Wanderstop Review: A Cozy Tea Making Sim With A Lot To Say About Work Stress And Self Care

If you’ve ever heard the term ‘busywork’ associated with a video game and reflexively rolled your eyes, I can’t say I blame you. After a day of toil, the notion of having to busy yourself with repetitive tasks to while away the hours during your leisure time probably is hardly appealing, not least because, well, it all feels a little too much like actual work. 

Wanderstop, a third-person narrative adventure and the debut title from indie studio Ivy Road and the creator of The Stanley Parable, has something to say about that. Certainly, while cosy games are nothing new, Wanderstop takes a very specific focus that allows Ivy Road’s debut offering a lot to say about dealing with work stress and self-care, and I’d wager that both of those things are something we could all do with from time to time. So here’s why you need to take some time out of your daily crush, sit down, fix yourself a nice steamy brew and relax with Wanderstop, one of the best cosy efforts to come along in a good long while.

Understanding How To Slow Down

Arguably, the centrepiece of Wanderstop is Alta, the primary protagonist that players take control of. A fierce warrior with near-unparalleled skill, Alta’s world comes crashing down around her after a string of devastating defeats, propelling our proud fighter to push herself even harder as she seeks out a sword instructor in a mysterious forest to give her the skills she needs to be victorious once again. Well, as it turns out, not only does Alta collapse during her trek through this mysterious forest, but she also discovers that her trusty sword has become far too heavy for her to wield – even if others can pick up the weapon with ease.


Awakened in a strange clearing by a bald-headed gentle giant known as ‘Boro’, Alta’s immediate reaction is to leave and force herself back on the critical path to what she deems to be success and by doing so, our protagonist once again collapses and finds herself once more revived by a deeply concerned Boro. Soon realising that for better or worse she’s trapped in this odd-looking clearing, with an even more odd bald-headed giant that just so happens to run an extremely odd looking tea shop, Alta resigns herself to helping Boro manage his tea shop as a means to pass the time, not quite comprehending that by doing so she’s in essence helping herself in a fashion that she never would have prior. 

At a high level, Wanderstop has you doing chores, making tea, drinking tea, speaking to folks, and that’s pretty much about it. With your trusty book and instructions, you soon learn how to plant specific flowers, which in turn yield the various fruits you need to brew the various types of tea that each of Wanderstop’s very different clientele craves. As Boro quickly informs Alta, there are no deadlines, no times and no pressure – you do everything at your own pace and march entirely to the beat of your own drum. As such, Alta’s sword becomes an effective metaphor for the work and creative passions within your life that become too weighty to hold on your shoulders, because you’ve forgotten to take things slowly and take proper care of your physical and emotional well-being.

Finding Peace In The Small Things

Whether you’re concocting deliciously steaming brews through Wanderstop’s streamlined tea-making system, picking tea leaves, returning lost packages to their owners, or just sweeping up and pruning unruly weeds in the local vicinity, Wanderstop gently reminds you that a great deal of tranquillity can be found within the small things in life. 


There are no massive open-world maps stuffed with icons, no monetisation, no epic overarching quests or anything of that nature in Wanderstop. Instead, the focus is very much on taking the time to appreciate the doing of smaller jobs and smaller acts as a way to not just relax yourself, but feel like you’re contributing to something greater than yourself.

It isn’t long into Wanderstop’s 15-hour or so duration that you soon realise that doing these micro activities presents something more than purely just a reprieve from the more complex and sophisticated tasks of everyday life. It’s not just about the separation from such toil and a focus on the smaller things, Wanderstop confronts you with the notion that the embrace of such simplistic tasks is crucial to building up your emotional resilience, akin to how feeding a starving person begins with smaller morsels rather than an immediate feast. There’s a degree of empathy and emotional intelligence threaded through every digital fibre of Wanderstop that you just don’t see anywhere else.

Helping Others And Helping Yourself

Even though Alta is very much the central protagonist of Wanderstop, it’s also true to say that as much as you’re there to realise the breadth of her journey and fruitful emotional development, so too are you a broader force for good. You see, making tea isn’t just an activity to pass the time; it also doubles as a conduit to teasing out levels of varying emotional enlightenment from both Alta and the myriad patrons of the Wanderstop tea shop. 


Of course, it tracks that the magical Wanderstop tea shop deals in magical tea, whereupon each brew can tease out emotional reactions and responses depending on the ingredients that are used. After talking with each of the travelling customers that arrive at the Wanderstop, you begin to learn what makes them tick to a degree and, more pointedly, the tea that would be best to help them out of their current funk. Whether it’s Gerald the frenzied but loveable knight that needs a tea to wake him up and get him going, or the Engineer that needs a brew to alleviate some accumulating chronic pain, every time you serve someone a warm mug of tea in Wanderstop you’re helping them and there’s a sort of weaponised, feel-good feeling in that which, again, reminds you how the small things can be enriching to the mind and heart.

Those different teas with their varying effects also work on Alta, too. After brewing a mug of this wondrous liquid and finding a nicely relaxing place to sit, Alta will drink said beverage and reflect on her own life and how each different brew brings out both new and suppressed emotions in her that longed to be brought to the surface. 

Despite such weighty and keenly felt lessons, Wanderstop never feels preachy, thanks in no small part to how it imparts such precious wisdom where such wisdom feels offered up as an idea, rather than as some sort of mandatory doctrine that must be followed. Approaching something representing a digital intervention, Wanderstop feels like a kaleidoscope of self-help and stress-busting care that many of us, including me, never knew we needed until now. After all, what’s not to like about slowly drinking a relaxing cup of tea while watching the world go by to help with the unburdening of all your problems, if only for a little while, eh?

Best Games like Clair Obscur: Expedition 33

If you’re drawn to the unique blend of atmosphere and dynamic turn-based combat in Clair Obscur: Expedition 33, you might be on the lookout for similar games that capture that same energy. While turn-based titles aren’t as common in today’s gaming landscape, there are still plenty of standout experiences worth exploring.

We may not be able to find many games steeped in Belle Époque France, but we’ve put together a diverse selection of games that each capture at least one key element of Clair Obscur: Expedition 33 – whether it’s the combat style, the atmospheric storytelling, or the overall vibe. Rather than over-explaining, let’s just dive in and explore what’s out there.


Final Fantasy VII Rebirth

Final Fantasy VII Rebirth is the second entry in the remake trilogy, following Final Fantasy VII Remake. This time, the story opens up, both literally and tonally, as the crew leaves behind the dense, cyberpunk city of Midgar for more vibrant and expansive environments. The game features a fantastic cast, with plenty of opportunities to deepen your connection with each character. Its flexible combat system also lets you lean into either turn-based strategy or real-time action, depending on your style.


Like a Dragon: Infinite Wealth

Like a Dragon: Infinite Wealth is easily one of the best modern RPGs out there. The series has always been strong, but the shift to turn-based combat (along with the introduction of a fresh new protagonist) really helped it stand out. Infinite Wealth brings together both the new and returning heroes, delivering a story packed with heart, humour, and a sense of adventure that lasts from beginning to end.


Metaphor: ReFantazio

Metaphor: ReFantazio got a fair few game of the year awards in 2024, and rightly so. This turn-based RPG contains a lot of Persona DNA, but it tells a tale separate from that series about the importance of heroism and hope. The combat involves just about every possible over-the-top monster you could want, the characters are incredible, and it’s gorgeous to boot.


Super Mario RPG

Super Mario RPG is a remake of the classic original, brought to life with a stunning new visual style that makes the world feel like a toy diorama in motion. You’ll guide Mario and a colourful cast of allies as they team up to take down the villainous Smithy Gang. It’s a joyful, nostalgia-packed adventure that blends classic gameplay with beautifully updated graphics – and it’s just a ton of fun from start to finish.


Chained Echoes

Released in 2022, Chained Echoes remains one of the best indie RPGs in recent memory. It was met with tons of praise at launch, for good reason. Styled like a 16-bit classic, it throws you into a world filled with dragons, magic, and, yes, even mech suits. If that kind of quirky, genre-blending adventure sounds like your thing, you’re in for a treat.


Steelrising

Steelrising might be a soulslike, which doesn’t sound much like Clair Obscur: Expedition 33 at first, but hear us out. You play as Aegis, a mechanical warrior battling through the king’s automaton army to keep the French Revolution on track. It’s a wild concept, sure, but surprisingly fun. And while the gameplay might not be a perfect match, the shared French setting gives it a similar flair.


Sea of Stars

Sea of Stars is another standout indie turn-based RPG, and an absolute joy to play. You’ll harness the powers of the sun and moon to overcome enemies, solve puzzles, and push the story forward – and yes, you can even team up with friends in co-op. It’s polished, charming, and full of surprises, all leading up to an epic showdown with the mysterious Fleshmancer.


How Tempest Rising Is Shaping Up To Be Essential For Command & Conquer Fans

Though it can be said that the PC is hardly a platform that’s left wanting for RTS efforts, it’s also perhaps equally true that fewer of those recent efforts have attempted to recapture the magic of Westwood’s legendary Command & Conquer series. Looking to address this most egregious of situations is Tempest Rising, an all-new RTS offering from veteran developer Slipgate Ironworks, which by all accounts is an essential pick-up for Command & Conquer fans. Here’s why.

Command & Conquer As An Influence

More of a mission statement than anything else, developer Slipgate Ironworks directly cites the Command & Conquer RTS titles of old as a direct inspiration for Tempest Rising. Indeed, in an interview posted on Steam, it is revealed that Game Director Fred Schreiber has had a ‘lifelong dream’ to bring back the core gameplay of EA’s Command & Conquer franchise alongside updated production values that take optimal advantage of current technologies. With a team of passionate creatives that clearly have such a unified love for the Command & Conquer games, it’s pretty safe to say that fans of that legendary series have a lot to look forward to in Tempest Rising. 

A Familiar Modern-Day Alternative Timeline Scenario

One of the obvious ways in which Tempest Rising seeks to pay homage to the Command & Conquer games is in its setting. Presenting players with an alternate history setting which unfurls in 1997 after World War III has kicked off with a whole heap of nuclear devastation to boot, Tempest Rising shows us a world where the remaining factions fight over a precious resource known as Tempest in order to assert their dominance over a planet steeped in ruin. Sound familiar? Indeed, it does, and I’m absolutely here for it.  

Separate Story-Driven Campaigns

From day one, Tempest Rising boasts a cinematic story campaign that can be played from the point of view of two very different factions, with a third, the Veti, due to arrive at some point after release, though a campaign for that faction has yet to be confirmed. The two factions that you will be able to play at launch are the Global Defense Force (which aren’t at all like the GDI faction seen in the Command & Conquer games) and the dark-clad Tempest Dynasty (which absolutely isn’t inspired by the nefarious Brotherhood of Nod) with each having their own eleven mission long story campaign. 

Much like the beloved Command & Conquer games which have come before it, Tempest Rising focuses its single-player campaign stories through these factions with each not only having a wealth of missions that push along a narratively threaded campaign, but which also boast a bunch of interconnected, in-engine cutscenes that evoke the spirit of the Command & Conquer franchise. Both of the story campaigns are deemed canon, too, as they not only occur side by side to create a narrative whole but also paint each faction in hues of moral grey, leaving it up to the player to make key choices throughout to shift their respective moral compasses.  

Finally, Tempest Rising also embeds smaller stories into each of these campaigns thanks to the specialists that can be found in each faction. Essentially hero characters, these uniquely named specialists not only give each side a devastating single unit to be used against the opposition, but also provide players with a unique story arc to follow in each case as well.

Traditional Command & Conquer Style Gameplay – Refreshed

Though the classic nature of the Command & Conquer formula might seem straightforward to replicate on the surface, Tempest Rising proves that there is a real degree of craft involved in getting it just right. For a start, though there are two (and eventually three) factions, each of them has been designed to be asymmetrical in gameplay terms, encouraging players to fully embrace the strengths and weaknesses of each faction in order to lead them to victory.

In tapping into the essence of the Command & Conquer games of yore, Tempest Rising is broadly all about base building, resource collection and, well, a whole heap of unit-on-unit real-time strategy warfare. In terms of the base building, Tempest Rising keeps things pleasingly simplistic, allowing players to construct buildings on a grid-style layout and then upgrade those structures in turn later on when a sufficient amount of credits and ranked units have been amassed to do so.

Much like the Command & Conquer titles, Tempest Rising also adheres to a classic ruleset in terms of how things behave in regard to base building and construction. Of course, every building craves a specific amount of power in order to remain active (resulting them becoming predictably non-functional should the dependant Power Plants be destroyed), but so too can cheeky engineer units not just take over buildings, they can also leverage the construction tree of the opposing faction should they prove lucky enough to take over an enemy Construction Yard. 

Where the resource collection side of things is concerned, Tempest Rising again follows in the steps of its genre defining inspirations by enabling players to employ harvesters to scoop up all of the Tempest on a map, take a bunch of the stuff back to a refinery and then convert all of that material into credits for buying new units and structures. 

Combat-wise, Tempest Rising continues to dig deep into its bag of classically informed tricks. Not only can players of both factions construct structures that can garrison infantry units, acting both as a secure location and one that those same units are able to open fire from, but each unit operates on a veterancy concept whereupon the more damage each unit deals to enemy targets, the further through the three levels of veterancy they progress, unlocking durability and similar buffs as a result. 

Finally, in addition to being empowered to create a wealth of different infantry, ground and air unit types, Tempest Rising’s unit relationships also operate on a rock-paper-scissors style principle where some units are much more effective against others. Heavy vehicles such as tanks and APCs can easily crush and overwhelm infantry units, while airborne bombers and fighter craft can destroy most ground units unassailed, unless those units happen to have some ground-to-air offensive capabilities.


Tempest Rising isn’t just a loving tribute to the golden era of real-time strategy – it’s a fully realised, modern RTS that understands exactly what made Command & Conquer so iconic, while injecting fresh ideas to keep things feeling current. With asymmetrical factions, morally complex campaigns, and pitch-perfect base building and combat mechanics, Tempest Rising confidently walks the line between nostalgia and innovation. Whether you’re a long-time RTS veteran or someone looking to dive into the genre for the first time, this is one battlefield you’ll definitely want to be a part of.

If you’re ready to experience the adrenaline rush of old-school RTS warfare with a slick modern twist, don’t miss out – Tempest Rising is available now on the Green Man Gaming store. So why not lock in your copy today and command your faction to victory!

Overwatch 2: Evolving Heroes, Expanding Worlds, and What’s Next

Overwatch 2 continues to evolve the iconic hero shooter by redefining how players engage with both its story and competitive elements. While originally pitched as a major overhaul with a new co-op story mode and hero progression system, the game has since taken a live-service approach – regularly introducing new heroes, maps, and limited-time events that expand on the lore and gameplay depth fans have come to love.

The Shift to Seasonal Content

Rather than delivering a traditional single-player campaign, Overwatch 2 now offers seasonal story missions – co-op PvE content that advances the Overwatch universe’s narrative in chapters. These missions, while not always available year-round, give players a chance to fight against threats like Null Sector, experience evolving alliances, and explore the personal journeys of the heroes they play.

Alongside PvE, Overwatch 2 introduces fresh competitive modes, rebalanced gameplay, and a free-to-play model that ensures regular content drops with every season.

The Expanding Hero Roster

Since launch, Overwatch 2 has added multiple new heroes to the lineup, each with unique playstyles that reshape the meta and deepen strategic diversity. Here’s a look at some of the key additions:


Sojourn

Role: Damage
Sojourn marks the first fully Canadian hero in the Overwatch franchise. A former Overwatch commander, she blends tactical precision with cybernetic enhancements. Her railgun rewards accuracy and timing, and her movement abilities—like Power Slide—make her a highly mobile damage dealer. Sojourn’s release set the tone for Overwatch 2’s faster-paced, skill-driven combat.


Junker Queen

Role: Tank
The long-teased ruler of Junkertown finally made her debut in Overwatch 2. Junker Queen brings a brawler’s aggression to the frontline, using her scattergun, throwing knife (“Jagged Blade”), and a commanding shout that boosts her team’s speed and health. Her ultimate, Rampage, applies anti-heal effects while dealing damage—making her a disruptive force in team fights.


Kiriko

Role: Support
One of the most dynamic support heroes introduced, Kiriko blends healing and offense through her Healing Ofuda and Kunai projectiles. She can teleport to allies with Swift Step, cleanse debuffs with Suzu, and boost team performance with her Kitsune Rush. Kiriko represents a new wave of hybrid supports that reward high mechanical skill.


Ramattra

Role: Tank
A complex tank hero with both defensive and aggressive stances, Ramattra toggles between Omnic and Nemesis forms. His lore ties deeply into Overwatch’s central conflict, as the leader of Null Sector fighting for Omnic liberation. His barrier deployment, piercing attacks, and area denial make him a unique threat on the battlefield.


Lifeweaver

Role: Support
A hero focused on positioning and team utility, Lifeweaver introduces abilities like Life Grip, which can pull teammates to safety, and Petal Platform, which lifts players vertically. His unique mechanics make him one of the most creative support options to date, encouraging coordination and clever plays.


Illari

Role: Support
Harnessing solar energy, Illari blends high-impact healing with powerful ranged damage. Her turret-like Healing Pylon supports teammates while she snipes enemies with pinpoint accuracy. Illari suits players who enjoy a more aggressive support role without sacrificing team contribution.


What Lies Ahead?

With each season, Overwatch 2 introduces a new hero (rotating between support, tank, and damage roles), offering players a steady stream of fresh content. Blizzard has confirmed that more PvE content and lore-driven missions will return in future updates, though in a more bite-sized, episodic format.

The developers have also doubled down on their commitment to diversity, with heroes from a wide array of backgrounds, identities, and playstyles. Expect continued balance updates, visual reworks, and innovative gameplay mechanics as Overwatch 2 continues to grow.


While the scope of Overwatch 2 has shifted since its announcement, the heart of the game – hero-driven gameplay and dynamic team competition – remains stronger than ever. Whether you’re diving into PvP, exploring lore through seasonal events, or mastering new heroes, Overwatch 2 offers a constantly evolving experience.

To stay updated on hero reveals, patch notes, and community highlights, follow Blizzard’s official channels – or better yet, jump into the action and discover your next main.

Why Clair Obscur: Expedition 33 Is The Next Must-Have Turn-Based RPG

From Square-Enix’s legendary Final Fantasy VII through to Larian’s superlative Baldur’s Gate 3, the turn-based RPG genre has seen its fair share of heady, high-calibre offerings that have in turn (pun intended) redefined and elevated the concept of the humble turn-based RPG. The debut title from Sandfall Interactive, Clair Obscur: Expedition 33 looks to add its name to such well-regarded genre stablemates and in doing so, is shaping up to be the next must-have turn-based RPG. Here’s why you shouldn’t sleep on Clair Obscur: Expedition 33.

Stunning Visuals Without Peer In The Turn-Based Genre

If you were lucky enough to catch the debut trailer for Clair Obscur: Expedition 33 during the 2024 Xbox Games Showcase, it’s also likely that you, along with many others, believed that Sandfall Interactive’s unexpected debut effort stole the show – a train of thought that was absolutely merited and then some. From a technical perspective, Clair Obscur: Expedition 33 finds its world and characters brought to life by Epic’s Unreal Engine 5. Of course, there are plenty of Unreal Engine 5-powered titles on the market, but it’s also true to say that none of them exude the visual swagger and sheer spectacle that Clair Obscur: Expedition 33 has in spades.


Underpinned by the cutting-edge visual feature set that Unreal Engine 5 provides, Clair Obscur: Expedition 33 looks every bit like the next-generation turn-based RPG, with stunning lighting effects, particle effects work and detailed character models that beautifully texture and flesh out its game world. Beyond its seemingly stellar technical implementation, Clair Obscur: Expedition 33 also makes a firm case for being one of the most singularly stylish genre efforts to come along in a good long time. Taking generous cues from French art and culture, particularly the Belle Époque period, Clair Obscur: Expedition 33 proudly boasts an aesthetic that at once feels otherworldly and yet, feels oddly grounded in history. A consummate mixture of elegance and surrealism, for sure.

A Fresh, Compelling Storyline And Setting Unlike Any Other

Much more than just some easy-on-the-eyes window dressing, the visual presentation of Clair Obscur: Expedition 33 serves a greater purpose, namely to establish its setting and narrative. Taking place in a dark fantasy world through which the visual inspirations of the French Belle Époque ooze from every digital pore, the plot of Clair Obscur: Expedition 33 focuses on the Paintress, a diabolical entity that commands a unique power whereupon she can erase anyone from existence simply by painting their age on a towering, mysterious monolith.

Where matters have become dire, however, is that the Paintress writes a new number onto the monolith every year, causing everyone unfortunate to be of that age to disappear into the ether immediately. Think Thanos but with a paintbrush and you start to get the gist. Clair Obscur: Expedition 33 begins as the Paintress is about to scribe the number 33 on the monolith, resulting in humanity having nobody older than 32 years old still breathing.


Naturally keen to avoid the end of the world, humanity throws together a motley crew of individuals to try and take down the Paintress – no less than the thirty-third expedition of heroes to do so. Not only tasked with destroying the Paintress and laying waste to their legions of her ‘Nevron’, Art Deco painting-inspired monstrosities which unfailingly carry out her bidding, our heroes must also uncover the fate of the previous thirty-two expeditions as the fate of humanity hangs precariously in the balance.

One Of The Best Voice Actor Line-ups To Date

As stunning as Clair Obscur: Expedition 33 looks, it’s equally exciting to find that its audio is just as impressive – especially when it comes to the voice acting. That’s thanks in large part to one of the most star-studded casts we’ve seen in years. With talents like Ben Starr (fresh off his breakout role as Clive Rosfield in Final Fantasy XVI), the legendary Andy Serkis, and Charlie Cox—yes, the Devil of Hell’s Kitchen himself – Clair Obscur: Expedition 33 arguably features one of the most prestigious voice lineups in any video game, RPG or otherwise.

A Deft Blends Of Real-Time Elements And Classic Progression

While a glance at the gameplay for Clair Obscur: Expedition 33 immediately reveals its turn-based combat design, there’s also much more going on under the surface than a cursory glance might initially suggest. Indeed, while Sandfall Interactive’s debut effort does adhere to many design touchstones of turn-based combat, including turn orders and more, it’s really in how the French studio has managed to deftly blend in real-time elements into this system that Clair Obscur: Expedition 33 truly soars.


Taking some inspiration from other giants in the genre that have previously attempted a similar hybrid of systems, Clair Obscur: Expedition 33 does a great job of maximising the agency players have in any given encounter. Certainly, the biggest way in which this manifests is through several ‘active’ mechanics that are available during battle. From a defensive standpoint, each member of the titular expedition can actively dodge, leap and outright parry enemy attacks mid-action in addition to their usual turn-based commands. Much more than just a one-note ability, a successful parry won’t just mitigate much of the incoming damage, it’ll also leave the enemy open to a follow-up attack, too. Brilliantly, if the entire expedition parries an attack that is intended to hit all of them, then likewise, the whole expedition strikes back as one. It’s a neat use of the active mechanics seen in other titles, not least because it expands it to the whole party which seems like a natural progression for mechanics such as these. 

On the progression side of things, Clair Obscur: Expedition 33 strives to keep things streamlined, yet compelling. Each character within the expedition has their own class and thus entirely different ways of playing from one another. Likewise, not only can weapons be levelled up alongside each character, providing various stat buffs and ability boosts as a result, but a range of passive abilities can also be applied to each character and the group as a whole as our heroes progress.


Ultimately, there shouldn’t be any surprise when Clair Obscur: Expedition 33 ends up being a genre-defining masterpiece – melding breathtaking visuals, a refreshingly original narrative, an all-star voice cast, and a combat system that seamlessly blends real-time finesse with strategic depth. Sandfall Interactive’s debut isn’t just another turn-based RPG; it’s a bold artistic statement that elevates the genre to thrilling new heights. With its richly imagined world and compelling gameplay innovations, Clair Obscur: Expedition 33 isn’t just one to watch – it’s one to experience.


Don’t miss your chance to dive into this unforgettable journey – Clair Obscur: Expedition 33 is available on the Green Man Gaming store. Secure your spot on the thirty-third expedition today and prepare to challenge fate in style.

The 10 Best Games That Support DualSense Controllers on PC

The PlayStation 5’s DualSense controller is one of the most innovative gaming peripherals available today. With features like haptic feedback and dynamic adaptive triggers, it provides a deeply immersive gaming experience. While originally designed for the PS5, the DualSense controller is also compatible with PC and Mac gaming, and many modern titles have begun incorporating its unique capabilities. Whether you’re looking for fast-paced action, sprawling open-world adventures, or strategic combat, here are the 10 best PC games that support the DualSense controller.


1. Helldivers 2

Features: Motion Sensors, Haptic Feedback & Adaptive Triggers

The sequel to the cult-hit cooperative shooter, Helldivers 2 expands on the original’s chaotic gameplay with improved graphics, deeper tactical elements, and a larger variety of missions. Players take on the role of elite soldiers tasked with defending Super Earth from relentless alien threats. The game emphasizes teamwork, with friendly fire always enabled, forcing players to communicate and strategize carefully.


2. Cyberpunk 2077

Features: Haptic Feedback & Adaptive Triggers

After a rocky launch, Cyberpunk 2077 has been transformed into one of the most engaging open-world RPGs on PC. Set in the neon-lit dystopia of Night City, the game follows V, a mercenary navigating corporate conspiracies, cybernetic enhancements, and a gripping narrative featuring Keanu Reeves as Johnny Silverhand. With deep RPG mechanics, branching storylines, and an immersive world, Cyberpunk 2077 offers a one-of-a-kind futuristic adventure.


3. Hogwarts Legacy

Features: Haptic Feedback & Adaptive Triggers

Step into the wizarding world with Hogwarts Legacy, an action RPG set in the 1800s, long before the events of Harry Potter. Players create their own witch or wizard, attend magical classes, explore the iconic castle, and uncover a hidden mystery threatening the magical realm. The game offers open-world exploration, spell-based combat, and a deep progression system, making it a must-play for fans of the franchise.


4. Marvel’s Spider-Man 2

Features: Motion Sensors, Haptic Feedback & Adaptive Triggers

Following the success of Marvel’s Spider-Man Remastered and Miles Morales, Spider-Man 2 raises the stakes with dual protagonists, Peter Parker and Miles Morales. The open-world adventure swings through an even more detailed New York City, featuring new traversal mechanics, an upgraded combat system, and formidable foes like Venom. The game delivers a cinematic superhero experience filled with emotional storytelling and exhilarating action.


5. Genshin Impact

Features: Haptic Feedback & Adaptive Triggers

One of the most popular free-to-play games worldwide, Genshin Impact is an open-world action RPG that blends fast-paced combat with a vast and beautiful fantasy world. Players take on the role of the Traveler, exploring the diverse regions of Teyvat, collecting characters with unique abilities, and engaging in elemental-based combat. With frequent updates and new content, the game remains fresh and exciting for both newcomers and long-time players.


6. Hi-Fi Rush

Features: Haptic Feedback & Adaptive Triggers

Hi-Fi Rush is a unique rhythm-based action game that blends hack-and-slash combat with a vibrant, animated aesthetic. Players control Chai, a wannabe rockstar who fights enemies in a world where everything moves to the beat of the music. The game combines precise timing with fluid action, offering a thrilling and visually stunning experience that stands out from traditional action titles.


7. Star Wars Outlaws

Features: Motion Sensors, Haptic Feedback & Adaptive Triggers

Set in the Star Wars universe, Star Wars Outlaws is an upcoming open-world game that puts players in the role of Kay Vess, a scoundrel navigating the criminal underworld between The Empire Strikes Back and Return of the Jedi. Expect high-speed space chases, shootouts with blasters, and a gripping story that explores the galaxy’s seedier side. Fans of The Mandalorian and Solo: A Star Wars Story will feel right at home in this expansive adventure.


8. Final Fantasy VII Remake Intergrade

Features: Haptic Feedback & Adaptive Triggers

A reimagining of one of the most beloved RPGs of all time, Final Fantasy VII Remake Intergrade enhances the classic story of Cloud Strife and his battle against Shinra with modern graphics, real-time combat, and deep character-driven storytelling. The Intergrade version includes additional content featuring Yuffie, expanding on the world of Midgar with new gameplay elements and enhanced visuals.


9. Call of Duty: Black Ops 6

Features: Motion Sensors, Haptic Feedback & Adaptive Triggers

The latest entry in the long-running Call of Duty franchise, Black Ops 6 brings intense first-person shooter action with a gripping campaign, expansive multiplayer modes, and the fan-favorite Zombies mode. With cutting-edge graphics and finely tuned gunplay, the game continues the series’ tradition of delivering fast-paced, competitive shooting action.


10. Returnal

Features: Haptic Feedback & Adaptive Triggers

A unique blend of roguelike mechanics and third-person shooting, Returnal follows astronaut Selene as she explores a mysterious alien planet caught in a time loop. With procedurally generated environments, intense bullet-hell combat, and a deep psychological horror story, Returnal offers an unpredictable and challenging experience that keeps players engaged from start to finish.


Whether you prefer intense shooters, sprawling RPGs, or fast-paced action games, these ten games showcase the best of what the DualSense controller can bring to PC and Mac gaming. As more developers integrate full support for the controller’s advanced features, the gaming experience on PC and Mac will continue to evolve, making it an exciting time for players looking to enhance their gameplay with PlayStation’s cutting-edge technology.

Get your DualSense direct from PlayStation today and enjoy free standard delivery

Everything New in Killing Floor 3: Features, Updates, and More

Commanding a fiercely passionate player base, Killing Floor 2 remains to this day a superb example of how to craft a compelling, cooperative focused online shooter with depth to spare. With nearly a decade on the clock since the release of Killing Floor 2 and with the release of its sequel, Killing Floor 3, creeping upon us soon, here are all the exciting new features and updates that Killing Floor 3 introduces, compared to its highly popular predecessor.

A Shift To Unreal Engine 5

With Killing Floor 2 leveraging the now fairly antiquated Unreal Engine 3 when it was released back in 2016, it makes sense from a continuity perspective that developer Tripwire Interactive would want to stay on Team Epic and make the leap to Unreal Engine 5 for Killing Floor 3 – and that’s precisely what they have done. By moving to the latest iteration of Epic’s Unreal Engine, Killing Floor 3 boasts a massive uptick in terms of texture, lighting and shadow detail far above and beyond what was seen in its predecessor. More than that, by using Unreal Engine 5 Killing Floor 3 also boasts the most grotesquely detailed and terrifyingly animated ‘Zeds’ the series has ever seen.

Updated M.E.A.T System Ramps Up The Gore

Gorehounds can rejoice – in providing players with the most detailed Zeds they have ever seen, Tripwire Interactive has also made sure that they can be destroyed in all manner of increasingly splattery and crunchily satisfying ways as well. Once again leveraging the M.E.A.T (Meat Evisceration And Trauma) gore system which was present in previous games, Killing Floor 3 looks set to take the series’ violence and gore to another level, with the latest iteration not only providing many more points of dismemberment, but persistent pools of liquid claret too – essentially making every map look like an abattoir convention.

Finally, Full PC & Console Crossplay

With Killing Floor 2 only supporting crossplay between PC users who owned the game on Steam and the Epic Games Store respectively, the door is arguably open for developer Tripwire Interactive to do more on this front than they have before. And wouldn’t you know it – the Roswell-based studio has done just that by instituting full crossplay between PC, PlayStation 5 and Xbox Series X/S players and thus allowing Killing Floor 3 players across all systems to get in on the Zed murdering festivities. Huzzah!

More Agility, Less Zeds, Double The Threat

For veterans of Killing Floor 2, one of the biggest changes that the series threequel brings to the table will be keenly felt early on. Chiefly, Killing Floor 3 empowers players to be much more agile than ever before with all manner of dodging, sliding and climbing manoeuvres now available to be used during combat, all the while slowing down the gunplay somewhat when compared to its predecessor. Furthermore, while the number of Zeds in each game has also been reduced when compared to Killing Floor 2, they’re also much more deadly now, thanks to their newfound agility, skills and bolstered AI. Speaking of which…

Upgraded AI Makes The Zed Hordes A Real Problem

With the previous Killing Floor games it could be much too easy to assume (and you would be right to, for the most part) that the monstrous, zombie-like Zed hordes had all the cleverness of George Romero’s dim, shambling corpses rather than the smarter undead beasties that have followed in the decades since. With Killing Floor 3 everything changes in this regard since the numerous different types of Zed enemies now not only employ coordinated strategies to take out players but can also make ample use of the environment, including stalking unsuspecting folks through vertical crawl spaces, vents and much more. Oh, and by default they’re generally faster and more lethal than their Killing Floor 2 counterparts. So yeah, thanks for that folks.

An Evolution Into A True Survival Horror Shooter

Though Killing Floor 2 overwhelms the senses with a veritable army of Zeds to dispatch on screen at any single time, it’s clear that the game struggles to maintain any kind of oppressive or scary atmosphere. Put simply, the now-aged visual design and adrenaline-focused gameplay of Killing Floor 2 didn’t allow for it. With Killing Floor 3 though, we see a massive swing towards survival horror, boasting a real emphasis on moody lighting, detailed shadow rendering, positional 3D audio design and fewer but exponentially more deadly enemies. All of this adds up to provide Tripwire Interactive’s threequel with the sort of taut and terrifying atmosphere that would more readily be associated with survival horror efforts like Dead Space and Resident Evil as a result. Bring. It. On.

A New Mod System Empowers Player Customisation

Representing a significant expansion over the modification system seen in the previous game, Killing Floor 3 introduces procedurally generated blueprints which can be obtained by curious players who visit the trader stations located on each map, thus boosting replayability. In terms of the existing arsenal of weaponry, Killing Floor 3’s overhauled mod system also offers up a broad selection of accessories such as extra magazines, scopes, stocks and more, enabling players to modify their instruments of destruction according to their preferred playstyle.

Wave Goodbye To Perks, Say Hello To The Specialists

One of the biggest ways that Killing Floor 3 separates itself from Killing Floor 2 is in how it absorbs the old perk mechanic into a new Specialist system. Similar to the operators seen in other titles such as Rainbow Six Siege and Battlefield 2042, each Specialist in Killing Floor 3 essentially embodies the perks seen in the previous game (the Specialist known as Devlin for example, is functionally representative of the Firebug perk from Killing Floor 2). In addition to that, each Specialist also brings a 30-level deep progression system to the table that offers a broader latitude of player customisation than what was available previously in the series. Oh, and Killing Floor 3 also allows multiple players on the same team to use the same Specialist – awesome!


Excited to dive into Killing Floor 3 and experience all the new features and improvements? Good news, it’s available on Green Man Gaming! With enhanced graphics, full crossplay support, and a terrifying survival horror twist, Killing Floor 3 is ready to take your cooperative zombie-slaying to the next level. Don’t miss out – grab your copy today and prepare for the chaos!

Indie Game Round-Up – April 2025

Can you believe it’s April already? We’re struggling to wrap our heads around it too — somehow, March flew by, and here we are. But with a new month comes a fresh wave of indie games to get excited about, and you know we’re all about that here at Green Man Gaming.

We’ve put together a list of some of the most exciting indie releases landing this April. From diverse genres to a few highly anticipated sequels, there’s something for everyone in this month’s lineup. Whether you’re after something fresh, quirky, or just downright fun, April’s indie scene has you covered.


Sand – 3rd April [Delayed]

Update: Publisher TinyBuild announced that Sand has been delayed until later in 2025, to “ensure that SAND would meet the expectations of our awesome community and is able to deliver the experience we have envisioned for our players without any compromises.”

Sand might be nearly impossible to Google, but it’s definitely one to keep on your radar. This PvPvE extraction shooter drops you onto a fallen planet where survival hinges on building and customizing your own mechanical walkers to traverse the harsh desert dunes. The genre has been booming lately, but Sand’s unique setting and walker-building mechanics help it stand out from the crowd. It looks seriously promising, and we can’t wait to get our hands on it.


Peppered: An Existential Platformer – 7th April

Peppered: An Existential Platformer is, as the namely rightly suggests, an existential platformer. You play as an overworked office intern who’s decided to save the world solo — and let’s be honest, probably without fair compensation. The twist? You only get one shot at everything. Every decision counts, and while there are plenty of secrets and story beats to uncover, you’ll need to choose wisely to experience them all.


Descenders Next – 9th April

Descenders Next is an upcoming entry in the Descenders series – well, it will be a series once Next launches. This time, the action isn’t just about biking down epic slopes and hills; it’s about pushing the limits. Customize your board, choose between snow or mud, perform jaw-dropping stunts, and even team up with friends for the ultimate ride.


Wizdom Academy – 17th April

If you’ve ever dreamed of running your own wizard academy, Wizdom Academy is here to make that fantasy a reality. You’ll recruit students and teachers, guiding them to greatness while managing everything from the academy’s appearance to its finances. With plenty of characters to interact with and decisions to make, the game offers a mix of strategy and role-playing. Plus, there’s a demo available, which is nice!


The Hundred Line -Last Defense Academy- – 23rd April

The Hundred Line -Last Defense Academy- puts you in charge of 15 students who must survive an unrelenting monster onslaught for 100 days. You’ll not only have to learn how to use their abilities to the fullest, but also uncover what on Earth is going on, and make all the right decisions if you want to survive. This one also has a demo, so make sure to check it out beforehand if you’re interested.


Yasha: Legends of the Demon Blade – 24th April

Yasha: Legends of the Demon Blade is a roguelite heavily inspired by Japanese myths. You control one of several characters in a fantasy world, each with their own story to uncover and unique gameplay style. If you’re a fan of action games with stunning visuals, this one will definitely catch your eye. You’ll battle powerful enemies and even attend a demon festival — because who doesn’t love a little demonic celebration?


Badlands Crew – 28th April

Live your most Mad Max life with Badlands Crew. This game has you building your own battle wagons to take on the mass of lawless bandits scattered throughout the Badlands. You’ll not only build your own wagon but also guide it through intense battles, constantly upgrading it to grow stronger and stronger. With the right strategy, you’ll face any challenge head-on and come out on top.


Age of Empires 4 Civilizations List: All Base Game Factions Explained

Real-time strategy fans will no doubt be familiar with the iconic Age of Empires series, where players tackle historical campaigns by managing resources and waging wars. The latest mainline entry, Age of Empires 4, is the first in 15 years and has been developed by Relic Entertainment and World’s Edge, with publishing support from Microsoft’s Xbox Game Studios.  After being announced in 2017, it was finally released on October 28th 2021. If you’re excited for the next game in the series then you may be looking for a list of all the Age of Empires 4 civilizations available, as well as what specific quirks and units they feature. In this short guide, we’re going to run through all of the civilizations available to help you pick which one to play ahead of launch.

Age Of Empires 4 Civilizations list

According to the game’s official website, there are currently ten main-line civilizations in Age of Empires 4. Here are all the Age of Empires 4 civilizations currently available in the base edition game and what you can expect from them.

Chinese

Age Of Empires 4 Civilizations - Chinese

The Chinese civilization spans the years 907-1644 CE and features a special dynasty system that grows as you develop. If both landmarks in a single age are built, special effects will be activated. For example, the Yuan Dynasty trait will increase movement speed and allow access to special buildings and units. This civilization’s special units include the gold-collecting Imperial Official and the Nest of Bees, a wheel-bound cart that shoots rocket arrows. And of course, you’ll also be able to build The Great Wall once you reach the final age!

Rus

Age Of Empires 4 Civilizations - Rus

The Rus civilization in Age of Empires 4 takes place between the years 882-1552 C. It is focused on survival, with good early game defences and a means to earn gold from hunting wild animals. The special units of the Rus include Horse Archers and the Warrior Monk, who can convert units as well as deal damage.

Mongols

Age Of Empires 4 Civilizations - Mongols

The Mongol civilization takes place from 100-1500 CE and can build quick, dangerous armies to cause chaos for other, less nomadic civilizations, especially in the early game. Players will be able to build special horse archer units like The Khan who can strengthen troops, and The Mangudai – the ultimate hit-and-run unit.

Abbasid Dynasty

Age Of Empires 4 Civilizations - Abbasid Dynasty

The Abbasid Dynasty spans 750-1517 CE and focuses on the House of Wisdom, which grows as the civilization develops. Instead of getting landmarks, players will receive new units as they construct wings of the building and complete specific House of Wisdom upgrades. Special units include Imams and Camel Archers with superb attack range.

Delhi Sultinate

Age Of Empires 4 Civilizations - Delhi Sutinate

The Delhi Sultanate Age of Empires 4 civilization occurs between 879-1526 CE, and specialises in technology and late-game offence. Players can use and garrison the civilization’s special Scholar units to pick up new technologies and increase production across their empire. War Elephants and Tower War Elephants will also be made available later in the game, which are very strong units with high damage.

French

Age Of Empires 4 Civilizations - French

The French Age of Empires 4 civilization takes place between 840-1559 CE and is especially good at brawling and trading. With cheap early game buildings and a scaling influence system, the French can grow with great speed, backed up by the capabilities of the empire’s special units. Charging knights, deadly cannons and ranged units with deployable shields are all available to those who pick the French.

English

Age Of Empires 4 Civilizations - English

Age of Empires 4’s English civilization takes place in the Anglo-Saxon era, between 850-1555 CE. The English have cheap farms, great defensive units and alarmed fortifications that alert nearby offensive units to enemies. Special units include villagers, longbowmen with high range and the hardy Man-At-Arms, which feature upgradable armour.

Holy Roman Empire

Age Of Empires 4 Civilizations - Holy Roman Empire

The Holy Roman Empire in Age of Empires 4 spans 936-1517 CE and features inspirational religious units called Prelates. These guys bolster the empire’s economy and eventually can make it so that offensive units deal more damage. Landsknecht infantry units also deal area-of-effect damage, and the empire’s buildings grow more sturdy as you advance through the ages.

Ottomans

The Ottoman civilization in Age of Empires 4 spans from the pre-imperial Ottoman Empire period in the 11th century CE to the mid-16th century CE. Heavily dependent on their military expertise, they can also appoint Viziers which gives them access to unique technologies. The Ottomans can also field a larger army than typical, thanks to its Military School system.

Malians

In Age of Empires 4, the Malian civilization runs from the 11th century CE to the early-16th century CE and is focused on good economic play. The makers – and spenders – of gold, they can construct Pit Mines, to provide a steady flow of gold, and possess unique military units skewed towards a military approach based on hit-and-run tactics.

How Naughty Dog Perfected The Third-Person Combat In The Last Of Us Part II Remastered

Going hand in hand with its pitch-black narrative, it’s fair to say that few video games deal in the currency of violence quite as generously as Naughty Dog’s seminal opus, The Last of Us Part II. If violence is a sin, then the devil is most certainly in the details since while a cursory glance at the third-person combat of The Last of Us Part II might suggest freewheeling, unrestrained savagery, the truth is that such visceral chaos is just the tip of a very large, very clever ‘murderberg‘. Here is how developer Naughty Dog has managed to perfect the art of third-person combat in The Last of Us Part II Remastered.

Hybrid Combat Done Perfectly

Arguably more so than any of its survival horror stablemates, The Last of Us Part II presents players not just with a veritable visceral kaleidoscope of weapons and attacks to choose from, but a near-endless way to combine them all too. Certainly while just pulling off a devastating headshot with a carefully aimed handgun, or using Abby’s powerful hand-to-hand strikes to wreck an enemy are both highly satisfying, there’s nothing quite like mixing up the employ of different weapons in a violent encounter to take down your foes.

Taking one of the main protagonists, Ellie, as an example, she can use a firearm to pop a bullet into the knee of her enemy and then land a killing blow to the side of the head with her trusty knife. In another scenario, Abby might pick up a discarded bottle or brick and instead of using it as a distraction tool, turn it into a skull-shattering projectile that stuns her enemy just long enough for the highly trained soldier to bludgeon them into the shadowlands with a series of highly destructive strikes. The zenith of The Last of Us Part II’s approach to hybrid combat though, is in how it provides players with sufficient capability to string together scenarios – such as those previously mentioned – into a single, momentum-charged ballet of violence.


Just picture it. As Ellie, after being discovered by some enemy soldiers, you take one of them hostage and use the precious couple of moments of shock experienced by their partner to shoot them in the head, before then executing the first soldier and then leaping off a ledge and plunging your knife into the neck of another unsuspecting foe and while laying prone, you take out the knees of a final incoming enemy before putting them out of their misery with a well-aimed headshot. There’s just nothing quite like it.  

State Of The Art Animation

One of the biggest aspects of The Last of Us Part II Remastered which contributes to its stellar third-person combat is the state-of-the-art animation which underscores its violent delights. Governed by the mathematical process of inverse kinematics which calculates the joint angles needed to move appendages to a desired position – and thus make character models move in the environment in a much more realistic way – every gunshot, every right hook, every swing of a machete and every concussive blast from a shotgun all have eerily realistic outcomes. Of course, it doesn’t hurt that on PC The Last of Us Part II Remastered has never looked better too, with razor-sharp 4K resolution visuals, stunning levels of visual fidelity and sky-high frame rates to boot.

Violence That Feels Truly Physical

Neatly dovetailing into The Last of Us Part II’s superlative animation is the environmental physics embedded into every nook and cranny of the game world, solidifying the authenticity of its many savage encounters. Whether you’re Abby and slamming the spine of an infected against a shop counter, or as Ellie, blasting a mercenary through the jaw with a pump-action shotgun only to see him crash through a glass cupboard, every single physical action that you commit within The Last of Us Part II’s numerous violent skirmishes carries a sense of weight that serves to further reinforce the heft of their authenticity. We’re far beyond the lifeless Havok physics ragdolls of yesteryear here.

Wildly Different Enemy Types

As good as the combat is in The Last of Us Part II Remastered, it only soars as high as it does on account of the many different enemies that exist in the game world and the remarkable artificial intelligence which underpins their combative behaviours. Though the standard infected enemies will mindlessly charge toward you once they’ve spotted you, the terrifying Clickers are completely blind and instead rely on a sort of echolocation to work out where you are depending on the noise you’re making.

If that wasn’t bad enough Clickers are also largely impossible to fight in melee combat without some sort of stun employed beforehand, since they employ a deathly grapple that sees them tearing out your jugular if they get close enough. Even worse still are the shambling Bloaters – a massive, awkward moving mass of fungal flesh that can toss suffocating gas bombs at range, has health for days and can instantly kill anybody at close quarters. Further afield, more lithe infected variants known as Stalkers not only hide around corners and behind cover to avoid detection but use their agile frames to actively dodge and evade your melee attacks too.

Beyond the myriad horrors of the infected enemies in The Last of Us Part II Remastered, its numerous human adversaries also provide players of all skill levels with a steep challenge, to say the least. Not only will human opponents seek cover to shoot from and attempt to overwhelm you with higher numbers, but so too will they call out to each other to relay your position to begin flanking manoeuvres and other tactics. Brilliantly, some enemies communicate to each other in a code that doesn’t involve words at all – but without spoiling things, I won’t go into who they are here. Needless to say, learning the various elements of their language and then using that to head off an ambush, or prepare one of your own proves to be a hugely satisfying turn of events. 


Also in something of a nice, but ultimately macabre flourish, just about every human enemy you meet has their own name and friendships with other closeby folks and this is something which is evidenced in combat. Should you kill an enemy and their death is either witnessed or their corpse discovered, you’ll hear their friends become distressed and angry as they shriek “Oh no – they’ve killed Dave! I’m going to find ’em’!”. Or, y’know, something like that.

A Bit of Old School Ultraviolence

The heir apparent to Rockstar’s Manhunt in many ways, not least because of its penchant for superbly grisly stealth kills, The Last of Us Part II Remastered is arguably one of the most violent and gruesome video games to be released in years. Gunshots leave gooey craters in skulls and gaping wounds in torsos, shotguns and explosive traps can remove whole limbs and organs, while bladed weapons can messily hack into bodies and get stuck for a second or two before being pulled back out in the most painful way imaginable. With a nearly endless amount of toe-curling dismemberments and decapitations, together with abundant reservoirs of gushing claret, had The Last of Us Part II released back in the ’90s or early 2000s, it would certainly collect the same ‘video game nasty’ style labels that Manhunt did all those years ago.

Ultimately, The Last of Us Part II Remastered elevates third-person combat to an art form, blending visceral violence with highly refined mechanics and animation. Naughty Dog’s attention to detail in crafting fluid, tactical, and emotionally charged encounters ensures that every fight feels both intense and purposeful. The game’s impressive array of enemy types, each with its own unique behaviours, keeps combat fresh and challenging throughout, while its brutal realism leaves a lasting impact on players. With its perfect fusion of gameplay, story, and visual fidelity, The Last of Us Part II Remastered redefines what it means to engage in third-person combat, delivering a thrilling and unforgettable experience.


If you’re ready to experience the heart-pounding, visceral combat of The Last of Us Part II Remastered, don’t miss your chance to dive into one of the most critically acclaimed games of recent years. Whether you’re revisiting this masterpiece or playing it for the first time, head over to Green Man Gaming and grab your copy today!

Assault On Proxima Is A Blast Of Constant FPS Action

A good FPS can cure what ails you just so long as what ails you is the need to play a good FPS. Well, the good news is, Assault on Proxima delivers exactly that, packing in loads of style, flair, and downright fun gunplay. This is a sci-fi FPS where you join Strike Force Delta to wipe out the ruthless Gacrux Alien invaders. But let’s be real—the story’s not why you’re here, so we’ll breeze right past it. What really matters is how insanely good it feels to play.

What really makes this game stand out is just how satisfying it feels in the moment-to-moment play. The gunplay is sharp and impactful, with every weapon feeling weighty and fun to use, whether you’re mowing down waves of enemies or lining up precise shots. On top of that, the game’s striking visual style adds an extra layer of energy to the action, making every firefight as much a feast for the eyes as it is a thrill to play.


Levels tend to be more on the open side, giving you plenty of freedom to carve your own path. There are multiple routes to discover and secure, encouraging you to experiment with different tactical approaches depending on your play style and class setup. Whether you prefer flanking enemies, holding key positions, or diving straight into the chaos, there’s room to make each encounter feel fresh and dynamic.

As well as a solid arsenal of weapons and slick movement mechanics, Assault on Proxima also gives you even more ways to tailor your experience. Four distinct classes and a flexible perk system let you tweak your playstyle to suit how you want to take on the action. From there, it’s up to you—go solo through the campaign, team up with your mates in co-op against tougher, scaling enemies, or square off against each other in fast-paced PvP battles.

In our opinion, Assault on Proxima is its best when you’re playing it with friends, but even playing solo, you’ll still enjoy some great FPS action. It’s simply a blast to play. Sure, it’s not breaking new ground, but it’s a fantastic way to blow off steam and dive into some fast, chaotic fun. Plus, the soundtrack absolutely slaps—which is always a welcome bonus.

Grimoire Groves Is A Wonderfully Chilled Take On An Action Roguelike

Ever wished your favourite action roguelike came with a side of chill? If so, Grimoire Groves might be exactly what you’ve been waiting for. The world of cosy roguelites isn’t huge just yet, but it’s definitely starting to bloom. We’re seeing more games explore this space – Cuisineer is a great example, where dungeon crawling is less about slaying monsters and more about gathering ingredients for your next culinary masterpiece.

Grimoire Groves is a fresh addition to this growing sub-genre, bursting with colour and charm. Set in the magical Grimoire Groves themselves, you’re tasked with uncovering the mystery behind the grove’s decline. The spirits that once called this place home are vanishing, and with them, the forest is starting to wither. It’s up to you to track down these elusive creatures and bring them back, breathing life and magic back into the world around you.

To restore the grove to its former glory, you’ll harness your magical abilities and venture out on adventures through lush, enchanting environments. As you explore, you’ll experiment with different spells and strategies, finding the perfect balance that suits your personal playstyle. Every journey is about more than just survival – it’s about reconnecting with the forest spirits and guiding them back to their home, gradually piecing together the harmony that’s been lost.

But Grimoire Groves isn’t just about casting spells and battling through the wilds. Alongside the action, there’s a peaceful side where you can grow and nurture plants, chat with the quirky denizens of the grove, and soak up the cosy, tranquil atmosphere. Whether you’re deep in the heart of a magical dungeon or simply tending to your garden, the game invites you to slow down and enjoy the restorative vibes it has to offer.

While the action can sometimes feel a bit floaty, for the most part, Grimoire Groves is just a joy to play. The mix of characters is absolutely lovely, and the world itself feels like a warm, comforting hug. It’s also a great choice for younger gamers, as the action isn’t quite as intense, and the whole experience like a wholesome kid’s cartoon more than the usual hack-and-slash chaos offered by most action roguelikes.

The Five Best Games Like Atomfall

Looking for the best games like Atomfall to help you survive a bleak, post-apocalyptic world on your own terms? We thought so — that’s probably why you’ve landed here. If you were hoping for a cosy game recommendation, you’d want to head down the hall and take a left.

But for those sticking around, Atomfall offers a unique spin on the survival genre: it’s designed to be played solo, not with a squad. Surprisingly, it’s tough to find games that check that same box, but we’ve rounded up a list of five similar games that nail that solitary survival vibe in their own ways.

The Best Games Like Atomfall

There’s a bit of genre-blending going on here – it’s less about strict categories and more about capturing the right vibe. Whether you’re after the crushing weight of a harsh reality pressing down on you, or you just fancy roaming around a moody version of England, we’ve got a game recommendation that’ll scratch that itch.


Fallout 4

Fallout 4 might not be a pure survival game, but the parallels – that have been so widely drawn in preview coverage – with Atomfall are impossible to ignore. Both worlds are shaped by nuclear disaster, creating that same eerie, irradiated atmosphere. If you’re after a game that channels Atomfall’s post-apocalyptic energy, Fallout 4 is easily one of the strongest picks out there – it’s practically a no-brainer.


S.T.A.L.K.E.R. 2: Heart of Chornobyl

There’s no shortage of nuclear post-apocalypses in gaming, and S.T.A.L.K.E.R. 2: Heart of Chornobyl is one of the wildest rides out there. This chaotic FPS throws you deep into the Chornobyl Exclusion Zone, where every decision and firefight could be your last. It’s a hostile world, crawling with twisted enemies, anomalies, and the kind of atmosphere that keeps you on edge from beginning to end.


We Happy Few

If your idea of a “messed-up England” is more what you’re after, then We Happy Few hits the mark. Set in a dystopian version of 1960s England, this game drops you into a society where everyone is hooked on a mind-altering drug called Joy. As you navigate paranoia, betrayal, and some seriously dark themes, you’ll need to survive in a world where even your neighbours can’t be trusted.


The Long Dark

The Long Dark is survival at its most stripped-down and reflective. A single-player experience set in a frozen wilderness, this game leaves human threats out of the equation. Instead, nature itself is your main adversary – from ravenous wolves to brutal blizzards, every element conspires to end you. It’s a lonely, meditative journey, but one that’s deeply rewarding if you’re after something more contemplative.


Subnautica

Prefer your survival a little bit wetter? Subnautica takes the genre underwater, dropping you onto an alien ocean world where the environment is as hostile as it is beautiful. Between solving the planet’s eerie mysteries and dodging eldritch sea monsters, you’ll be constantly fighting to stay alive beneath the waves. It’s tense, thrilling, and pretty harrowing at times – which is just as it was intended.


How Silent Hill f 1960’s Japanese Setting Looks Set To Give The Series Its Freshest Outing In A While

Since its inception, the Silent Hill franchise has largely unfolded its grim and murky narratives within the borders of the United States of America. Indeed, last year’s Silent Hill 2 remake did a fantastic job of ramming home the effectiveness of its setting, with protagonist James Sunderland traipsing around the titular resort town within the North American state of Maine in search of his missing wife all the while the aesthetic trappings of small-town Americana surrounded him at every turn. With more than a quarter of a century on the clock with series entries that take place exclusively in North America, Konami has shifted gears entirely for its latest series effort, Silent Hill f. Leaving the United States behind, Silent Hill f has embraced 1960s Japan as the new backdrop for what looks like the most disturbing Silent Hill title to come along in quite some time. So here is why Silent Hill f’s 1960s Japanese setting looks set to give the long-running survival horror series its most refreshing outing in a good long while. 

Why Japan And Why Now?

Though many of the previous games in the Silent Hill franchise have been turned out by Japanese studios, it’s still more than a little surprising to realise that Japanese publisher Konami has resisted the urge to fashion a series effort in its home isles until now. Partially borne from the idea that the series’ Western identity had become creatively stagnant, Silent Hill f’s shift to the sleepy rural town of Ebisugaoka also stems from a desire to embed the sort of Japanese identity into the game that other titles in the series have lacked. Given the folklore-inspired, spine-tingling horrors spawned forth by other horror titles which share a similar setting, such as Yomawari, Fatal Frame and Forbidden Siren games to name a few, the very idea of a legendary horror series like Silent Hill taking a run down this particular avenue is an extraordinarily compelling prospect, to say the least.

A New Horror Paradigm For The Series

When a franchise or series is relocated from one setting to another, such a change is much more than just geographical in nature. When that shift from one country to another is made, there are also changes in audiovisual aesthetics, the texture and fabric of local folklore, culture and other such aspects that can all be responsible for shaping that new experience and that is precisely the case with Silent Hill f.

It’s certainly worth noting that a big proponent of this change for lifting the series from its titular town to this much more rural Japanese locale was Ryukishi07. A popular visual novelist employed by Konami to pen the story for Silent Hill f, his visual novel Higurashi When They Cry, clearly shows that Ryukishi07 demonstrates a firm grasp of what makes Japanese supernatural horror work and based on everything we’ve seen already, his suitability for fleshing out the world of Silent Hill f appears to be readily assured. 


Inspired by the real-life city of Kanayama, the rural majesty of Ebisugaoka with its verdant expanses surrounding old buildings and ancient temples encapsulates much of the visual essence of Japanese horror. Indeed, gone are the myriad rusty structures, barbed-wire fences and other visual elements that have long been seen as staples of the Silent Hill franchise. Instead, these have been replaced by the notion that when natural beauty reaches its zenith and becomes what we might consider to be ‘perfect’, there’s a deep and unsettling sense of foreboding that comes with it. This is something that Silent Hill f deeply associates itself with and it manifests this idea in a very physical sense with a spreading, pastel-like flora that at once evokes both the iconic Japanese falling cherry blossoms and the colour of claret.

That horror is also represented in a very physical sense by the horde of monsters that plague Ebisugaoka, too. Emerging from the creative mindspace of Japanese artist Kera and also very much inspired by Silent Hill 2, the various freaky foes which inhabit the town of Ebisugaoka follow a similarly nightmarish design, often representing indistinct humanoid figures at a distance but as you draw closer, possess limbs twisted unnaturally and additional appendages to be realised in terrifying detail.

Deftly supporting Silent Hill f’s arresting visuals is an ear-stroking soundtrack composed by the legendary Akira Yamaoka, who finds himself ably supported by well-regarded composer Kensuke Inage, which we are sure is going to result in a dreamlike score that will lend Konami’s latest series entry a sense of place and being that is quite unlike any other Silent Hill title to date.

It’s Still Silent Hill Through And Through

Even though Silent Hill f whisks the player off to a location thousands of miles away from the series’ typical North American stomping grounds, Silent Hill f nonetheless remains a Silent Hill game at its core.

Beyond the grotesque monstrosities and visual horror that have long defined the franchise, Silent Hill has always delved into the nature of trauma and how it takes shape both in the mind and in reality. In Silent Hill f, that trauma is realised through the lens of Shimizu Hinako, a disaffected teenager whose life is turned upside down when a mysterious fog seeps into Ebisugaoka and begins twisting and corrupting everything around her, forcing our protagonist to face the twisted remnants of her past.

From a game design perspective, Silent Hill f also rigidly follows the broad outline defined by the series more than a quarter of a century ago. That is to say that players can expect a familiar mix of third-person exploration, combat, puzzle-solving and the sort of white-knuckle frights mixed in with a feeling of rising dread that the series has long been known for. Except that this time, Silent Hill f presents players with an entirely new setting that freshens up the series to such an extent that it could very well prove quite difficult to head back to its titular location after the credits roll on Konami’s latest series entry. 

Atomfall Looks Like So Much More Than British Northern Fallout – And We Couldn’t Be More Excited

It has been *check notes* nearly a whole decade since the last offline single-player Fallout title graced our hands, eyeballs and ear holes. Exceptional standalone modding efforts aside, it still surprises me that given the creatively fertile width and breadth of the Fallout franchise, the series hasn’t properly ventured outside of North America. For folks like me who live on this sceptred isle, the idea of a full-fat Fallout game set in the realm of ol’ Blighty remains a compelling prospect, not least because of the oversized mindshare that television shows such as the endlessly harrowing 1982 BBC show Threads occupy in our noggins. Happily, that status quo looks set to change with Rebellion’s Atomfall, a post-apocalyptic, open-world RPG that would seem to channel the spirit, if not a portion of the physical form, of Bethesda’s wildly popular genre effort. Like all the best things in life, however, there is much more to Atomfall than just what seemingly manifests on the surface.

How Is Atomfall Similar To Fallout?

Coming from Rebellion, the same talented collective of folks behind the excellent Sniper Elite games, Atomfall ticks several at-a-glance boxes that lend it a sense of familiarity to those who have previously trodden Fallout’s hostile wastelands. Firstly, it’s clear that the world, or at least the north of England, has gone to heck in a handbasket with violence and anarchy being the ruling principles of the day. Next, it’s a first-person shooting effort that has you bludgeoning, stabbing, shooting and exploding your way through a myriad of foul sorts looking to put you six feet into the ground. Oh, and it’s a big ol’ open-world affair too, with a sizable map, places to visit, secrets to uncover and a range of NPCs that you can chat to with multiple dialogue options or just haplessly murder, should you so choose. The similarities to Fallout however are just the beginning of why we’re excited for Atomfall. 

A Very British Apocalypse That Sidesteps Nuclear Devastation

Unfolding on a continent where nuclear devastation has rendered the land a grim and dusty husk of its former self, the Fallout games have typically embraced a very traditional view of the apocalypse – one where the notion of nuclear annihilation is virtually absolute. Atomfall subverts the idea of a traditional apocalypse by embracing verdance over desolation. Indeed, it’s surprising just how green everything is, with rolling hills filled with abundant vegetation, babbling brooks, gentle streams and gushing waterfalls while wistful, white clouded skies loom lazily above.

By presenting an open world that is steeped in all manner of flora, and fauna, and breezily analogous to the actual rural beauty of northern England, Atomfall proves itself to be grandly refreshing in ways that to date anyway, Bethesda’s dusty post-apocalyptic opus has simply not been able to achieve.

Shifting away from the lush trappings of its game world, Atomfall’s very British take on the end of the world manifests itself in the myriad individuals and post-societal structures that now exist, with all types of outlaws, miners, steel workers, soldiers, villagers and more filling the landscape. Taking place in an alternate history, early 1960s northern England, Atomfall anchors itself to the very real Windscale incident of October 1957, where a devastating fire broke out at the Windscale nuclear plant and was so severe that it was deemed to be the single worst recorded nuclear accident in the United Kingdom.

Though Atomfall very much employs the Windscale nuclear reactor as the nucleus for its narrative and setting, it does so in a measured way, with the reactor being sealed off and the malign effects of the disaster seeping into the world it in relatively subtle ways, rather than resulting in the sort of scorched earth destruction we see in the Fallout games.

With iconic red ‘K6 kiosk’ phone boxes dotting the landscape, a good ol’ cuppa tea that proves to be an effective collectable that refreshes your stamina (it is the fuel of the nation after all) and more northern accents than you can shake a DVD box set of The Last of the Summer Wine at, Atomfall roundly succeeds in freshening up the post-apocalyptic setting in a way nobody else has attempted. In this way, Atomfall lays down an effective blueprint for others to follow. One that seeks to eschew the dusty, Mad Max-coded apocalypse that for nearly half a century has dominated our thinking of what the end of the world looks like and surely, that is something worthy of celebration in itself.

A Much Smaller, More Intimate Game World

Part and parcel with Atomfall’s radical setting is the size of the game world which also seems very much like a knowing departure from the Fallout games. A great deal smaller than the chunky land masses seen in the Bethesda series, and thus lacking much of the empty space seen in the latter, places of interest in Atomfall feel much more closely knit together. As a result, every area feels more dense and tends to be generously filled with neat landmarks, collectables, secrets (bring your trusty metal detector) and much more to keep your wanderlust at its zenith.

Combat That’s Much More Punishing Than You Might Expect

I think it’s reasonable to posit that the Fallout games approach combat in a relatively relaxed way. Just about every modern Fallout effort weans you on weaker enemies and creatures first, before opening you up to the possibilities of more difficult adversaries later on. In Atomfall however, just about every enemy you meet hits very, very hard and it’s extremely easy to get ambushed. Luckily, while you don’t have any time-freezing-trickery such as the V.A.T.S system seen in the Fallout games, you do have much snappier firearms and melee-based combat which feels more satisfying than anything seen in the Bethesda titles. Furthermore, an extra emphasis on stealth takedowns not only provides additional possibilities for combat but will surely delight anybody familiar with Rebellion’s bread-and-butter Sniper Elite franchise as well.

Level Free Progression

Reflecting the slimmer, more efficient approach that Rebellion’s latest takes with other aspects of its design, progression in Atomfall feels similarly trim and focused. Here, you unlock new skills by collecting training manuals and you gain them by injecting yourself with training stimulants that can be found in the various nooks and crannies of the world surrounding Windscale. As there are no levels or experience points here, progression in Atomfall feels much more streamlined as a result, not least because obtaining these manuals and stimulants encourages you to explore every inch of its beguiling world.

Based on all this, Atomfall looks set to be a thoroughly fresh and exciting entry into the post-apocalyptic RPG space, blending familiar Fallout-style mechanics with a uniquely British twist. With it’s lush, alternate-history 1960s northern England, Atomfall offers players an open world teeming with dense forests, vibrant wildlife, and small-town charm – all while dealing with the eerie aftermath of the real-life Windscale nuclear incident. Rebellion has crafted a world that feels both intimate and dangerous, where every encounter can prove deadly and every location is packed with secrets. With punishing combat, streamlined progression, and a focus on exploration over grind, Atomfall feels like a bold reimagining of what a post-apocalyptic game can be.


Ready to dive into this uniquely British apocalypse? Atomfall is available now on Green Man Gaming, offering you the chance to explore a fresh take on the post-apocalyptic genre. Don’t miss out on the opportunity to experience a game that redefines what a post-apocalyptic adventure can be – grab your copy today and start your journey through the lush, dangerous landscapes of Atomfall!

FragPunk Is A Bombastic New Addition To The Hero Shooter Genre

Let’s be real: when you think of Hero Shooters, you’re probably thinking of Overwatch. That used to be the whole story, but not anymore – the landscape has shifted. Not only do we have battle royale takes on the genre like Apex Legends, but we’ve even got big-name competition from the likes of Valorant and Marvel Rivals. Honestly, it’s a great time to be into hero-based firefights.

Now, we’ve got FragPunk entering the fray, and it’s bringing some delightfully chaotic energy with it. On top of its comic book-style visuals, it introduces Shard Cards—wild modifiers that shake things up mid-match. These cards can do all sorts of things, from the ridiculous, like forcing everyone to crouch, to game-changing effects, like boosting your fire rate or turning everyone’s head into an easy-to-hit target.

In case it wasn’t already apparent, FragPunk doesn’t take itself very seriously – which will be a welcome relief for more casual gamers who have grown tied of the intensity and grind that can be found elsewhere in the market. On top of that, FragPunk gives you a roster of 13 unique characters, known as Lancers, each bringing their own distinct abilities and playstyles to the table. Whether you’re into aggressive flanking, support roles, or holding down key positions, there’s a Lancer to suit your approach. Plus, the game layers in plenty of customization, letting you tweak your loadout and strategies both before you drop into the action and while the chaos unfolds mid-match.

On top of everything else, FragPunk offers a hefty variety of modes—15 in total—that shake up how you experience the game. Each mode brings its own set of rules and objectives, giving you the freedom to switch up your tactics depending on what you’re in the mood for. Whether it’s classic team deathmatch, objective-based modes that demand tighter teamwork, or more experimental twists that push you out of your comfort zone, there’s always something fresh to dive into.

FragPunk is the kind of game that keeps you on your toes, constantly adapting your tactics and overall playstyle to stay ahead. It’s chaotic, unpredictable, and a blast to play right now. Whether it’ll stand the test of time alongside the giants of the genre remains to be seen – but for now, it’s pure fun.

Two Decades of War: A God of War Retrospective

Whoever thought that playing an incandescently furious and vengeful Demi-god hellbent on murdering a veritable pantheon of deities could be so much fun? Well, Sony Santa Monica did back in 2005, when the Californian studio unleashed God of War upon PlayStation 2 owners to overwhelming critical and commercial acclaim. More than just the latest opulent addition to Sony’s glittering crown of exclusive games for its second PlayStation home console, God of War also heralded a very different foray into third-person action-adventure games – namely one underpinned by ample amounts of ultraviolence, adult themes and the most satisfying combat seen in years. With the series enjoying its twentieth anniversary, now feels like the perfect time to take a trip down memory lane and revisit the escapades of the angriest angry man that ever lived in video games.


God of War

Using Ancient Greek mythology and dramatic tragedy as its narrative and thematic touchstones, God of War utterly reinvigorated the third-person action-adventure genre. Cast as Kratos, a vengeful Spartan warrior who loses his family to Ares, the Greek god of war, the series’ inaugural entry saw players tearing a bloody swathe through ancient mythological Greece as they carve up all manner of enemies from the depths of Grecian legend en route to the titular big bad deity himself. Mixing up combat, platforming and puzzle-solving elements, God of War felt like it delivered on the promise of what a third-person action-adventure should encompass – let alone one that boasts such heady production values. 

Indeed, even as early as this first series instalment, God of War quickly established its penchant for sweeping spectacle and epic boss encounters, both of which made God of War feel much more cinematic than any third-person action adventure that had come before it. More broadly, God of War also firmly established the adult tone that would define the rest of the series, with vats of blood, boss fatalities that would make Mortal Kombat blush and carnal QTE scenes that could be used to give Kratos extra experience points. So yeah, God of War was quite a thing when it was released nearly twenty years ago.

God of War II

Not content with killing Ares and assuming his mantle as the new god of war, God of War II sees the eternally aggro Kratos venture through the Underworld with the intention to take his revenge on the King of the Olympian Gods himself, Zeus. Essentially more of the same with incremental improvements – which considering how good its predecessor was is no mean feat – God of War II sticks to the viscerally satisfying combat, progression, QTE mechanics and gloopy ultraviolence that arguably served as the cornerstone of the first game.

Despite such an approach, God of War II remains an arguable high point of the series and an entry that pushes the PlayStation 2 hardware to its limits, as it boasts some of the most epic boss fights you’ll ever see including a multi-phase scrap with the Sisters of Fate, a watery brawl with the sprawling Kraken and finally, a heart-stopping clash with Zeus himself.

God of War: Betrayal

An oft-forgotten mobile title back when mobile games existed on phones that could barely text or access the internet, God of War: Betrayal nonetheless gave a good account of itself. Proving surprisingly successful in transplanting the essence of the PlayStation God of War titles into a side-scrolling, two-dimensional affair, God of War: Betrayal had Kratos retaining his chain-wrapped Blades of Athena from previous titles as he attempts to clear his name for the murder of the giant Argos by, well, murdering a whole bunch of bad folks across ten well-crafted levels.

God of War: Chains of Olympus

The notion that the God of War experience could be replicated on a handheld device seemed laughable back in the day and yet, that’s precisely what happened with God of War: Chains of Olympus. Developed by Ready at Dawn, God of War: Chains of Olympus is a prequel to the original God of War which chronicles Kratos’ struggle against the Olympian gods all the while providing what was essentially a full-fat take on the God of War games which was fully playable on Sony’s shiny new PSP handheld. A roundly impressive effort which took players from the city of Marathon to the Caves of Olympus, God of War: Chains of Olympus was a wholly impressive effort that redefined just what handheld gaming could be capable of when it was released in 2008.

God of War III

Making the most of the elevated technical grunt embedded in Sony’s new PlayStation 3 home console, God of War III maintained the furious third-person combat, platforming and puzzle-solving elements that had sustained it over the years and wrapped it all in a beguilingly ornate Hollywood-style presentation. Simply put, everything in God of War III was bigger, bloodier and more spectacle-stuffed than a God of War game had been before and it was tasked with providing an ample, high-stakes climatic conflict with Zeus himself – something which God of War III did with aplomb. Stunningly violent and endlessly compelling, it’s easy to see why God of War III hoovered up all the awards when it hit the shelves nearly fifteen years ago. 

God of War: Ghost of Sparta

The second handheld entry in the series, God of War: Ghost of Sparta was yet another prequel that sought to shed some light on Deimos, Kratos’ wayward brother and how his involvement essentially helps to accelerate Kratos’ descent into madness. Though arguably still an eye-opening achievement from a technical standpoint, God of War: Ghost of Sparta nonetheless did precious little to separate itself from the previous handheld series offering, Chains of Olympus, in terms of its mechanics and overarching design and much like its previous PSP outing, it was a fun, if non-essential, part of the overall saga. 

God of War: Ascension

Still very much in prequel territory, 2013’s God of War: Ascension would be the final series entry set in Ancient Greece. Revolving around Kratos’ desperate attempt to free himself of Ares’ bond, God of War: Ascension made several decent changes to the typical formula. First among these is the new World Weapon system which allows Kratos to improvise in battle by picking up weapons lying around the world and using them against his foes. This was coupled with a new tethering system, which enabled our much-vexed protagonist to root one enemy in a single spot with one blade while using another to attack other enemies further afield. Rounding off the new features, God of War: Ascension also introduced online multiplayer to the series for the first time whereupon up to eight players could tangle with one another across a variety of objective-based modes.

God of War (2018)

Representing nothing less than a wholesale upending of the series as we knew it, 2018’s God of War wasn’t a reboot but rather a continuation of Kratos’ adventures in an all-new setting with fresh characters, trials and tribulations to boot. Whisking its titular protagonist from the lands of Ancient Greece to the snow-dappled realms of Midgard as seen in Norse mythology, God of War eschews the frenetic Devil May Cry style combat of the previous titles for something altogether new. Instead, 2018’s God of War was much more akin to an eyebrow-raising amalgam of Nintendo’s Legend of Zelda titles and From Software’s Dark Souls titles, combining slower, more precise combat with a world progression system that unlocks new areas for you to explore as you gain the requisite skills and items to do so. 

From a pure progression perspective, God of War also felt akin to more recent action RPG fare, with all manner of weapons and armour components bearing stats that can increase certain aspects of Kratos’ abilities, lower others and provide a wealth of buffs into the bargain. More than any game previously seen in the series then, 2018’s God of War was very much geared toward enabling players to ‘spec’ Kratos however they liked according to their playstyle. 

God of War also marked notable changes in its central protagonist, or at the very least represented a substantial progression of his overarching character arc. Something of a far cry from the restless rage monster that he was during his time in Ancient Greece, Kratos now found his spirit tempered not just by the frigid tundra which surrounded him, but also by the fact that he now had a son, Atreus, to protect. Chiefly, Kratos hoped to shield him from the creeping excesses of his violent past as the pair found themselves under siege by Baldur and other hostile deities from Norse mythology. Much more than just narrative window dressing, Atreus also had a functional use in combat, supporting Kratos with ranged arrow strikes and special attacks. A real turning point for the God of War franchise, 2018’s entry not only managed to overhaul the entirety of the game design bedrock as players knew it but still managed to preserve the bombastic violent combat, screen-filling boss battles and epic stories that have long defined the series.

God of War: Ragnarök

The most recent entry in the franchise, God of War: Ragnarök neatly built upon and concluded the Norse mythological setting that its 2018 predecessor started. Boasting an offering that was more than twice the size of the previous game and with many more open-world style hubs for Kratos to explore, God of War: Ragnarök is arguably the most mammoth instalment in the franchise to date.

Beyond the imposing size of its offering, God of War: Ragnarök also upped the stakes with some of the most incredible boss battles ever seen in a video game (a furious initial scrap between Thor and Kratos proves to be an early highlight) and the widening of its setting to include other characters and creatures from the depths of Norse Mythology. Throw in playable sections with a rapidly maturing Atreus, additional skill trees, new weapon types and more, it soon becomes apparent that Sony Santa Monica succeeded in delivering fans a monstrous banquet of God of War goodness with God of War: Ragnarök.


As the God of War series celebrates its 20th anniversary, it’s clear that the franchise has evolved from its origins as a brutal, action-packed journey through Greek mythology into a rich, multifaceted experience that spans across both time and mythology. What began as a game about vengeance and destruction has transformed into an exploration of character, growth, and redemption, particularly through Kratos’ evolving relationship with his son, Atreus. The series has always been about grand spectacle and visceral combat, but with Ragnarök, Sony Santa Monica has perfected the blend of epic storytelling, world-building, and innovative gameplay. As the saga moves forward, it’s safe to say that Kratos’ journey – one that began in a world filled with blood and fury – has evolved into something far more profound, leaving fans eagerly awaiting what’s next in this legendary series.

Indie Game Round-Up – March 2025

A new month brings even more games! While many of us will still be immersed in Monster Hunter Wilds, those who manage to break away will be looking for something new to play. Of course, there are some major releases on the horizon, but at Green Man Gaming, we’re all about shining a spotlight on the indie scene.

That’s why we’ve put together a list of the most exciting indie games launching in March. With a diverse lineup spanning nearly every genre, there’s something for everyone. If you’re on the hunt for a hidden gem, consider this your treasure trove!


Everhood 2 – 4th March

Everhood is one of the most intriguing rhythm action games ever made, and guess what, we get another one. Everhood 2 looks to continue the innate absurdity of the rhythm action game and turn it up to 11. Expect meta-twists, a fascinating story, and some hard battles, because this time around, you’re trying to kill a Mind Dragon.


Dragonkin: The Banished – 6th March

Dragonkin: The Banished is an action RPG centred around dragons, where you’ll master a chosen class to hunt down a variety of creatures—and ultimately, take on the dragons themselves. With city-building elements woven in, the game offers a dynamic experience that keeps the pace fresh and engaging.


Do No Harm – 6th March

Do No Harm puts you in the role of a doctor struggling to treat patients in dire conditions. While it might seem like a typical outbreak, something far more sinister could be at play—an eldritch horror lurking in the shadows. With the ever-present threat of mysterious forces, you’re just as likely to be ambushed by a rogue tentacle as you are to make it through the day unscathed.


FragPunk – 6th March

FragPunk is a new hero shooter where you not only have to master different heroes and weapons but also rely on power-up cards that can completely change the way the game plays. These cards offer a wild range of effects, from placing turtles on everyone’s backs and transforming weapons into something entirely different to hilariously enlarging everyone’s heads.


Party Club – 17th March

If you’ve been wanting another hectic multiplayer game, then Party Club could have you covered. You’ll have to work together with your friends to try and seat, serve and appease an array of animal customers. Along with that, you’ll have to plan out your seating arrangements as well as set up different facilities, to ensure maximum happiness for your customers and tend to their specific needs.


33 Immortals – 18th March

Rebel against God’s final judgment with 32 other players in this intriguing new action roguelike from the team behind Sundered and Spiritfarer. You’ll need to work together to fight off powerful enemies and deal with all sorts of ancient threats and with its focus on teamwork and intense battles, 33 Immortals is shaping up to be a wild multiplayer experience.


Atomfall – 27th March

Atomfall is a fresh take on the survival genre, set in post-nuclear disaster Britain—a rare and intriguing setting. As you navigate the quarantine zone, survival won’t just mean facing the dangerous wildlife but also unravelling the truth hidden within cults, government secrets, and more. The landscapes may be stunning, but the reality of this world is anything but. Brace yourself for a tough journey.


Monster Hunter Wilds Could Be The Best Entry For Newcomers Yet

Monster Hunter games are famous for their massive weapons, brutal fights, and seemingly endless grinding. This reputation often makes them seem intimidating to newcomers. But as a long-time player who’s been playing Monster Hunter since the series’ first entry (no need to look up how long ago that was!), I disagree. The series isn’t nearly as unfriendly to new players as it’s often made out to be.

Monster Hunter: World began streamlining the series, and Rise took it even further, making monster hunting and map traversal easier than ever. While the core challenges—tough battles and the ever-present grind—remain, everything surrounding them has become significantly more accessible. With that in mind, Monster Hunter Wilds looks poised to be the most welcoming entry yet for newcomers.

Simplified Hunts

Equipment has seen some significant changes that will make things much easier for new hunters. While crafting new armour and weapons remains, crucial skills are now found on weapons as well as armour. This means players can now easily experiment with different armour sets without sacrificing their essential skills, greatly reducing the complexity of gear management and hopefully eliminating the need for dozens of different load-outs; much to the relief of series newbies.

Even better, in a first for the series weapon-switching mid-hunt is now far smoother than ever before. Providing an easier overall experience to newcomers, this allows players to equip weapons with different elemental properties or attack speeds, making hunts against various monsters less stressful and far less punishing. No more getting stuck with the wrong weapon, plus, with weapons becoming more streamlined and focused on flashy, effective moves, switching feels incredibly cool and intuitive too.

Finally, Monster Hunter Wilds includes a new system that highlights the monster’s weak points. Traditionally, players had to memorize these vulnerabilities which was a daunting task for seasoned hunters, let alone newcomers. While skill is still important, this new feature lets players clearly see where to target their attacks, eliminating the guesswork of remembering which monster variant has a weak nose versus a weak flame sac. This will significantly reduce frustration and help new players learn monster behaviours far quicker.

Welcome Changes

While the UI might still look a little busy at first glance, it’s now packed with genuinely useful information, making the game far more approachable for newcomers. The mini-map, for example, now offers a more intuitive 3D view of the environment, a huge improvement over the series’ historically challenging navigation. No more getting lost in these massive, impressive maps!

Tutorials have also received a significant overhaul, addressing a common complaint from past games. They’re not only more comprehensive, but they also appear at a much more manageable pace, giving new players time to absorb the wealth of information without feeling overwhelmed.

Choosing a weapon can be daunting for newcomers, especially with so many options to choose from. Monster Hunter Wilds tackles this problem head-on with an NPC who asks about your preferred fighting style and based on your answers, the game recommends a weapon that best suits you, handily taking the guesswork out of weapon selection.


And for those still struggling with weapon mechanics, the combo list in the top right corner remains, providing real-time visual cues for each weapon’s moves. This makes learning and mastering combos significantly easier, helping players quickly transform from tentative button mashers into a whirlwind of steel and monster parts.

New and Familiar

Being a brand-new entry in the series, Monster Hunter Wilds offers a fresh start with a completely new story so players don’t need to worry about catching up on previous games – newcomers can jump right in! Even better, players can now summon NPC hunters to assist them on their hunts, providing helpful backup for solo players, those who prefer not to play online and those who are just starting their Hunter journey.

It’s important to note that while doing its utmost to cater to newcomers, Monster Hunter Wilds makes sure not to compromise on the series’ core strengths. Players can still expect a deep and engaging endgame experience, and the new monster moves look absolutely spectacular. Ultimately, we can’t wait to see what Monster Hunter Wilds brings to the table for the series, and we’re especially thrilled about its potential to attract a whole new wave of fresh hunters.

Monster Hunter History: The Evolution of Capcom’s Legendary Franchise

Critically and commercially beloved the world over, the Monster Hunter franchise is set to unleash its most ambitious offering yet in Monster Hunter Wilds. Second only to the juggernaut Resident Evil franchise in lifetime sales, it’s fair to say that Capcom’s long-running Monster Hunter series has been and continues to be a tentpole for the Japanese publisher/developer. Thus, in preparation for what looks to be one of the biggest launches of the year, here is the core history of Capcom’s Monster Hunter series to get you appropriately jazzed.

Monster Hunter (2004)

Kicking the whole thing off on Sony’s beloved PlayStation 2 home console back in 2004, Capcom’s Monster Hunter gave gamers a monster-hunting adventure quite unlike any they had experienced before. With two different hunter types (Gunners and Blademasters), Monster Hunter invited players to specialise in several subtype classes as they set out to take down a range of hulking beasts – in a surprisingly substantial game world – by using attacks, special skills, traps and more. With a robust progression system underpinned by a pleasingly broad haul of new gear that can be scooped up, Monster Hunter arguably got its claws into its super passionate fanbase early on. Notably, Monster Hunter was also one of the few games to support the PS2’s ill-fated modem accessory, providing players with the option to go online with two other hunters to tackle special Event Quests.

Monster Hunter 2 (2006)

Typifying an approach that favours refinement over revolution, Monster Hunter 2 (or Monster Hunter Dos, as it was also known), sought to iterate on an already resoundingly sound design bedrock. Never released outside of Japan, Monster Hunter 2 brought several fresh features to the table such as seasonal weather, that can stymie or benefit hunters during combat, a proper day-night cycle and, of course, all-new monsters and weapons to boot. Finally, in addition to a gem socketing system that allows for additional boosts to armour and weapons, Monster Hunter 2 also allows players to take on special quests where they choose between hunting small or large beasts, with approximate rewards issued in each case. Hardly a revolution then, but still an important part of the Monster Hunter legacy all the same.

Monster Hunter Tri (2009)

Knocking Sony’s then shiny PlayStation 3 console to the curb for a spell due to substantial development costs, Monster Hunter Tri was the first core Nintendo-centric entry in the series and in being so, wholesale changed and upgraded many of the series core systems. When Monster Hunter Tri was released on Nintendo Wii back in 2009, Monster Hunter’s third core entry brought underwater hunting to the franchise for the first time, along with four-player online co-op play. One of its biggest reinventions, aside from a vibrant and fresh visual upgrade that fully utilized Nintendo’s legendary home console hardware, is how the quests and side activities are presented. Instead of feeling like a dry checklist of tasks, they are more organically connected through an overarching narrative. With Monster Hunter Tri, the series looked like it had finally started the first steps along a path of evolution welcomed by both longtime series veterans and newcomers alike.

Monster Hunter 4 (2013)

Akin to how Monster Hunter Tri demonstrated a sizable, almost generational leap over its predecessor, so too would Capcom impressively repeat that feat with Monster Hunter 4 on Nintendo’s wildly popular 3DS handheld. First things first, Monster Hunter 4 would achieve a series first, allowing players to play completely online without the need to link through a home console (handheld Monster Hunter titles had previously only permitted LAN play). Compared to previous series entries, Monster Hunter 4 also boasted a much more laser-like focus on story progression, enabling players to gain access to multiple base camps and the greatest number of NPCs the series had seen to date at that point.

Other meaningful leaps which Monster Hunter 4 made were centred around the core design of the series. Fully leveraging its 3D worlds, Monster Hunter 4 would place a premium on traversal and environmental gameplay, allowing players to more easily scale walls and other such obstacles, in addition to providing lofty ledges for brave hunters to leap and attack monsters, or even in some cases, mount them and redirect their attacks elsewhere on the battlefield. Regrettably, though, the underwater environments that were such a staple of Monster Hunter Tri didn’t make the cut in Monster Hunter’s core fourth entry, which arguably felt like a regressive step at the time. 

Elsewhere a brand new Guild Quest system provided players with unique missions that in turn dished out a bounty of randomly generated gear. The kicker though, is that these quests could also be traded with other players, creating a sort of ‘gotta catch ’em all’ incentive in the process. The newly added Exploration Missions, meanwhile, acted as a single-player alternative to Guild Quests, with each mission creating a random map and gear set and thus provided Monster Hunter 4 with a heap of replayability.

Monster Hunter Stories (2016 & 2021)

Though not a core entry in the strictest terms, the Monster Hunter Stories games, which ultimately spanned two titles, are nonetheless worthy of mention solely because of how brazenly they shun the traditional Monster Hunter formula. As alluded to by the title, the Monster Hunter Stories represented a shift away from the traditional, mission-based hunting structures embraced by the core games in favour of a JRPG-style affair. With vibrant, though simplistic visuals and a turn-based battle system that in turn underpins a fairly epic story filled with bouncy and charming characters, Monster Hunter Stories couldn’t be more different from the core offerings in the franchise and as something of a palette cleanser, it roundly succeeded as a means for the series to branch out beyond its long-established raison d’etre.

Monster Hunter World (2018)

If the Monster Hunter Stories games represented a bouncy and somewhat lively diversion from traditional series trappings, then 2018’s Monster Hunter: World is a Laviente-sized lurch back in the other direction. Making full use of the impressive horsepower of eighth-generation home consoles, Monster Hunter: World not only boasted very large and seamless open-world maps where nary a loading screen could occur during play but also provided a sizable uptick in monster, NPC and environmental detail as well.

Bringing some 34 new monsters to the table and then rendering them into terrifying life with a level of fidelity previously not seen and tying it together with a fully fleshed-out storyline with actual characters that you might care about, Monster Hunter: World was every bit the next generation franchise entry that fans had hoped for. Supplementing such sizable improvements, Monster Hunter: World also made several more subtle and meaningful tweaks to the formula as well – introducing new ‘Tempered State’ monsters that presented an elevated challenge for seasoned players, along with a generally higher combat speed to make Monster Hunter: World feel like the most responsive game we had seen in the series to date at that point. Oh, and it’s also worth noting that Monster Hunter: World marked the series’ arrival on PC in the West – and they certainly picked a great one to make the leap with!

Monster Hunter Rise (2021)

Originally developed and released for Nintendo Switch in 2021 before enjoying ports to PC and other consoles in the years that followed, the more colourful and less fidelity-focused Monster Hunter Rise is arguably a step back from the epic spectacle of Monster Hunter: World in some ways, although it did have a couple of tricks up its digital sleeve to still make it a worthwhile entry in Capcom’s long-running series. First off, traversal had seen something of an upgrade, with hunters able to run along walls, ride into battle on new Palamute companions and sprint through the environment with speeds previously not seen in previous series offerings. Elsewhere, a reworked skill system allowed players to switch out skill sets mid-battle, providing Monster Hunter Rise with a tactile feeling in combat that was missing from some of the series’ previous entries.



If you’ve enjoyed past Monster Hunter games, Monster Hunter Wilds promises to take the experience to a whole new level. With deeper storytelling, seamless exploration, and fresh mechanics that build on everything fans love, it’s shaping up to be the most immersive entry yet. Whether you’re a longtime hunter or a newcomer looking for an epic adventure, there’s never been a better time to jump in. Don’t miss out – grab Monster Hunter Wilds now at Green Man Gaming and get ready to embark on your next great hunt!