-Day is being used
22:19as the benchmark for Unreal Engine 5 on Xbox. The Coalition claims the game features over 100 times
22:25more environment and character detail than Gears 5, largely thanks to rebuild assets using Nanite and
22:31hardware-accelerated ray tracing for lighting, reflections, and shadows. Even the Mad World
22:35track in the trailer was masterfully reimagined to fit this more emotive character-led story.
22:40Fans can also look forward to the origin story of the Chainsaw Lancer,
22:44seeing how the COG soldiers adapted mid-invasion. While a 2025 release was rumored,
22:49the project is now officially targeting 2026 to ensure the next-generation destruction and gore
22:55animations are fully polished.
22:59Mortal Shell 2 is a massive step up for Cold Symmetry, representing the biggest investment
23:04publisher PlayStack has ever made. Building on the success of the 2020 original,
23:08this standalone sequel moves from a tight indie scope to a densely packed open world. The core
23:14body possession mechanic returns but with a twist, you play as the harbinger, traversing through more
23:18than 60 dungeons and leveraging the shells of fallen warriors to gain entirely new skill sets.
23:24The combat is described as faster and more intense than its predecessor,
23:28incorporating wild new-ranged options like machine-gun crossbows and shotgun-style firearms.
23:33The dark fantasy setting is even more grotesque, with the reveal trailer showcasing over-the-top
23:38enemies like a giant armored snail. The 30-person team is focusing on unrestricted exploration,
23:44where your choices in which shells to inhabit dictate the narrative path. Beta signups are already
23:49live on their official website, as the studio wants to fine-tune the hardened mechanic,
23:53the ability to turn your skin to stone to balance the increased enemy speed. This sequel aims to
23:59prove that the small studio punching above its weight class identity hasn't been lost, despite the
24:04significantly larger scale. Frogwares is undergoing a total genre shift with The Sinking City 2. While the
24:12first game was a detective adventure with horror elements, the sequel is a full-blown survival horror
24:17experience built on Unreal Engine 5. Set in the 1920s city of Arkham, an iconic Lovecraftian location,
24:25it features a stand-alone story separate from Charles Reed's journey. The biggest change is the
24:30focus on combat and exploration, with the investigative work now being entirely optional.
24:35The development story is one of extreme resilience. Based in Ukraine, Frogwares had to put pre-production on
24:41hold in early 2022. They are now working under constant drone and missile attacks, dealing with
24:47frequent power outages that have inevitably pushed the release to the first half of 2026.
24:52Despite these conditions, the Kickstarter for the game raised four times its goal in days.
24:57Technically, the flood mechanics are more dynamic. Rising waters will physically alter locations as you
25:02progress, revealing new monsters like the Deep Ones. For those who enjoy the detective side,
25:07investigating clues will still yield better gear and lore, but it's no longer a requirement to finish
25:12the nightmare. Subnautica 2 is shaping up as a real new chapter instead of a safe repeat,
25:20and the biggest headline is co-op support baked in from the start, with up to four players exploring
25:25together while still keeping a full solo option. The official messaging frames it as a new world with new
25:30ecosystems, so it's not a return trip to familiar biomes, it's a fresh planet with its own rules,
25:36predators, and progression surprises. The structure still revolves around the series' strongest loop,
25:41scanning, crafting, and gradually building a base that turns panic into control, and then turning
25:46control back into fear the moment you dive deeper than your equipment can handle. The difference is
25:51that shared exploration changes the rhythm, because roles emerge naturally. Building, scouting, resource
25:57runs, and someone has to keep the lights on logistics. Release is planned as an early access launch
26:01in 2026 on PC and Xbox series, with Xbox positioning it inside the game preview pipeline and day one
26:08availability through Game Pass when it hits that stage. Fate Trigger is Tencent's massive push into
26:16the anime-styled tactical shooter market. Developed by Seruesa Studios, it's a hero-based battle royale
26:22powered by UE5, featuring a dynamic world of floating islands. The game made waves during its closed beta,
26:28attracting hundreds of thousands of players with its high-fidelity character designs and scientifically
26:33sound weapon handling. The devs explicitly stated they experimented for months to ensure characters
26:39could move realistically while maintaining a stylized anime look. Technical focus for the PS5
26:44version includes full support for adaptive triggers, haptic feedback, and gyro aiming,
26:49built to bridge the gap between console and PC competitive play. Game design goes with a shorter-than-average
26:54time to kill, but it makes up for it with 8 vs. 8 team deathmatch modes for practice. A new map
27:00Blightfront introduces 13 urban zones designed for intense close-quarters combat. Seruesa is already
27:06positioning the title as an esports contender, testing professional tournaments during the beta phases.
27:12Account progress will carry over between PlayStation and PC when early access launches in first quarter
27:172026. Team Kill Media, the studio behind Quantum Error, is back with Code Violet, a dinosaur survival
27:26horror that wears its Dino Crisis inspiration on its sleeve. You play as Violet Sinclair, navigating a
27:32research facility infested with velociraptors and a massive T-Rex. The standout feature is a
27:37psychological fear system, where Violet's mental state actively distorts the environment and player
27:42perception of threats. The story jumps to the 25th century colony Aeon on Trappist-1e, where humanity
27:49fights sterility by literally pulling women from the past. That time travel setup is baked into the
27:54game's official premise. Also worth reminding PC players that they won't be able to play Code Violet,
27:59at least at launch. The devs openly said they're skipping a PC release to prevent vulgar mods of the
28:04characters, which comes off as especially weird when you look at some of the outfits included in the
28:08deluxe edition. We already covered how much backlash and debate that sparked in earlier videos, so no
28:13need to go back into it. For PS5 owners though, this one lands as the platform's first console exclusive
28:19of the year. Tarsier Studios, the brilliant team behind the first two Little Nightmares,
28:26has officially crossed the finish line with Re-Animal. The developers confirmed that the final master
28:31version of the game was completed as of December 2025, which effectively locks in its February 13th,
28:372026, release date without any risk of further delays. This spiritual successor is a cooperative
28:44horror adventure following a brother and sister through a literal animal hell to save their missing
28:49friends. Unlike their previous atmospheric puzzles, Re-Animal places a heavy emphasis on seamless co-op,
28:55both local and online, with a campaign estimated to last over 10 hours, significantly meatier than their
29:01past titles. The transition to Unreal Engine 5 has allowed for a more visceral camera system
29:07and grotesque, larger-than-life creature designs that populate the island. A rare fact for Nintendo
29:12fans, while the game arrives on PC and current consoles in February, a version for the upcoming
29:17NS2 is already confirmed, with a dedicated demo planned for that specific hardware. The current demo
29:22on existing platforms has already received high praise for its oppressive atmosphere, proving that
29:27Tarsier still knows exactly how to tell a disturbing story without saying a word.
29:35And I can't not include one more game on this list. It's something I played back when I was a kid.
29:40Carmageddon Rogue Shift is 34 big things taking the series' car combat chaos and rebuilding it around a
29:47run-based campaign set on Earth in 2050, where wars, disasters, and a corporate food supplement helped
29:53trigger the mutation outbreak that turned most people into the wasted. So these deadly races
29:58become the last shot at reaching a spaceport beyond the mountains. Your car is treated like the main
30:03character, with 15 unlockable vehicles that all feel different thanks to their drivetrain's weight,
30:08suspension, and steering response. And the build system goes hard, with 13 weapon classes and 80-plus
30:14perks that can stack into ridiculous synergies, like turning a single boost canister into a shredding
30:19death roll, multiplying missiles off one shot, or converting nearby explosion damage into repairs.
30:25The loop is designed around constant pressure because opponents are meant to drive like they
30:29are racing for salvation, and some of them show up in colossal war rigs that play like boss fights.
30:34Each run reshuffles the layout and rewards. And even when you wipe, bitcoins let you unlock
30:39permanent bonuses so the next attempt starts a little stronger and a little smarter.
30:44For a franchise that got infamous in the 90s for its gleefully tasteless tone and censorship drama,
30:49Rogue Shift keeps that same dark edge, just filtered through zombies, corporate rot,
30:54and pure metal-on-metal violence. Release is listed as February 6, with PS5, Xbox Series,
31:00and PC confirmed, and Switch 2 also named in a 2026 platform lineup. Also on the 2026 radar,
31:07there are two more releases from Kakao Games, Chrono Odyssey and Arca Age Chronicles,
31:12but I didn't include them in this list because we still don't have any real,
31:15concrete release details, aside from their financial reports, which only point to a second
31:20half 2026 launch window for both projects. Drop your thoughts in the comments, what are you
31:24most hyped for this year and which of these games looks like the one that's actually worth opening your
31:29wallet for?
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