The world is terrifying, and beautiful. In mossy, humid groves, glowing spores sway in the air; winged beetles perch on the walls like razor-mawed parrots, suckling moisture out of the lichen. Lakes of lava bubble thickly below an old town built of bone. Our footsteps ring out across a chamber lined with the husks of ancient bells – at the end of it, we spy an unfortunate creature struggling in a silk cocoon, keening softly. Eventually, we find the means to free it. And then it pounces.
To enter into Team Cherry’s twisting worlds is to enter into a kind of dance. A dangerous one: you might put your best foot forward, only to have it gleefully bitten off. And therein lies the thrill. The sharpest warriors quickly learn to accommodate a Hollow Knight world as an unpredictable partner, whose fickle moods and sense of humour make it feel as if it’s alive – watching your every move with quiet interest, and preparing its response.
This much is certain: Ari Gibson and William Pellen are modern masters of worldbuilding. The 2017 release of the now-cult hit Hollow Knight – a Metroidvania that cast you as a tiny masked bug burrowing down into a subterranean labyrinth of hidden curiosities, unlikely friends and unforgettable showdowns – very much suggested it. And, from everything we’ve seen of Hollow Knight: Silksong so far, the sequel is set to confirm it. New location Pharloom is a ballroom of possibility, and already looks to be even more sophisticated than Hollow Knight’s Hallownest.
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart