Gaming’s Future: A Genre-by-Genre Look at Exciting Upcoming Titles

Get ready to level up your excitement! We’re diving back into the most anticipated games on the horizon, now updated with even more titles that span every genre. From pulse-pounding shooters to epic RPG sagas and inventive indie adventures, there’s something for every kind of gamer. In this updated roundup, we seamlessly integrate new contenders alongside the previously highlighted games, ensuring each title fits naturally into its genre’s lineup. The result? A dynamic, genre-by-genre tour of the upcoming games that have us buzzing with anticipation. Buckle up – the future of gaming looks brighter (and more action-packed) than ever!

The Games I’m Most Excited For

Ghost of Yōtei – Setting, Narrative & Historical Inspirations

Feudal Frontier of Hokkaidō: Ghost of Yōtei transports players to 17th-century Japan, specifically the year 1603 in the untamed northern island of Ezo (modern Hokkaidō)​. Sucker Punch introduces Atsu, a new female hero donning the Ghost mask, marking a fresh legend unconnected by blood to Ghost of Tsushima’s Jin Sakai​. The narrative unfolds beyond the reach of the shogunate – “beyond the edge of Japan”, as the trailer proclaims – in a lawless land of sprawling grasslands, dense forests, and icy tundra not yet under samurai rule​. This frontier setting draws on history (Ezo was indeed outside central rule until the 19th century) while crafting an original story, so expect creative liberties amidst real historical context​. With organized clans absent, Atsu’s journey is one of survival and guardianship in a wild realm rife with bandits, indigenous cultures, and hidden dangers. The developers hint that Jin’s exploits have passed into myth, with Atsu now forging her own legend in a world that only knows “the Ghost” as whispered folklore centuries later​. This change in era and locale infuses the narrative with fresh historical inspiration – from Ainu folklore to the harsh reality of frontier life – ensuring a distinct tone from its predecessor while honoring the core theme of a lone warrior rising as a people’s protector.

Gameplay Mechanics – Combat, Stealth & Standout Features

Samurai Steel Meets Gunpowder: Ghost of Yōtei builds on the acclaimed combat of the original while adding new twists to keep players on their toes. Atsu is trained in the way of the samurai and the Ghost, so she’ll blend elegant swordsmanship with ninja-like stealth tactics reminiscent of Jin’s style​. Standoffs and katana duels return, but now firearms enter the fray, fundamentally shaking up encounters. Set in an era when matchlock guns have arrived in Japan, Atsu can “fire a gun” in combat – a first for the series​. Wielding an arquebus or pistol can decisively dispatch foes at range (or loudly draw attention), adding a strategic layer to battles that previously relied on bows for ranged attacks. Despite the firepower, blades remain central; the developers assure plenty of “katana-wielding combat” in the mix​.

Refined Stealth & Tools of the Ghost: As the new Ghost, Atsu fully embraces clandestine tactics. She wears her Ghost mask continually​, symbolizing a committed outlaw persona rather than a conflicted samurai. Players can expect an expanded arsenal of stealth tools – from smoke bombs and poison darts to new distraction devices and abilities – building on Ghost of Tsushima’s toolkit​. The inclusion of firearms even extends to stealth: imagine using a silenced (or at least cleverly muffled) shot to thin out a patrol from the shadows. Atsu’s traversal toolkit also receives upgrades. A grappling hook likely returns (Tsushima introduced one late-game) but possibly with more freedom, letting Atsu scale cliffsides of Mount Yōtei or swing between trees in Hokkaidō’s wilderness. Sucker Punch teases “new mechanics… and even new weapons” enabled by the new setting​– hints that Atsu might pick up Ainu-inspired weapons (like spears or throwing clubs) or techniques learned from the northern tribes.

Standout Features – Companions & Intensity: One exciting new feature glimpsed in the reveal is Atsu’s bond with a wild wolf. In the trailer’s climax, a white wolf confronts Atsu; after a tense standoff, the beast relents and later fights alongside her​. This “canine companion” seems to serve as an AI partner or summonable ally, adding a fresh dynamic to combat and exploration. (And yes, fans are already begging for a “pet the wolf” button!) Wildlife in general plays a larger role – developers cite encounters with bears in Hokkaidō’s forests as a key inspiration to instill constant tension​. Thus, roaming the wilds isn’t just scenic; predatory animals can strike anytime, keeping players alert. All these additions – from gunplay to animal allies – aim to enrich Ghost’s gameplay loop. The creative director, Jason Connell, acknowledged the challenge of open-world repetition and is focused on “unique experiences” that break the mold​. By letting us bring a gun to a sword fight and introducing new tactics, Ghost of Yōtei promises to keep combat and stealth encounters surprising and exhilarating.

Open World & Level Design – Exploration in an Untamed Land

Vast, Untouched Wilderness: Hokkaidō’s frontier setting allows for an open world even more expansive and varied than Tsushima’s island. The game is still firmly open-world, inviting free-form exploration of its massive map​. Sucker Punch is leveraging PS5 hardware to create “massive sightlines that let you look far across the environment,” so from a mountain perch you might survey miles of territory – distant villages, forests, and the imposing silhouette of Mt. Yōtei itself​. The environment ranges from golden pampas fields to snow-blanketed mountains and even war-torn settlements, per early footage​. Dynamic weather and seasonal effects (a first game had limited snow, now fully realized) will not only provide jaw-dropping vistas but also affect gameplay. Blizzards might slow your movement and visibility, while clear nights reveal new skies ablaze with stars and auroras for atmospheric stealth missions​.

Interactive World & Immersion: Exploration in Ghost of Yōtei emphasizes immersion over HUD-driven direction, continuing the first game’s design philosophy. Expect the Guiding Wind feature to return – nature itself (wind, birds, foxes) will subtly lead you to points of interest rather than intrusive waypoints. Hokkaidō’s wilds are filled with secrets: perhaps hot springs overlooking snowy vistas, rugged shrines to platform up icy cliffs, and hunting challenges pursuing elusive wildlife. There are also hints of more populous hubs than in Tsushima. A brief scene shows Atsu entering a bustling tavern with locals conversing​, suggesting lively towns on the frontier where you can hear rumors, take side quests, or partake in mini-games (dice, archery contests, who knows). The level design likely balances these settlements (safe havens of culture and trade) with dangerous outlands swarming with ronin outlaws or wild creatures. Sucker Punch has confirmed that open-world exploration remains “key”, and they’ve strived to make every region distinct in look and feel​. One moment you’re galloping through autumn forests of red leaves, the next creeping through a burned village under ash-filled skies – the world’s variety keeps exploration fresh at every turn. Crucially, Ghost of Yōtei aims to preserve the serene beauty that made Tsushima breathtaking, while upping interactivity. Enhanced physics mean foliage parts and sways realistically as you move, and the wind on grass and vegetation is even more lifelike, subtly guiding you and warning of incoming storms​. By blending aesthetic splendor with newfound environmental dangers and NPC interactions, Ghost of Yōtei’s open world feels more alive and immersive than ever.

Comparisons & Evolution within the Franchise

A New Ghost, a New Experience: Rather than a direct sequel, Ghost of Yōtei is more of an anthology-style evolution of the franchise​. It maintains the soul of Ghost of Tsushima – cinematic duels, fluid combat, stealth assassinations, and reverence for Japanese history – but dares to innovate on that foundation. The most obvious change is the protagonist and timeframe. Where Ghost of Tsushima was grounded in 13th-century samurai code (Jin’s internal struggle with honor vs. the “ghost” tactics), Yōtei catapults over 300 years ahead into an era where the “honor” debate is less rigid. Atsu is no samurai bound by strict codes; she’s more akin to a ninja outlaw from the outset, which frees the gameplay to lean harder into inventive stealth and guerrilla warfare. This shift is analogous to how Ubisoft’s Assassin’s Creed series periodically reinvents its heroes – here Sucker Punch does the same, ensuring Atsu isn’t a reskin of Jin but a fully new playstyle and personality in the Ghost mantle​. Notably, Atsu being female also marks a step forward for representation in this samurai genre space, and it will be interesting to see how her perspective shapes the narrative differently than Jin’s dour samurai upbringing.

Innovation vs. Familiarity: Fans of the first game will feel instantly at home with Yōtei’s controls and systems – the developers deliberately “maintained the core pillars established in Ghost of Tsushima”​ like the wandering-warrior freedom and lethal katana combat. Yet, they have layered new mechanics on top to keep the experience from feeling iterative. The addition of firearms is a game-changer that naturally evolves combat; it’s comparable to how Red Dead Redemption 2 advanced from revolvers to bring in shotguns and dynamite to its Western shootouts. In Yōtei, the interplay of swords vs. guns could mirror the historical clash of old and new tech, enriching duels with strategic decisions (close the gap quickly to silence a gunman, or pick off sword-wielders from afar). No prior Ghost game featured this, so the sequel automatically stands apart​. The open-world design also seems poised to address past criticisms of open-world fatigue. Sucker Punch has taken notes from other franchises – in interviews they acknowledged the “repetitive nature” of some open-world games and aim to avoid it​. We might see more dynamic events (roving bandit raids, wandering animals, spontaneous duels) to ensure the world constantly surprises, much like The Witcher 3 or Red Dead kept their worlds unpredictable. In comparison to its predecessor, Ghost of Yōtei likely offers a denser map with greater biome diversity (Tsushima was varied but was one island climate). By moving to Hokkaidō, they introduce extreme winter regions, new flora and fauna, and perhaps larger landmass to explore – an evolution akin to going from Arkham Asylum to Arkham City in scale.

Positioning Among Peers: It’s impossible not to compare Ghost of Yōtei with other samurai/ninja action games, especially as it launches around the same time as Ubisoft’s Assassin’s Creed Shadows (which interestingly also features stealthy shinobi in feudal Japan). Ghost carved its identity by blending Assassin’s Creed-style open-world stealth with Kurosawa-inspired samurai drama, essentially succeeding where AC had yet to tread. Now that AC is venturing into Japan, Ghost of Yōtei doubles down on what sets it apart: a singular cinematic focus and organically immersive design. Unlike the RPG mechanics and multi-protagonist approach of AC Shadows, Ghost sticks to a single hero’s journey, likely offering a more curated, emotionally resonant story. Its combat, too, emphasizes precision and deliberate dueling (often compared to Sekiro or Nioh in intensity), whereas AC will allow switching between two fighters with RPG stat progression. In essence, Ghost of Yōtei evolves its own franchise by carefully adding features fans wanted (like more weapon types, new terrain, deeper stealth) without compromising the minimalist elegance that made Ghost of Tsushima special. If Sucker Punch pulls it off, Yōtei will feel like a natural progression – “fresh but familiar” as they intended​– standing proudly alongside Ghost of Tsushima rather than under its shadow.

Development Insights – Ambitions, Challenges & Industry Expectations

Sucker Punch’s Grand Vision: As the studio’s first ground-up PS5 title, Ghost of Yōtei is an ambitious project carrying the weight of Ghost of Tsushima’s legacy. The team has openly discussed their love of origin stories and how that propelled them to create a new Ghost hero in Atsu​. Their goal was to explore what the idea of “the Ghost” could mean in a totally different context – essentially to ensure the sequel isn’t just retreading Jin’s tale. This ambition to tell an original story in the same universe is bold; it means writing a new cast, new conflicts, and potentially introducing factions like indigenous Ezo peoples or mainland forces, which requires extensive research and cultural care. Early press suggests the developers drew real-world inspiration from trips to Hokkaidō’s Shiretoko National Park – gazing at Mt. Yōtei and experiencing the ever-present threat of bears in the wild​. That sense of awe and danger directly informed their design. Such on-site research underlines the dedication to authenticity even in an original plot.

However, Sucker Punch faces key challenges. First, meeting sky-high fan expectations – Ghost of Tsushima was a breakout hit and set a high bar for samurai epics. Players now expect Yōtei to surpass it in every way. The developers must also strike a delicate balance between innovation and tradition. For example, introducing firearms risks altering the game’s feel too much – will it still feel like a samurai game? They appear conscious of this, framing guns as an addition that “could spice things up” without dominating the experience​. Another challenge is protagonist reception: Jin Sakai is beloved, so convincing players to invest in Atsu is crucial. The team’s confident choice to make Atsu female and unrelated to Jin (rather than an easy direct sequel) shows their commitment to creativity over safety. Industry analysts view this move as Sucker Punch positioning Ghost as an anthology series of different “Ghosts” throughout history, which if successful could open endless possibilities (imagine Ghost of Kyoto, Ghost of Edo, etc. in future). For now, though, all eyes are on Yōtei to deliver.

The industry buzz is overwhelmingly positive – Ghost of Yōtei is frequently cited as one of the most anticipated PS5 games of 2025​. Sony is undoubtedly positioning it as a showcase title, possibly alongside a PS5 Pro push​. There’s talk that it might even support enhanced modes for the new hardware, though confirmation is pending​. This external pressure means Sucker Punch is likely crunching to optimize every aspect. Yet the studio seems to embrace the challenge; they’ve expressed gratitude for Ghost of Tsushima’s success and excitement for fans to experience Yōtei​. With a late 2025 release window speculated​, they have time to polish. If they overcome the hurdles – innovating without alienating, leveraging PS5 tech fully, and crafting a story that stands on its own – Sucker Punch could have another Game of the Year contender on their hands, and perhaps even set the standard for next-gen open-world design.

Technical Aspects – Graphics, AI & World-Building Enhancements

Next-Gen Samurai Realism: Ghost of Yōtei is built exclusively for the PS5, allowing the developers to push the technical envelope far beyond the first game (which was constrained by PS4 hardware). Visually, the game aims to be a stunning showcase of the PS5’s power. Sucker Punch has teased several graphical enhancements: incredibly long draw distances (“massive sightlines”) that let players see far-off landmarks in detail, a new atmospheric system with twinkling stars by night and even the aurora borealis in the northern sky, and more advanced environmental effects like dynamic wind that ripples every blade of grass and bush with convincing fidelity​. The world of Yōtei will feel more alive and reactive – expect denser forests, more wildlife on-screen, and improved physics (snow deforms under your feet, trees sway in storms, bodies realistically tumble downhill when struck). Lighting and shadow have likely gotten an upgrade too; imagine golden hour sunlight filtering through pine trees or lanterns casting dancing shadows inside a feudal tavern. While ray tracing hasn’t been explicitly confirmed, the mention of new lighting tech and the general push for realism suggest some form of it may be utilized on PS5. Character models and animations also stand to improve – Atsu’s animations for combat executions, stealth kills, and horseback riding are probably even more fluid and detailed, taking advantage of the PS5’s horsepower for higher-fidelity motion capture.

World-Building and AI: Under the hood, Ghost of Yōtei likely features smarter AI and a more dynamic world. Enemies might have larger patrol ranges in those big open plains, and they could react to the environment – for instance, taking shelter when a blizzard hits or being more vigilant at night. We’ve seen how in Assassin’s Creed Shadows enemies respond differently based on the player character; Yōtei may similarly incorporate nuanced AI reactions. Perhaps outlaws will fear the “Ghost” persona more in this game (since Atsu fully embraces it) – we could see enemies fleeing if you terrify them enough, or conversely, bracing and coordinating if they suspect the Ghost is stalking them. Wildlife AI is another area of improvement: the mention of bears in design suggests these creatures roam organically and behave unpredictably, rather than scripted spawns​. The wolf companion’s AI will be critical too – if it indeed fights alongside you, it needs to intelligently engage foes without getting in the way, similar to dog companions in Far Cry or Metal Gear Solid V. Given Sucker Punch’s polish on Ghost of Tsushima (e.g. your horse smartly follows roads on its own), we can expect equally thoughtful AI touches in Yōtei that make the world feel authentic.

From a world-building standpoint, the PS5’s SSD affords near-instant loading, which opens the door for seamless interior/exterior transitions and fast-travel with virtually no wait. We might see larger populated areas because the hardware can handle more NPCs – imagine a bustling trading post on Ezo with dozens of villagers and merchants, all with unique animations and tasks. The technical leap also enables features like improved audio – Ghost of Tsushima already had great 3D audio, but Yōtei could use the PS5’s Tempest engine for pin-point directional sound (hear a bear’s growl echoing in a valley to your left, or the crack of a distant gunshot far behind you). Haptic feedback and adaptive triggers will likely be embraced: you might feel the resistance and boom of firing a matchlock, or the differing tension when drawing a heavy yumi bow vs. a quick pistol shot. These technical enhancements serve one purpose: deeper immersion. Everything in Ghost of Yōtei – from the crunch of snow underfoot to the northern lights dancing above – is designed to make feudal Japan’s far north feel real and awe-inspiring. If Ghost of Tsushima made players feel like wandering samurai photographers (courtesy of its beauty), Yōtei aims to one-up it with a world so vivid and responsive that you forget you’re playing a game at all.

Assassin’s Creed Shadows – Setting, Narrative & Historical Inspirations

Feudal Japan at a Turning Point: Assassin’s Creed Shadows finally realizes the franchise’s long-awaited journey to feudal Japan, plunging players into the tumultuous Azuchi–Momoyama period (late 1500s)​. This era – the twilight of the Sengoku “Warring States” – provides an ideal backdrop of chaos and intrigue. The game’s story unfolds as the Unification of Japan is underway under warlords like Oda Nobunaga, with wars raging and a “new era approaching” as the old feudal order gives way to the Tokugawa Shogunate​. In this setting, Shadows introduces dual protagonists from very different walks of life: Naoe, a nimble Japanese shinobi Assassin (ninja) fighting to defend her homeland, and Yasuke, a formidable African samurai serving under Oda Nobunaga​. Notably, Yasuke is inspired by the real historical Yasuke – an African man who became a samurai in Japan – grounding the narrative in a fascinating true story rarely seen in games. Meanwhile, Naoe hails from Iga province (famous for ninja clans) and is portrayed as a “farmer-turned-warrior” taking on the mantle of protector amidst political upheaval​. Her storyline likely draws from the Tenshō Iga War of 1581, when Oda’s forces invaded Iga – indeed, hints suggest Naoe is guarding a precious family artifact during an Iga invasion​. This artifact could well be an Apple of Eden or similar Piece of Eden, tying into AC’s overarching lore. The narrative weaves these historical threads with the Assassin-Templar conflict: Naoe embodies the Assassin Brotherhood’s ideals (working from the shadows to resist oppression), whereas Yasuke’s journey within Oda’s campaign could intersect with Templar ambitions for control amid Japan’s unification. The two characters start as unlikely allies separated by culture and allegiance, but as the story progresses, they discover a “common destiny” and a shared enemy​. This dynamic allows Shadows to explore Japan’s history from two perspectives – the insurgent ninja clans and the samurai aristocracy – providing a rich narrative tapestry of honor, betrayal, and revolution. Expect cameos from historical figures: Nobunaga is confirmed as Yasuke’s liege lord​, and we may encounter figures like Akechi Mitsuhide (perhaps as a Templar orchestrator of rebellion) or Hattori Hanzō of Iga (as an Assassin mentor to Naoe). In true AC fashion, the game will blend historical fact with fiction, using real events (like castle sieges, the fall of the Takeda clan, etc.) as set pieces for the Assassin vs. Templar secret war. Feudal myths and folklore could also seep in – the mention of Yasuke wielding an oni club (kanabō)​ hints at folklore influences, and Naoe’s very existence channels the shinobi fantasy fans have craved​. All told, Assassin’s Creed Shadows promises a sweeping story that lets players “live a very powerful Shinobi fantasy” while witnessing one of Japan’s most dramatic historical periods​.

Gameplay Mechanics – Dual Protagonists, Combat Styles & Unique Features

Two Heroes, Two Playstyles (and Freedom to Choose): The defining feature of AC Shadows is its dual-protagonist system, letting players switch between Naoe and Yasuke on the fly for the first time in the series​. Each character offers a distinct playstyle tailored to different aspects of classic AC gameplay. Naoe is the stealth specialist – effectively a female ninja Assassin in the mold of Altair or Ezio​. In her boots, gameplay emphasizes agility, subterfuge, and surgical strikes: she can “leap from rooftop to rooftop”, use a grappling hook to swing across gaps and reach high perches, and perform deadly aerial assassinations with her retractable Hidden Blade​. Uniquely, Naoe can go prone and crawl under houses or through tall grass – a first for the franchise that dramatically expands stealth possibilities​. Her arsenal includes classic ninja tools and Assassin gadgets: smoke bombs, shuriken, blowguns, and even a kusarigama (chain-and-sickle) for longer-range takedowns and crowd control​. In essence, playing Naoe feels like traditional AC at its finest – sticking to the shadows, silently thinning enemy ranks, and disappearing without a trace.

On the other hand, Yasuke is built for straight-on samurai combat. A towering, heavily armored warrior, he can wade into enemies head-on and come out the other side drenched in victory (and blood). Yasuke’s fighting style is slower and weightier but brutally effective – think of him as an Odyssey/Valhalla-style brawler fused with samurai technique​. He wields multiple weapons: massive katanas (even dual-wielding or an odachi greatsword), a fearsome kanabō club (an iron staff associated with oni demons) for staggering blows, and even firearms like rifles for ranged punch​. In combat, he delivers “slow, heavy attacks” that can cleave through defenses​. His size and gear grant distinct advantages – for example, Yasuke can block attacks outright by holding up his weapon or armor, something nimble Naoe cannot do​. He’s also able to burst through weak walls or gates in the environment by sheer force, opening up new paths that Naoe might have to find other ways around​. Essentially, Yasuke fulfills the “samurai fantasy” complementing Naoe’s ninja approach – a bit like playing as a mix of Sekiro’s swordplay and AC Odyssey’s heroic combat.

The brilliant twist is that the game never forces you to use one or the other. Ubisoft Quebec has confirmed you can swap between the two “as often or as little as you like” outside of key story missions​. Unlike AC Syndicate (which had dual protagonists but mandated certain missions per character), Shadows lets you tackle most content with your preferred hero. Love stealth? You could play 80% as Naoe, slinking through camps. Prefer brute strength? Rampage as Yasuke most of the way. The characters share core controls and progression, so switching is seamless​, but their feel is distinct enough that it’s like having two games in one. This freedom means replayability is high – one could replay missions swapping the other character to see entirely different approaches. The game even adapts dynamically: some enemies will behave differently depending on who you control. Troops “tend to be more aggressive towards Naoe, and are fearful of Yasuke,” reflecting how a lone ninja might be underestimated (or targeted as seemingly easier prey) while a giant armored samurai strikes terror in foes​. This is a clever AI touch that adds immersion and subtly encourages using stealth with Naoe (since brazen attacks will draw ferocious responses) while rewarding Yasuke’s intimidation factor (enemies might cower or flee)​.

Mastering Combat & Tools: Both protagonists share a baseline of action-RPG mechanics inherited from recent AC titles – light attacks, heavy attacks, parries, dodges, and a stamina/posture system for breaking enemy guard​. But each layers unique abilities on top. Naoe, for example, has a more efficient dodge-roll and quick recovery, allowing her to dance around opponents in a flurry of strikes, whereas Yasuke’s evasions are slower, requiring more commitment​. Conversely, Yasuke can utilize his strength to perform special moves like knocking down multiple foes with a single swing or executing armored finishers that Naoe simply lacks the brute force for. Combat as Yasuke feels empowering – you can absorb more damage (his armor is not just cosmetic; he can take hits that would fell Naoe) and deliver crushing blows, embodying the feeling of a one-man army. Meanwhile, combat as Naoe is about precision and creativity – using her gadgets mid-fight, vanishing in a cloud of smoke, or entangling enemies with her chain weapon​. Notably, Naoe’s kusarigama gives her an answer for crowd situations: she can swing it in a wide arc to keep multiple foes at bay, something that can save her life if stealth fails and she’s surrounded​. The developers have effectively built two complementary combat systems under one roof. And because this is an RPG, both characters will have skill trees or ability upgrades to further specialize them. For instance, you might unlock even quieter footsteps and longer assassination range for Naoe, or new stances and combo finishers for Yasuke’s katana.

Special Features & Systems: AC Shadows isn’t just about sword vs. stealth – it introduces several new gameplay systems to enrich the experience. One is the “Shinobi League” and recruitment. As you play Naoe, you can recruit fellow ninja (or disillusioned samurai) to your cause, essentially rebuilding the Assassin Brotherhood in Japan. This sounds akin to the Brotherhood mechanic from earlier AC titles (sending recruits on missions, calling them for assistance), but described as creating your own shinobi league​. There’s also a customizable hideout that serves as your base of operations​. Here you can likely train recruits, manage gear, and perhaps decorate or expand the hideout as you progress – similar to Monteriggioni in AC2 or the Homestead in AC3, but more personalized. The hideout might even reflect your chosen playstyle (stealthy décor vs. warrior’s barracks). Another major addition is romance and relationships. Ubisoft is leaning into RPG elements by allowing both Naoe and Yasuke to form bonds with NPCs, including friendships and romantic relationships​. This is reminiscent of AC Odyssey, where you could romance multiple characters; Shadows promises a variety of potential partners or allies you can connect with, and even introduces a “canon mode” for those who prefer a more story-defined single romance​. While romances are optional, they add role-playing depth and give personal stakes to the narrative – imagine Naoe falling in love with a fellow Assassin, or Yasuke forming a close brotherhood bond with another outsider in Japan.

Lastly, Shadows integrates the new Animus Hub platform​, indicating a seamless meta-connection to the franchise’s modern-day and future content. While this mostly affects how you launch the game (through the AC Infinity hub), in-game it could allow for interesting features like shorter “Animus memories” or time anomalies as side content, though the core gameplay is firmly set in feudal Japan. All combined, Assassin’s Creed Shadows is overflowing with gameplay possibilities – it’s essentially the culmination of AC’s evolution into a full-fledged action RPG, now finely balanced to accommodate the oldest-school stealth fans and the combat-hungry new fans in one experience. Ubisoft Quebec’s challenge was to make these elements cohere, and so far it appears they have, by tying everything to the central concept of two heroes, two styles, and letting the player fluidly enjoy both.

Open World & Level Design – Feudal Japan as Your Playground

A Land of War and Beauty: The open world of AC Shadows spans a generous chunk of 16th-century Japan and is said to be AC Origins-sized (Origins featured a huge map of Egypt)​. The developers have crafted a map that feels authentic in scale – mountains, for example, are “more realistic in terms of scale,” so expect truly towering peaks that you can explore or use as viewpoints​. Key regions likely include Iga (Naoe’s home, rural ninja territory of forests and villages), Oda’s domain around Azuchi Castle (with Nobunaga’s castle town by Lake Biwa, teeming with samurai and traders), and perhaps the imperial city of Kyoto as a grand urban center. As you traverse these areas, you’ll witness the contrasts of an era in flux: serene shrines and rice paddies in one moment, smoldering battlefields in the next. The world is richly populated with historical landmarks – for instance, the famous Himeji or Osaka castles might appear, along with rustic villages and hidden ninja dens tucked in mountain valleys. Each locale is likely filled with side activities, secrets, and interactive elements. Traditional AC staples like synchronization viewpoints return, now perhaps in the form of pagoda rooftops or mountaintop torii gates where you perch like a bird to survey the landscape. Climbing these will showcase the game’s astounding draw distance and detail, as the team has put effort into making every vista breathtaking and informative for navigation​.

Dynamic World Systems: Shadows incorporates several systemic enhancements to make exploration and encounters more engaging. One highlight is a dynamic weather system that affects gameplay​. Sudden rainstorms can roll in, shrouding your approach in sound-muffling rain – perfect for Naoe to sneak under thunder’s cover​. Lightning flashes might briefly illuminate hiding spots, adding tension to nighttime infiltrations. Conversely, a dense fog at dawn might give Yasuke the advantage of surprise melee attacks. The developers even hint you can use “lighting to our advantage,” perhaps extinguishing or shooting out lanterns to create darkness for stealth​. Beyond weather, the world likely features cycle of day and night, which can impact enemy behavior (patrols with torches at night, more guards in the day, etc.). We may also see a seasons progression or at least varied seasonal scenery given Japan’s climate – imagine cherry blossoms in spring in one region and snowy passes in another. Wildlife populates the land too – wild deer, wolves, and bears in forests; koi in ponds – adding to the feeling of a living ecosystem. Don’t be surprised if some animals can be hunted or even tamed; previous AC games allowed taming wolves or lynxes, and being a shinobi, Naoe might have techniques to befriend creatures or use them for distractions.

Level Design for Two Approaches: Designing missions and locations to accommodate both a stealth and an action approach was a key focus for Ubisoft. Many forts, castles and camps in Shadows have multiple entry points and paths. For example, an enemy fort in Iga might have an open main gate (suited for Yasuke to stride in, swords drawn) but also a broken section of palisade or a high tree branch extending over a wall (which Naoe can exploit to slip in unseen). Verticality is heavily emphasized – Naoe can climb and parkour across Edo-period architecture with ease, and the inclusion of physics-based grappling hooks and swinging ropes ensures she can reach creative vantage points​. Think of a classic AC city like Venice or Paris, now transposed to Japanese castles: you’ll be running across pagoda rooftops, balancing on bamboo rafters in sake breweries, and diving into rivers to lose pursuers. Meanwhile, for Yasuke, level design offers staging areas for combat – perhaps a straight path lined with archers that he can charge through on horseback, or destructible elements like explosive barrels or weak wooden structures that he can smash to create chaos. The game likely signals routes for each style without forcing them; much like AC Syndicate or Hitman games, a mission might present an obvious stealth route (scaffolding up a tower) and an obvious combat route (front gate with allies to assist), and the player chooses or alternates. Notably, the AI and world react accordingly: go loud as Yasuke and you might trigger alarms that summon reinforcements, whereas ghost through as Naoe and you could complete objectives with enemies never knowing you were there.

Interactivity and Side Content: Assassin’s Creed Shadows brims with side quests and open-world activities that deepen immersion in feudal Japan. As Naoe, you might undertake ninja contracts to eliminate corrupt officials or spy on rival clan meetings, which could play out like mini-infiltration puzzles. As Yasuke, you could engage in samurai duels – perhaps honorable one-on-one fights against ronin at dojo arenas scattered across the land, testing your combat mastery. The game also encourages exploration through discovery: expect collectibles like historic artifacts (swords, armor pieces, tea ceremony sets) and lore scrolls that reveal Japan’s culture and Assassin/Templar lore. There may even be mythic tales or side missions (similar to Ghost of Tsushima’s mythic quests) where you chase legends of mysterious warriors or creatures – perfect opportunities for Ubisoft to integrate Japanese mythology (imagine a side quest about a Tengu or a ghost story that ends up tying into First Civilization lore). The world’s interactivity is further expanded by the scouting mechanic mentioned by devs​. You can dispatch scouts (perhaps recruited shinobi) to recon locations, marking enemy positions or uncovering side missions – a bit like sending your raven in AC Valhalla, but diegetically through allies on the ground. And of course, there will be classic open-world fare: synchronization viewpoints to reveal the map, hidden tombs or shrines to explore (likely yielding parkour challenges and Isu secrets), and maybe even naval or mounted gameplay if relevant (horses are a given; naval less likely unless a portion involves travel to coastal regions). In summary, AC Shadows offers a huge, diverse open world that serves as both a gorgeous sandbox of feudal Japan and a dynamic arena for two very different playstyles. Ubisoft is essentially giving us their take on an Assassin’s Creed Japan RPG, complete with all the depth and content that entails – from lively cities and stealth-friendly level design to sweeping battlefields tailor-made for epic combat.

Comparisons & Innovations within the Assassin’s Creed Series

Balancing Old and New AC: Assassin’s Creed Shadows is poised as the most ambitious fusion of the franchise’s identities to date. It smartly builds upon the open-world RPG template honed in Origins, Odyssey, and Valhalla – large world, leveling, loot, and expansive story – while reincorporating the stealth-focused gameplay that defined the earlier AC titles. This duality is literally personified by its two protagonists: Yasuke representing the newer action-RPG, combat-heavy side of AC, and Naoe channeling the stealthy, parkour-centric legacy of the brotherhood​. Ubisoft hasn’t attempted this kind of split since 2015’s AC Syndicate, and even that game’s two heroes (Evie and Jacob Frye) weren’t as specialized as Naoe and Yasuke. Shadows takes the Syndicate idea much further – effectively it’s two games in one, and the devs have promised freedom in using either, unlike Syndicate which nudged players into specific roles for missions​. This is a significant innovation for AC, giving players unprecedented agency in shaping their experience. It’s as if Ubisoft looked at players who prefer the Ezio/Altaïr style (social stealth, hidden blade, one-hit assassinations) and those who enjoyed Kassandra/Eivor’s style (skill-based combat, conquest battles, gear upgrades), and decided to cater to both in a single title. The result, if executed well, could set a new precedent for the series, proving that AC can evolve without losing its soul.

Evolution of Core Systems: The stealth mechanics in Shadows clearly evolve from the barebones implementations of recent games. Going prone, using darkness and weather, and the return of tools like the blowdart and proper hiding spots signal a renaissance of stealth in AC​. In many ways, Shadows could be seen as the true successor to AC Unity or the Ezio trilogy in terms of stealth gameplay, but now placed in a fully modern engine with all the smoothness and scale that entails. Meanwhile, combat evolves from Valhalla’s foundation, adding posture-based duels (similar to Sekiro’s posture system, both characters have charged “posture attacks” to break guard)​ and unique enemy behaviors (fear and aggression responses) which make fights more dynamic and less of a repetitive hit-trade. The inclusion of enemy fear of Yasuke is something new – reminiscent of the Batman Arkham games where thugs get rattled as Batman picks them off, except here it’s character-specific​. This subtle AI evolution adds immersion and also a tactical layer (you might intentionally switch to Yasuke mid-battle to intimidate foes, or to Naoe to slip back into stealth). The approach to dual protagonists itself innovates beyond previous AC attempts: unlike Odyssey where you chose one sibling and the other became NPC, here you actively use both. The closest parallel in gaming might be Grand Theft Auto V’s character-switching, but Shadows is more integrated since it’s about playstyle choice, not separate storylines.

Comparison to Ghost of Tsushima: Given the setting, AC Shadows inevitably draws comparisons to Sucker Punch’s Ghost of Tsushima (and its sequel Ghost of Yōtei). Ubisoft Quebec seems mindful of this and is ensuring Shadows distinguishes itself. One way is the scope of its world and systems – AC is known for being broader in RPG elements. For instance, Ghost had no character switching or RPG romance; Shadows does, leaning into its franchise’s strengths. Combat in Ghost was grounded and skill-based, whereas Shadows introduces a bit more fantasy flair (Yasuke’s larger-than-life strength, Naoe’s almost supernatural agility) – this is AC embracing its slight RPG exaggeration. Additionally, AC’s overarching sci-fi lore (Animus, First Civ artifacts) guarantees a layer Ghost doesn’t have; fans can expect at least some modern-day tie-in or Isu artifact driving the narrative. In terms of open world activities, AC traditionally packs more to do in terms of quantity (if not always quality), so Shadows will likely have a denser checklist of quests, contracts, collectibles, etc., whereas Ghost favored a more minimalistic but artful open world. That said, Ubisoft surely took note of Ghost of Tsushima’s success in guiding players diegetically (wind guiding, no mini-map) and might incorporate similar immersive elements – a necessary innovation if they want to modernize AC’s sometimes cluttered UI. The Game Director has mentioned an “immersive mode” for the HUD​, suggesting you can minimize on-screen icons for a more Ghost-like experience. This cross-pollination shows Shadows evolving not just from AC’s lineage but learning from a top competitor in the genre.

Franchise Continuity and Breaks: Within AC itself, Shadows has the chance to correct course on some criticisms of previous games. For example, Valhalla was chided for an overlong story and underutilized stealth; Shadows story is expected to be expansive but with the intrigue of two interwoven narratives to keep it engaging, and stealth is clearly front-and-center again. The romance system addresses a critique that Eivor in Valhalla had limited relationship options compared to Odyssey​. The Animus Hub integration is an innovation looking forward – it’s the first AC to launch under the AC Infinity platform, meaning it will set the tone for how future titles connect. Ubisoft has assured that Infinity (Animus Hub) won’t introduce new monetization, focusing purely on a unified launcher/rewards system​. If Shadows succeeds, it validates this model of multiple AC experiences coexisting (stealth and RPG, multiple eras via Infinity) and could influence AC design for the next decade. In summary, Assassin’s Creed Shadows is both a culmination of the franchise’s recent RPG evolution and a nod to its roots – a balancing act few games attempt. It innovates by giving players two fully fleshed playstyles and a world that reacts to both, something new in the series. This could very well set a new gold standard for AC, much as Black Flag did with naval gameplay or AC II did with its Renaissance setting – Shadows might be remembered as “the Japan one with two heroes” that successfully delivered the most versatile Assassin’s Creed to date.

Development Insights – Goals, Challenges & Industry Buzz

Ubisoft Quebec’s Ambitions: Development of AC Shadows has been nothing short of bold. Ubisoft Quebec (the studio behind AC Syndicate and Odyssey) leads the project, bringing experience with both dual characters and massive open worlds. Their core ambition was to fulfill a long-standing fan desire – an AC set in Japan – while innovating enough to surprise those fans. Executive producer Marc-Alexis Côté acknowledged that Japan is “one of [players’] most-awaited settings ever,” so the team set out to deliver an experience that meets those sky-high expectations​. A simple ninja Assassin game would have been popular by itself, but Quebec wanted to elevate the concept. The dual-protagonist framework was a risky swing, conceived to give players the “power fantasies of two very different...warriors” in one game​. Essentially, the team is aiming to make Shadows two AAA games in one – a stealth Assassin adventure and a samurai action epic – that intertwine. This is an enormous undertaking that required close collaboration between design teams (to ensure neither playstyle felt lesser) and narrative teams (to weave two story arcs). Early previews suggest they’ve managed to craft a story where Naoe and Yasuke’s paths complement each other, rather than feeling like disjointed campaigns​.

Challenges and Course-Corrections: The development hasn’t been without challenges. Assassin’s Creed Shadows was originally slated for late 2024, but Ubisoft opted for multiple delays to polish the game​. In statements, the devs cited the need to “further refine and polish” and to implement community feedback from test builds​. This transparency is refreshing – it shows Ubisoft is keenly aware that recent big-budget releases benefit from extra time (the era of buggy launches has hurt the AC series before, e.g. Unity’s launch). So the team took an extra few months, now targeting a March 20, 2025 release, to ensure quality​. One challenge has been optimizing for new-gen only. Shadows skips PS4/Xbox One, focusing on PS5/Series X|S and PC​, which allows pushing fidelity but also sets a high bar for stability and performance. Ensuring the sprawling Japan map runs smoothly at high detail, with all the AI and dynamic systems, is non-trivial. Ubisoft Montreal’s experience on AC Valhalla taught that even new hardware can be stressed by huge open worlds; Quebec has likely spent considerable effort on performance tuning and offering modes (Quality vs Performance, etc.).

Another challenge has been navigating the cultural and historical sensitivities. The inclusion of Yasuke – a real black samurai – sparked discussions online about historical accuracy and representation​. Some questioned if Yasuke truly held the rank of samurai, or complained about a non-Japanese protagonist in a Japan AC (ignoring that Naoe is Japanese and equally main)​. Ubisoft, to its credit, stood by the choice, with the game’s director defending Yasuke’s inclusion as both historically valid and incredibly compelling for the narrative​. They even consulted Japanese historians to ensure authenticity in portraying Yasuke and the period​. The controversy likely only fueled more publicity, and many fans are excited to play as Yasuke. Still, it highlights Ubisoft’s challenge: telling a story that does justice to Japanese history and the global AC lore, and respectfully handling topics of race and culture in that context. So far, the signs are good – previews have praised the story premise and character depth, and any initial skepticism seems to be turning to anticipation as people see Yasuke and Naoe in action.

Industry expectations for Shadows are sky-high. It’s the 14th major Assassin’s Creed title​ and arguably the most hyped since AC III or Unity. The setting alone has fans and analysts predicting record interest (feudal Japan has been top of AC fan wishlists for a decade). Ubisoft is positioning Shadows as a pillar of its big turnaround in 2025, following a lighter entry (Mirage in 2023) and aiming to recapture core gamers. If it succeeds, it could rejuvenate the AC brand much like Origins did in 2017. Ubisoft’s CEO Yves Guillemot has expressed confidence that Shadows will be a “crowning achievement” for the series, and internal metrics reportedly show high pre-orders and engagement with marketing. The team’s ambition is evident in the marketing too: numerous gameplay showcases, an extended demo at Ubisoft Forward 2024, and even a GDC talk on the game’s rendering techniques​– all signaling that Shadows is being treated as a prestige title. The delays, rather than dampening enthusiasm, have actually increased confidence as it indicates the game will release in a polished state.

The Future & Infinity: Assassin’s Creed Shadows also carries the weight of inaugurating the AC Infinity/Animus Hub era. It will be the first new entry on the Infinity platform, which has been a bit abstract to fans. Ubisoft has had to quash rumors about Infinity containing paid subscriptions or battle passes (they clarified rewards are free and no sub required)​. Essentially, Infinity’s debut with Shadows is a test of Ubisoft’s new strategy to unify AC experiences. The game will likely ship with some live-service elements (perhaps timed events or an online co-op mode, though none is confirmed), and its reception will inform how Ubisoft proceeds with the next title (Hexe). The developers are aware that they not only have to ship an excellent game, but also set a positive tone for AC’s future framework. In interviews, they’ve emphasized that Infinity is about player choice and convenience, not a shift to MMO, hoping to reassure fans​.

All in all, the development of AC Shadows reflects a team both reverent of AC’s legacy and unafraid to break new ground. They’re attempting to deliver the definitive samurai/ninja open-world experience under the Assassin’s Creed banner, a task that comes with immense expectations. The combination of extra development time, passionate source material, and lessons learned from past AC successes and stumbles puts Shadows in a strong position. If Quebec hits the mark, this game could not only thrill players but also silence series skeptics, proving that Assassin’s Creed can innovate and excite even in its second decade.

Technical Aspects – Graphics, AI and World-Building Tech

New-Gen Graphical Showcase: Built for PC and the new console generation, Assassin’s Creed Shadows is primed to be one of the best-looking AC games ever. Ubisoft has shown off a dedicated “PC & New-Gen Features” trailer highlighting the game’s visual bells and whistles​. Players on high-end hardware can expect features like ray-traced reflections and global illumination, bringing an extra sheen to Japan’s temples and armors as light bounces realistically. The world’s color palette ranges from the deep reds of torii gates to the lush greens of cedar forests, all rendered in stunning HDR for those with compatible displays. Character models have received a fidelity bump – Yasuke’s samurai armor is intricately detailed down to individual lamellar plates and brocade, and Naoe’s costumes show wear and tear as the journey progresses. Facial animations also appear improved for more emotive storytelling (important for those romance and dramatic scenes).

On consoles, Shadows will likely offer performance modes (60fps at a slightly lower resolution) and quality modes (4K with all effects at 30fps). The devs have confirmed PS5 Pro enhancements, so owners of that hardware can enjoy even higher resolution or frame rates​. The game’s rendering engine is an evolved version of the Anvil engine, optimized to handle the dense foliage of Japanese landscapes and the large-scale battles of the unification war. Expect hundreds of NPCs on screen during siege sequences – something AC Unity attempted with crowds in Paris, now more achievable with current tech. Ubisoft has demonstrated massive fights in the trailer (armies clashing outside a castle), indicating the engine can support impressive scale without chugging.

AI and Physics Improvements: The AI in Shadows not only has to be competent in stealth detection and combat, but also manage the dual-character interactions. Enemies have bespoke behaviors for each hero (aggression vs. fear)​, which means under the hood they run checks on which player character is present and adjust accordingly. This is more complex than past AC games where the player was a fixed entity. Additionally, since players can swap characters, the game likely has to smoothly reposition or transition the other character believably (though it’s not co-op, perhaps the unused hero goes “dormant” or is not present in the world until swapped). If at any point both heroes are together (maybe in certain story missions they fight side by side), the AI companion needs to be effective – one can imagine scenarios where Yasuke is AI-controlled laying waste in open combat while you as Naoe skulk on the rooftops, or vice versa. Achieving this required refining companion AI significantly beyond the simple helpers in prior games (like Brotherhood’s recruits).

Physics also play a role: the “collapsible walls” Yasuke can break suggest a step toward more destructible environments​. Don’t expect full destruction like Battlefield, but targeted destructibles (brittle wooden structures, breakable barricades) add realism and tactical variety. The grappling hook swinging is physics-based now​, meaning you might have to consider momentum and angle when using it – a far cry from Syndicate’s zip-line which was a canned animation. Little details like arrows sticking in shields, arrows you fire obeying ballistic physics, and bodies reacting to explosions (ragdoll) are all enhanced by new-gen processing.

World-Building and Animus Hub: Graphically and technically, the world is brought to life not just by polygons but by systems. Shadows features a full day-night cycle with gorgeous transitions (imagine the lantern-lit streets of Kyoto at night vs. the bright sunlight on a battlefield at noon). Dynamic weather we discussed – technically, this means volumetric clouds, rain puddles forming (and drying), and perhaps even snowfall accumulation if the story spans seasons. The “immersive mode” for the HUD shows Ubisoft’s commitment to giving players control – you can turn off UI clutter and rely on environmental cues, which required the devs to ensure important information (like nearby mission givers or points of interest) are conveyed within the game world through visual or audio means​. It’s a subtle but important technical design aspect to support different HUD settings.

Being the first game on the Animus Hub (Infinity), Shadows likely integrates a unified menu or portal that can connect to other AC experiences. While this doesn’t directly change gameplay graphics, it might allow quick switching to, say, the modern-day or another future AC title without quitting – a kind of meta-technology outside the game world. Ubisoft has also hinted that Animus Hub will have persistent profile features and possibly cross-game progression. For Shadows, that could mean community events or content drops via the hub, and an easier way for the team to add content post-launch without a full title update (since Infinity can act as a shell delivering DLC). Technically, this is Ubisoft preparing AC for a service-oriented future, and Shadows is the testbed. However, the core game remains a self-contained epic – the hub just makes it more connected.

In terms of audio, Shadows is expected to leverage 3D audio engines (on PS5, the Tempest engine; on PC, Dolby Atmos etc.) to create an enveloping soundscape. You’ll hear the rustle of ninja footsteps behind you or the distant roll of a taiko drum from a castle ceremony. Music will dynamically shift between traditional Japanese instrumentation during exploration to tense, stealthy tones when you enter detection states (one can hope for a rendition of the classic AC “Ezio’s Family” theme on shamisen, which the trailer already teased to fans’ delight​!). All these technical elements – stunning graphics, advanced AI, systemic weather, rich audio – coalesce to make Assassin’s Creed Shadows not just a game, but a living, breathing slice of history. If the final product lives up to the developers’ promises, players will be journeying through feudal Japan with a level of immersion and detail that sets a new benchmark for open-world RPGs.

All of the other games that should bring you excitement in 2025:

First-Person Shooter Mayhem

When it comes to first-person shooters, the upcoming lineup is an absolute blast. These games promise innovative gunplay, cooperative thrills, and over-the-top action that will satisfy any FPS fan.

Doom: The Dark Ages

The legendary Doom franchise is back, and it’s taking a bold time-bending leap. Doom: The Dark Ages transports the series’ signature demon-slaying action into a medieval setting without slowing down the ferocity. As the Doom Slayer in a techno-medieval world, players will wield both brutal new melee weapons and heavy-duty guns against the forces of Hell​. Notably, the combat in The Dark Ages shifts to a heavier, more grounded style – think of the Slayer as an “iron tank” outfitted with an array of medieval gear alongside his arsenal​. You can block, parry, and riposte using the new Shield Saw (a shield with built-in chainsaw teeth!) while still dishing out classic Doom shotgun blasts​. In an exciting first for the franchise, Doom Slayer can even pilot vehicles, from a cybernetic dragon mount to a towering mech, for certain combat scenarios​. Combine all that with expanded storytelling that delves into the Doom Slayer’s origin, and Doom: The Dark Ages is shaping up to be a hellishly good time for FPS fans.

Borderlands 4

Lock, load, and get ready for bazillions of guns all over again. Borderlands 4 is officially on the way, bringing back the outrageous looter-shooter fun that the series is known for – with some exciting new twists. This time around, the adventure blasts off to a brand-new planet called Kairos, where a fresh band of Vault Hunters will face off against a tyrannical new villain known only as the Timekeeper​. The game's debut trailers have set the tone with images of a fractured sky raining down meteors, a mysterious new world under siege, and of course, the discovery of an iconic Psycho bandit mask buried in a crater​. Gearbox isn’t fixing what isn’t broken – Borderlands 4 will preserve that addictive loop of shooting and looting across wacky sci-fi locales. You can expect four new Vault Hunters with wild abilities, zany new enemy types to blast, and an arsenal of new guns (from conventional firearms to off-the-wall elemental weapons) in true Borderlands fashion​. Importantly, co-op remains at the heart of the experience – the game supports full 4-player co-op so you and your friends can team up online or via split-screen to wreak havoc together​. There’s even word of a new grappling hook mechanic to add more traversal options to firefights​. Between its trademark tongue-in-cheek humor, cel-shaded art style, and sheer amount of content, Borderlands 4 is poised to be the definitive co-op shooter loot-fest when it drops in late 2025.

Atomfall

Dark, atmospheric, and utterly immersive – Atomfall is an upcoming shooter that blends survival mechanics with action in a way that has us intrigued. Set in an alternate-history 1960s Britain, Atomfall drops players into a quarantined nuclear disaster zone five years after the real-life Windscale nuclear accident​. As an explorer of this irradiated no-man’s land, you’ll need to scavenge, craft, and fight to uncover the truth behind the catastrophe. The game’s world is steeped in mystery and danger: bizarre characters lurk in the shadows of abandoned British villages, strange cults and rogue government agents weave a conspiracy, and a touch of mysticism hangs in the air​. Developed by Rebellion (the team behind Sniper Elite), Atomfall emphasizes player freedom in approaching challenges – you can engage enemies head-on with improvised weapons, barter for supplies with NPCs, or sneak through contaminated areas using makeshift gadgets. Expect a mix of intense firefights against scavengers, tense exploration with a Geiger counter clicking in the background, and narrative-driven missions that slowly peel back the layers of a dark secret. With its survival-action gameplay and a haunting post-nuclear-war setting grounded in historical events​, Atomfall stands out as one of the most unique shooters on the horizon. Grab your gas mask; this journey begins March 27, 2025 when the game launches day-one on PC and consoles (and even Game Pass)​.

Killing Floor 3

Gorehounds and co-op shooter fans, rejoice – Killing Floor 3 is coming to drenched us all in more blood and bullets! Tripwire Interactive’s latest installment in this action-horror FPS series is dialing everything up to eleven. Set in the year 2091, Killing Floor 3 throws players into a grim future where the sinister Horzine megacorporation has created the ultimate undead army: an obedient horde of bio-engineered monstrosities called Zeds​. These aren’t your run-of-the-mill zombies; they’re lab-grown nightmares, and they’ve overrun the world. Players take on the role of Nightfall operatives – essentially zombie-hunting special forces – who form humanity’s last line of defense against the Zed army​.

Like its predecessors, the game centers on wave-based co-op survival for up to 6 players, where teamwork is crucial to withstand increasingly brutal hordes​. However, KF3 brings major enhancements to the formula. First, there’s full cross-play among PC, PlayStation 5, and Xbox Series X|S, so assembling your six-person dream team is easier than ever​. Once in the fight, you’ll notice smarter and more varied Zeds – Tripwire has overhauled enemy AI and introduced new mutations that move in unpredictable ways, keeping even veteran players on their toes​. To counter these threats, players have access to an expanded arsenal that goes beyond traditional guns; yes, you’ll still have shotguns and assault rifles, but you can also wield melee weapons like katanas and high-tech gadgets to dismember Zeds with style​. A deep perk and class system allows for tons of customization – KF3 offers the most expansive perk system in franchise history, encouraging build diversity and role-based tactics (medics, tanks, sharpshooters, etc. working together). You can even modify weapons with hundreds of possible upgrades and mods to truly personalize your playstyle​.

The environments are getting an upgrade too. The battlegrounds of Killing Floor 3 feature interactive elements – imagine holding an area by activating automated turrets, sealing doors, or triggering environmental traps to thin the horde​. And of course, the series’ famous gore system is back and bloodier than ever: Tripwire’s new M.E.A.T. physics system means extra juicy dismemberment, more persistent blood splatter, and even more realistic physics when you blow apart those Zeds​. All of this carnage is wrapped in a gritty, war-torn aesthetic as you battle across neon-lit city ruins, secret labs, and creepy industrial zones in a fight for humanity’s survival. Killing Floor 3 looks poised to deliver co-op FPS chaos at its finest – start sharpening your skills (and your knives) for the game’s worldwide launch on March 25, 2025​.

Splitgate 2

What do you get when you mix Halo-like gunplay with mind-bending Portal mechanics? An overnight sensation – and now a highly anticipated sequel. Splitgate 2 is on the way, building on the sleeper hit success of the original Splitgate to deliver a next-gen arena shooter experience. If you missed the first game, the concept is brilliantly simple yet addictive: it’s a fast-paced 4v4 arena FPS where every player can deploy pairs of portals on walls, creating instantaneous gateways to flank enemies or escape danger in the blink of an eye​. Splitgate 2 isn’t reinventing that core formula – it’s honing it to perfection. The developers at 1047 Games have rebuilt the game from the ground up in Unreal Engine 5 to achieve true AAA-quality graphics and scale​. The gunplay remains snappy and the movement silky smooth (expect all the frantic jump-shoot-portal mayhem to feel better than ever), but now the arenas are more detailed, the lighting more realistic, and the overall experience more polished thanks to the power of new tech.

The big new addition in Splitgate 2 is the introduction of three distinct factions within the game’s universe, each with its own playstyle twist​. According to 1047 Games, players will align with one of these factions, which changes up strategic options. The Aeros faction, for example, prizes speed – likely granting movement boosts or aerial mobility for hit-and-run tactics​. The Meridian faction has a unique angle: time manipulation, hinting that players might wield abilities that alter timing or cooldowns to gain an edge​. And then there’s Sabrask, which is all about raw power – think heavier weapon impacts or tank-like durability when you fight under its banner​. These faction perks should layer an exciting strategic meta onto the familiar arena combat, as teams coordinate not just on twitch skill but also on leveraging faction strengths.

Of course, at its heart, Splitgate 2 is still the same frenetic “Halo meets Portal” shooter that earned the original a dedicated community​. You’ll be sprinting through sci-fi facilities and alien landscapes, popping out of portals behind unsuspecting rivals, and mastering an arsenal of sci-fi weapons from precision railguns to explosive launchers. The developers are also promising expanded customization, including even crazier character skins and weapon designs to show off in matches​. With cross-play likely continuing (ensuring a big player pool) and a free-to-play model, Splitgate 2 aims to be a long-lasting platform for competitive shooter fans. If 1047 Games delivers on its bold promises – and early looks suggest they will, given how impressively the pre-alpha is shaping up​– Splitgate 2 could very well be the arena shooter to play when it launches in 2025.

Open-World & Action-Adventure Epics

The horizon is vast and filled with adventure. These open-world and story-driven action games promise players enormous sandboxes to explore, captivating stories, and the freedom to forge your own path (or cause your own chaos).

Grand Theft Auto VI

Start your engines and pack your bags for Vice City – Grand Theft Auto VI is officially in development, and it’s gearing up to redefine open-world crime games all over again. Rockstar Games has kept GTA6 largely under wraps, but the first teaser trailer blew everyone away by confirming a return to Vice City, the series’ fictional riff on Miami​. The neon-soaked streets, swamps, and beaches of Vice City haven’t been seen in a mainline GTA since the 2002 classic, and now they’ll be brought to life with unprecedented detail on modern hardware. In a historic first for the franchise, one of the game’s two protagonists is a woman – the trailer introduces Lucia, a Latina protagonist, seen alongside a male partner in crime as the pair cause mayhem across Vice City​. This Bonnie-and-Clyde-inspired duo suggests the story will center on their criminal adventures and dynamic.

From that initial footage, we catch glimpses of what to expect: alligators lurking in the Everglades, muscle cars roaring down highways, neon-lit nightclubs, and even characters filming viral videos of daring crimes – GTA VI looks ready to satirize modern pop culture and social media within its world, as sharply as previous entries did for their eras. Technically, it’s jaw-dropping: every shot in the trailer showcased next-gen visuals, dense crowds and traffic, and environments brimming with life​. Rockstar is known for creating living worlds, and rumors suggest GTA VI’s map might not just encompass Vice City but also large surrounding areas (some reports mention the inclusion of a “Leonida” state, possibly a stand-in for Florida)​.

Gameplay specifics are still under wraps, but we can reasonably expect GTA’s trademark mix of open-ended missions, a huge variety of vehicles, and emergent sandbox chaos. Will we be able to switch between Lucia and her partner on the fly like the character-switching in GTA V? How will the game incorporate modern elements like smartphones or internet culture? Rockstar isn’t saying yet, but the possibilities have fans wildly speculating. One thing’s for sure: with a planned 2025 release on PlayStation 5 and Xbox Series X|S​, Grand Theft Auto VI is set to be one of the biggest events in gaming, period. Whether you plan to follow the story, get lost exploring Vice City’s back alleys, or just cause wanton chaos with a rocket launcher, GTA VI will offer an unparalleled open-world playground.

Like a Dragon: Pirate Yakuza in Hawaii

The Yakuza franchise (now branded Like a Dragon in the West) has never shied away from wild spin-offs, but this might be the craziest one yet – and we mean that in the best way. Like a Dragon: Pirate Yakuza in Hawaii takes the beloved characters and over-the-top action of the series and drops them into a tropical pirate adventure! The game is a direct spin-off set just after the upcoming Like a Dragon: Infinite Wealth (Yakuza 8), and it puts Goro Majima front and center as the sole playable character​. Yes, the one-eyed “Mad Dog of Shimano” himself – fan-favorite Majima – now stars in his own story, and it’s a doozy. Six months after the events of Infinite Wealth, Majima finds himself stranded on a remote Hawaiian island called Rich Island with absolutely no memory of how he got there​. Amnesia, pirates, and paradise – what could go wrong?

Majima is soon saved by a local boy and drawn into an escalating conflict involving actual pirates roaming the Hawaiian seas and some ex-yakuza figures who followed him from Japan​. In a delightfully absurd turn of events, Majima ends up becoming the captain of a ragtag pirate crew and sets sail on a quest to find a legendary pirate ship known as the Esperanza, which supposedly holds a great treasure – and possibly the key to Majima’s lost memories​. The premise reads like a mashup of a crime drama and Pirates of the Caribbean, which is exactly the kind of inventive scenario Ryu Ga Gotoku Studio excels at.

Gameplay will feel familiar to Yakuza/Like a Dragon fans: a mix of exploration, story-driven missions, and bone-crunching hand-to-hand combat (don’t be surprised if Majima is cracking pirate skulls with his signature baseball bat or a cutlass sword this time around). The Hawaiian setting opens up fun new activities – we expect over-the-top mini-games fitting the tropical pirate life, perhaps things like naval battles, a pirate-themed cabaret management, or even beachside karaoke. The series’ hallmark of blending serious crime storytelling with zany side content remains intact. And speaking of story, Majima’s adventure introduces a colorful new cast: a retired treasure hunter running a tiki bar, local islanders with hearts of gold, rival pirate captains, and even returning Yakuza characters making surprise cameos to either aid or challenge Majima​. It’s an action-adventure at heart, so you’ll roam semi-open world islands and port towns, tackle side quests, and gradually build up your crew’s strength. Between the new setting and the focus on Majima, Pirate Yakuza in Hawaii feels like a fresh tropical breeze for the franchise. If you’ve ever wanted to see a chaos-loving yakuza go full pirate king, this game is your ticket. Hoist the sails – Like a Dragon: Pirate Yakuza in Hawaii sets sail in early 2025, and it’s sure to be an unforgettable voyage for action-adventure fans.

Death Stranding 2

Death Stranding 2 (working title) is steadily emerging from the enigmatic haze that only Hideo Kojima can create, and it’s shaping up to be a sequel of epic proportions. The original Death Stranding was a genre-defying experience – a mix of open-world exploration, delivery simulation, and otherworldly storytelling that introduced the world to the concept of “strand” games. The sequel looks ready to expand on every aspect of that foundation. Norman Reedus is back as Sam Porter Bridges, the weary courier who previously helped reconnect a fractured America, and this time he’s embarking on a new journey to “save humanity from extinction,” alongside some returning companions​. While plot details are as cryptic as you’d expect from Kojima, the early trailers show Sam and Fragile facing new threats in a world that’s still plagued by timefall rain and Beached Things, but also teases surprising new elements – like hints that part of the game might take place in a completely different region (one trailer shows what looks like a massive structure in a desert, possibly suggesting DS2 ventures into uncharted territories like a post-apocalyptic subtropical zone or even space).

Gameplay-wise, Death Stranding 2 appears to be doubling down on both the social strand aspects and the action. One huge improvement spied in a trailer: Sam can now remove his large cargo backpack when heading into combat, instead of always being weighed down​. This seemingly small change speaks volumes – it means the developers are making combat and stealth more fluid and optional for players who want it, without abandoning the delivery gameplay. In fact, expect combat to be more robust overall, possibly with new weapons (Sam is seen carrying a rifle in footage, which hints at more direct conflict) and new enemy types like advanced humanoid robots​. On the traversal side, the sequel introduces a full day-night cycle, a first for the series​. Imagine planning your deliveries to avoid the cover of darkness or braving night runs with extra caution as dangers (both human and supernatural) become more threatening after sunset. The environments themselves seem far more dynamic and alive. Trailers depict Sam caught in cataclysmic weather events – a sudden flash flood roaring down a canyon, and a rockslide triggered by what might be an earthquake​. These environmental hazards suggest that DS2’s world will literally shift under your feet, forcing players to adapt on the fly in ways the first game never did.

Of course, Death Stranding 2 will also continue the innovative online features that made the original so special. You’ll likely still be building bridges, roads, and safe houses that appear in other players’ worlds, and now with new hardware, these connected elements could be even more complex (maybe entire player-built settlements or larger cooperative projects). And then there’s the story – expect an emotional, bizarre, mind-bending narrative that picks up threads from the first game and introduces new mysteries. The subtitle of one trailer, “Drawbridge,” and the appearance of a masked figure resembling Higgs suggest past characters and new ones will collide in unexpected ways, possibly diving deeper into the strands that bind the living and the dead. Kojima has hinted that this sequel will challenge the conventions of sequels themselves, saying he “had to make the sequel a story that no one expected”. Whatever that entails, we know it will be an audiovisual spectacle with Kojima’s signature flair. Death Stranding 2 is still in development for PlayStation 5 (with likely a PC release later), and while no release date is locked in yet, every new tidbit makes the wait more tantalizing. Get your hiking boots (and maybe a hover-bike) ready – Sam Porter Bridges will walk (and fight) again soon, in a world even stranger and more beautiful than before.

Role-Playing Adventures (Epic and Indie Alike)

RPG fans, prepare to lose yourselves in worlds of magic, monsters, and myth. The upcoming roster of role-playing games ranges from massive open-world epics by famed studios to charming indie throwbacks that channel the golden age of JRPGs. Deep stories, character customization, tactical combat – it’s all here.

Avowed

Obsidian Entertainment has built a reputation for rich RPGs (Fallout: New Vegas, The Outer Worlds), and now they’re crafting their most ambitious one yet: Avowed. Set in Eora – the same fantasy world as Obsidian’s Pillars of Eternity series – Avowed is a first-person, open-world RPG that’s drawing comparisons to The Elder Scrolls. Slated for release in early 2025, it’s one of the new year’s most anticipated titles, and for good reason. You play as an emissary of the Aedyr Empire sent to the Living Lands, a remote, mysterious island rife with its own cultures and a rumored plague​. But predictably, this is no simple diplomatic mission – the Living Lands are full of ancient secrets and magic, and the locals aren’t exactly thrilled about an imperial outsider poking around​. The setup promises a story of colonial tension, exploration, and moral choices, very much in Obsidian’s wheelhouse.

What’s most exciting is how Avowed is bringing the Pillars of Eternity universe’s deep lore into an action-RPG format. Fans of Pillars will recognize creatures, spells, and maybe even some factions, but you won’t need any prior knowledge to dive in. Combat in Avowed looks fast-paced and flexible: you can dual-wield weapons and magic, carry sword and shield, or even go Akimbo with two wands to fling spells like a mystical gunslinger​. In one developer deep-dive, Obsidian showed off a player character freezing an enemy with an ice spell and then shattering them with a massive two-handed axe – an awesome example of combining magic and melee​. Or, if you prefer ranged combat, you might pair a flintlock pistol in one hand and a sorcerous fire spell in the other. This mix-and-match approach to combat means you can craft a playstyle that suits you, whether that’s a stealthy archer, a heavy-armored knight, a flame-wielding battlemage, or anything in between.

Beyond combat, expect all the pillars (no pun intended) of a great Obsidian RPG: a compelling narrative with meaningful choices and consequences, intricate factions to ally with or oppose, companions with their own personalities and questlines, and a world bursting with side quests and dungeons to explore. The Living Lands themselves are said to be more vibrant and “colorful” than the typical gloomy fantasy fare​– think lush forests, strange creatures (yes, there will be giant lizards and other monsters), and ancient ruins of lost civilizations to uncover. Since this is an Obsidian title, how you interact with the world is up to you; you might negotiate peace in a tense situation, or just hurl a fireball and sort through the ashes. Avowed is also leveraging the power of the Xbox Series X|S (and high-end PCs) to create a visually stunning experience – dynamic lighting for those torchlit caverns, sprawling vistas of island landscapes, and detailed character models to bring dialogue scenes to life. If you’ve ever wanted an RPG that marries Obsidian’s knack for storytelling and reactivity with the immersive first-person exploration of a game like Skyrim, Avowed should shoot to the top of your list. Mark your calendars for February 18, 2025, gear up with sword and spell, and get ready to carve your own fate in Eora​.

Lost Records: Bloom & Rage

In an industry dominated by high fantasy and sci-fi epics, Lost Records: Bloom & Rage offers a refreshingly intimate adventure that proves not all quests involve dragons or galactic empires. This narrative-driven game from DON’T NOD Montréal (the studio behind Life is Strange) is a two-part interactive story that’s already making waves for its emotional depth and innovative storytelling. Set in the summer of 1995, Bloom & Rage follows four teenage girls – Swann, Nora, Autumn, and Kat – as they embark on a life-changing road trip of self-discovery and friendship​. The twist? The story doesn’t end in the ’90s. It intermittently flashes forward 27 years to reunite these women as adults, forcing them to confront a long-buried secret from that pivotal summer which caused them to cut ties and “never speak again” until now​.

If that premise already gives you a few goosebumps, just wait until you play it. Lost Records: Bloom & Rage is very much in the vein of interactive drama: think Life is Strange, Tell Me Why, or Oxenfree. Gameplay revolves around exploration, dialogue choices, and shaping the narrative through your decisions​. Uniquely, although the story centers on four characters, you primarily play as just one of them – Swann – to maintain a clear player perspective and emotional throughline​. As Swann, you’ll guide the group through poignant coming-of-age moments in 1995 (first loves, identity crises, the bonds of sisterhood) and unravel the mystery in 2022 of what happened to fracture their friendship​.

The game’s standout mechanic is Swann’s trusty camcorder. Throughout the 1995 segments, you can record events and little moments on tape, then later edit those clips into Swann’s video memoir of the summer​. This isn’t just for show – the footage you choose to capture can influence the narrative and possibly how the characters remember events. Do you film Kat’s angry outburst or focus on Nora comforting Autumn? These artistic choices add a layer of player expression and may alter dialogue or outcomes as the story progresses. It’s a perfect fit for the 90s setting too, scratching that nostalgic itch for mixtapes and home videos.

Of course, being a DON’T NOD game, Bloom & Rage is all about the story. Expect a richly written script tackling themes of friendship, growth, trauma, and reconciliation. The dynamic between the four girls feels authentic – they joke around, bicker, share secrets, and face fears together. In the present-day timeline, you’ll feel the weight of years passed and the tension of unresolved issues. It’s the kind of heartfelt narrative that could resonate with anyone who’s had childhood friends or lost touch with people they once cared about. And for those wondering, yes, there are choices to be made and they do matter; multiple endings or significant variations are likely, depending on how you handle key decisions (in true DON’T NOD fashion, prepare for some tough choices that don’t have a clearly right answer).

With gorgeous art direction that captures both the grunge of the 90s and the bittersweet haze of memory, Lost Records: Bloom & Rage looks poised to be one of the indie adventure highlights of 2025. Tape 1: Bloom released in February 2025​, and the story will conclude with Tape 2: Rage in April 2025, so players won’t have to wait long to see this journey through. If you crave a break from combat and crave a good cry or a thoughtful story instead, be sure to add Lost Records to your list – it’s an adventure of the heart that should not be missed.

Pokémon Legends: Z-A

After the success of Pokémon Legends: Arceus, Nintendo is doubling down on this exciting spin-off series that blends the beloved Pokémon formula with open-world adventure. The next entry has been officially unveiled as Pokémon Legends: Z-A, and it’s shaping up to be an absolute treat for Pokéfans. Whereas Arceus took us to a bygone era of Sinnoh (when it was known as Hisui), Legends: Z-A is taking a decidedly different time-jump: this new game is set in the Kalos region (from Pokémon X & Y) but with a twist that has everyone intrigued​. According to the reveal, the game appears to take place during a period of urban redevelopment in Lumiose City, Kalos’s capital​. That hints we might be visiting Kalos at a point in time either before the modern games (perhaps when the city was first being built) or in a future where it’s being rebuilt – the details are still under wraps, but either way it’s a fresh angle on a familiar region.

What we do know is that Pokémon Legends: Z-A will continue the open-world, action-leaning gameplay that Arceus introduced. In other words, get ready to sneak up on Pokémon in the wild, throw Poké Balls in real-time, and even engage Pokémon with your own moves as a trainer. Arceus successfully removed the strict separation between overworld and battle, and we expect Z-A to refine that further, making catching and battling feel even more seamless. The Kalos region is diverse – from the lush forests of Santalune, to the snowy fields near Dendemille, to the coastal cliffs by Coumarine – and if Z-A gives us an open-world take on these areas, we’re in for some breathtaking exploration. There’s also speculation that, given the title’s “Z-A” naming, the game might involve time travel or dimensional travel (A to Z and back again?). Could we be hopping between past and future Kalos? Or perhaps dealing with the legendary Pokémon Zygarde (who is associated with the letter Z) in a new way? The title certainly has fans buzzing with theories.

One rumor-turned-report even suggests that Pokémon Legends: Z-A is being built to take advantage of the next-gen Nintendo hardware (widely believed to be the Switch’s successor)​. That means we could see larger draw distances, more detailed Pokémon models, and smoother performance – basically, a grander scale Pokémon adventure than ever before. Imagine herds of Skiddo roaming distant hills, or flocks of Pidgey dynamically migrating across the sky, all visible as you traverse Kalos in a fully open setting. The Pokémon Presents announcement of the game also confirmed that, unlike the annual release cadence we’ve seen for a while, Pokémon will skip 2024 and launch Legends: Z-A in 2025 to really give it the development time it needs​. That’s a promising sign that this will be a polished, feature-rich experience.

As for starters and story? Details are scarce, but there’s fan chatter about the possibility of choosing starter Pokémon from the Kalos region – perhaps a chance to partner with Chespin, Fennekin, or Froakie in a new context. And if the game indeed ties into Kalos’s history (or future), we might learn more about the lore of that region, like the story of the great war mentioned in X/Y or the origins of Mega Evolution. One Kotaku report suggests Z-A is truly a follow-up to Legends: Arceus in spirit, confirming it’s indeed an expansion of the formula set in a new region​. Whatever surprises Pokémon Legends: Z-A holds, one thing’s certain: we gotta catch ’em all again, in a whole new way. Whether you’re an old fan eager to revisit Kalos or a newcomer excited by the open-world twist, keep an eye out for this one when it launches worldwide in 2025​.

Wuchang: Fallen Feathers

From Chinese indie studio Leenzee Games comes Wuchang: Fallen Feathers, an action RPG that’s turning heads with its gorgeous setting and Souls-like gameplay. Set in the land of Shu during the chaotic late Ming Dynasty (17th century China), Wuchang weaves history with dark fantasy​. You play as Bai Wuchang, a pirate-turned-warrior who is cursed with Ornithropy – a mysterious affliction that causes feathers to sprout from his body and threatens to turn him into some avian monstrosity​. This curse isn’t just for story flavor; it’s deeply tied to the game’s themes and possibly its mechanics (perhaps Bai Wuchang can harness some birdlike abilities, or maybe the curse progresses if you die, akin to hollowing in Dark Souls).

The backdrop for Fallen Feathers is ripe with intrigue. The Ming Dynasty is crumbling, bandits and rebels roam the land, and supernatural forces are seeping into the world – there are hints of ghostly creatures and demonic bosses drawn from Chinese folklore populating the game’s areas​. The gameplay, as seen in previews, will feel familiar to fans of Sekiro or Dark Souls: precise, challenging combat where timing dodges, parrying strikes, and learning enemy patterns is key. Bai Wuchang will wield period-authentic weaponry like swords, spears, and axes, and possibly some unique arms (we’ve seen glimpses of a sword that doubles as a whip, very cool and very Bloodborne-esque). Every swing has weight, every enemy encounter could be lethal if you’re not careful – Wuchang clearly aims to scratch that Soulsborne itch with its difficulty and combat depth.

What truly sets Wuchang: Fallen Feathers apart is its setting. Visually, it’s stunning: imagine traversing ancient Chinese villages draped in mist, autumn forests with leaves falling (or are those feathers falling from the sky?), and war-torn fortresses under siege. One moment you might be dueling a crazed swordsman on a rope bridge during a thunderstorm, and the next you’re facing a hulking mythological beast in a temple courtyard. There’s a strong emphasis on atmosphere – the developers have shown sequences of exploration that are quiet and eerie, really drawing you into this dark historical fantasy. RPG elements will let you customize Bai Wuchang’s gear and maybe his skills (will you embrace the power of the curse for stronger attacks at a cost? Or try to purify it?).

Also worth noting is that Wuchang represents part of a growing wave of Chinese-developed games gaining global attention. It’s refreshing to see a big RPG rooted in Eastern history and myth, providing a different flavor than the usual medieval European fantasy. If you loved the feel of Nioh (feudal Japan yokai hunting) or Sekiro (shinobi action in war-torn Japan), Wuchang: Fallen Feathers looks ready to scratch that itch in a whole new cultural context. It’s slated for release in 2025 on PC and Xbox Series X|S (with other platforms likely to follow), and it could be a sleeper hit for action RPG fans. Sharpen your blade, steel your nerves, and prepare to unravel the mystery of the feather plague in this exciting adventure through Ming Dynasty darkness.

Sea of Stars

Bringing some brightness and retro charm to the RPG lineup is Sea of Stars, a love letter to the classic JRPGs of the 90s that manages to feel both nostalgic and new. Developed by Sabotage Studio (the indie team behind The Messenger), Sea of Stars is a turn-based RPG inspired by the classics​ – we’re talking Chrono Trigger, Secret of Mana, Illusion of Gaia and the like. In fact, if you peek at the screenshots or trailers, you’d think it was a lost SNES gem, with lush pixel art environments, beautifully animated sprites, and a world map that’ll make any 16-bit era fan smile. The game was actually released in late 2023 to critical acclaim, but we’re highlighting it here because it deserves a spot among the greats and is a must-play for RPG lovers looking for a modern title with old-school vibes.

In Sea of Stars, you follow two protagonists known as the Children of the Solstice – one representing the power of the sun, the other of the moon​

Together, they can perform Eclipse Magic, a power needed to combat an apocalyptic evil force called the Fleshmancer. The story is heartfelt and earnest, hitting those classic JRPG notes of adventure, friendship, and sacrifice. You’ll sail between islands, explore vibrant towns, delve into puzzle-filled dungeons, and take down a pantheon of bosses that test your strategy and timing. The turn-based combat isn’t just mash “Attack”; Sabotage Studio has cleverly integrated timing-based hits (à la Super Mario RPG) and combo moves between characters, making each battle an engaging puzzle of exploiting enemy weaknesses. For instance, you might have one hero create a rainstorm that powers up the other hero’s sunbeam attack for a devastating combo – figuring out these synergies is immensely satisfying.

What’s really magical about Sea of Stars is how it balances modern convenience with retro design. Yes, it has save points and world maps, but it also does away with grind and frustration: no random encounters (you see enemies on the field), a straightforward leveling system, and the ability to cook meals for healing instead of chugging 99 potions. The result is a game that plays like we remember the classics playing, without some of the actual tedious bits those older games had. And did we mention music? The soundtrack, composed by Eric W. Brown, is a melodic triumph that hits all the right nostalgic notes, and they even got guest tracks from the legendary Yasunori Mitsuda (composer of Chrono Trigger).

Whether you grew up in the SNES era or you’re a younger player curious about why people rave about Chrono Trigger, Sea of Stars offers an accessible and utterly enchanting RPG experience. It’s out now on basically all platforms (and even available on Game Pass), so do yourself a favor and set sail on this adventure. It’s the perfect palate cleanser between the 100-hour AAA epics – a breezy 25-30 hour journey that reminds us why we fell in love with RPGs in the first place. Sabotage Studio proved with this game that the retro RPG spirit is alive and well, shining as brightly as the sun and moon its heroes draw their strength from.

Final Fantasy XVII

It might seem premature to get hyped about a game that hasn’t even been officially announced, but such is the power of Square Enix’s flagship series – Final Fantasy XVII is already on the minds of JRPG fans everywhere. With Final Fantasy XVI having delivered a grand medieval fantasy on PlayStation 5, the question is: where will the series go next? While concrete details are nonexistent (Square Enix is undoubtedly keeping this one tightly under wraps for now), we can’t help but dream about what FFXVII could entail, based on the franchise’s storied history and the hints of industry trends.

Each mainline Final Fantasy is a new standalone world, story, and often gameplay paradigm. So, the canvas is blank and brimming with possibility. Could FFXVII return to a more sci-fi setting? It’s very possible – the series often alternates between medieval and futuristic vibes (XV was modern-ish, XVI was medieval, so XVII might lean cyberpunk or steampunk again). We might find ourselves piloting airships through neon-lit skies or exploring a technologically advanced metropolis guarded by summon spirits. On the other hand, Square Enix could throw a curveball and go even further back in time – imagine a Final Fantasy set in an ancient, ancient world, or one that delves into the gods and creation myths of its universe. The aesthetic and world-building possibilities are endless and tantalizing.

Gameplay is an even bigger question mark. The past few entries have trended toward action RPG combat, culminating in FFXVI’s flashy, combo-heavy fights. Some fans are hoping FFXVII might bring back turn-based or ATB systems in some form, marrying modern presentation with the strategic depth of classic FF combat. Perhaps a hybrid system could emerge – one that allows real-time action but also tactical pausing to issue commands (a bit like Final Fantasy VII Remake did). Or maybe Square will innovate in a completely new direction, like a party system where you fluidly switch between characters mid-combo, or even incorporate multiplayer elements (an online co-op Final Fantasy that isn’t an MMO, perhaps?). Given the success of turn-based hits like Persona 5 and Yakuza: Like a Dragon, a cleverly modernized turn-based Final Fantasy could really stand out.

Story-wise, we only know that whatever it is, it’ll likely make us feel all the feelings. Final Fantasy games are known for their epic narratives, ensemble casts, and emotional rollercoasters – we’ve saved the world countless times, but also cried over lost friends (Aerith… sob), cheered at victories against impossible odds, and pondered philosophical questions of life and death through these games. FFXVII will surely introduce a new band of heroes we’ll grow to love, and a new villain (or complex anti-hero) we’ll love to hate. Will there be crystals and elemental themes (almost certainly)? Iconic summons reimagined (you can bet on it – can’t wait to see what form Bahamut and Shiva take next)? Chocobos to ride (of course!)? The anticipation is part of the fun – it’s like looking at a wrapped gift months before it’s due to be opened.

One thing is clear: the developers will be aiming to harness the full power of current (or even next) generation hardware. If FFXVII lands on Unreal Engine 5 or a similar engine, expect jaw-dropping visuals, possibly the most realistic characters the series has seen, and massive, cinematic set-piece battles that blur the line between gameplay and CG. Every Final Fantasy tries to outdo the last in spectacle – remember the summon battles of FFXVI? FFXVII could take that even further, maybe giving players more control over summons or featuring battles that take place across multiple stages (imagine a fight that starts in the air on airships, then crashes to the ground for a second phase – the kind of craziness FF is known for).

While we’ll have to wait for Square Enix to officially unveil Final Fantasy XVII to know for sure what it holds, one thing’s for certain: the hype is real. This series has a way of capturing our imaginations long before release, and with the next installment, it’s no different. Will it be the Final Fantasy that revolutionizes RPGs yet again? Only time will tell – but we’ll be dreaming about it every step of the way. Keep your potion stock ready and your expectations high; the Final Fantasy journey is far from over, and the next chapter may be the most exciting one yet.

Whether you’re into blasting demons, roaming vast cityscapes, forging alliances in far-off lands, or just soaking in a heartfelt story, the future of gaming has you covered. These upcoming titles (and newly-added surprises) paint a picture of an industry at the top of its game – innovating boldly within genres and delivering the kind of experiences that remind us why we love to play. It’s a good time to be a gamer, and 2025 is already stacking up to be something special. Which world will you dive into first? The choice will be yours – and we can’t wait to hear the epic tales you’ll have to tell. Happy gaming!

 

This Is Only the Beginning: The Evolution of GGPR to Good Game LLC