Salt, A Talking Mech-Piloting Octopus, Is The Weirdest Companion In Exodus (And I Love Her)

Game Informer

Of all the companions in Exodus, I’m glad that Salt was the one who got the spotlight on the cover of this month’s Game Informer, because I find her to be the most interesting. It’s not only because Salt is an octopus who pilots a mech suit, while most other companions are humans, but I’d be lying if I said that wasn’t a big draw. That said, while the octopus of it all is the first thing you notice about Salt, she’s got a lot going on underneath the surface, which I got a glimpse of in our exclusive cover story demo.

Salt isn’t just an octopus – she’s one of the Awakened, a word for sentient animals in the world of Exodus. They’re larger and smarter than other animals, and thanks to translator chips on their heads, they can communicate with humans and live in society alongside them. Salt is originally from an aquatic world, as we saw in the most recent Exodus trailer that aired at Gamescom. Unfortunately, that’s a home she can never return to.

“Salt is a visitor to your world and has business back home, but time dilation is a big part of our game and our IP, and it affects the stories and characters in very profound ways,” Exodus narrative director Drew Karpyshyn told me. I spoke to him during our cover story trip to Archetype Entertainment, and it was clear he didn’t want to spoil too much of Salt’s backstory. 

“Even though Salt hasn’t aged very much, it’s been decades since Salt has been back to her home world,” Karpyshyn continued. “So when she eventually does plan to go back, she knows things will be very different. So, she’s trying to deal with all that as she’s also trying to help you on your missions and, you know, form a partnership with you to get what she needs from the relationship while also helping you get what you need.”

Jun Aslan, Exodus’ protagonist, first meets Salt in a mission I got to play at Archetype, which has you infiltrate the Traveler Launch Center to reclaim some lost technology. Jun and their squad need some extra muscle, so they hire Salt, an infamous bounty hunter. While she might eventually stick around for personal reasons, it’s clear from the start that she’s in it for the money.

Before heading into the mission, our ally Tom says, “We got your back, Jun.” Then, he turns to Salt and says, “You too, Salt.”

“Not necessary,” Salt replies. “If you die, I leave. Contract void.”

Game Informer

As I play through the mission, I enjoy the contrast of Salt’s character. She’s serious and focused, but at the end of the day, she is also still an octopus piloting a robot. It would be easy to reduce her to a goofy voice and jokes about having eight arms, but instead, she’s a no-nonsense mercenary. The jokes she does make are witty and, ironically, pretty dry.

“One of the interesting things with Salt is your first impression is, ‘This is sort of ridiculous. It’s an awakened octopus in this giant mech suit walking around,'” game director Chris King said on our cover story trip. “But I think part of what makes Salt win you over is there’s sort of that quirkiness, and she’s kind of got a sharp tongue, and she’s joking all the time.”

For what it’s worth, Salt’s appearance also surprises Jun. He’s spent a lot of time with Awakened animals – he has a wolf named Houston as an (obviously adoptive) brother – but he’s much more used to them breathing air and walking on their own two legs.

Game Informer

When she’s not in her suit, Salt lives in an aquarium tank.

“[An] octopus is a little more rare, because they typically won’t be on land,” Karpyshyn said. “Salt has her giant mech suit, which allows her to sort of operate on land without having to, you know, go back to a tank every so often. […] Then also, again, Salt has forged this reputation, even before you team up with her, as one of the most ruthless and deadly mercenaries on the planet. So in that regard, she’s also quite unique.”

Her combat prowess is largely thanks to her custom mech suit. The armor is customized specifically for octopi, Karpyshyn told me, based on the human version of the suit worn by characters like Elise, another companion. Salt’s suit adds tentacle arms and a water tank, but retains the bipedal lower half. “It has to operate in a world that is, even with Awakened animals, still mostly dominated by humans,” Karpyshyn says. “So the mech suits are more effective if they’re more bipedal in nature.”

That said, the tentacle arms seem like a must-have for Salt. She uses hers for all sorts of problem-solving, like one sequence where she uses them as makeshift roller chains to rotate the gears on a broken elevator. As I fight alongside her, she constantly remarks on the inefficiency of my human limbs. At one point, Jun uses his Celestial gauntlet to craft a giant hand as a bridge, and Salt just says, “Shape… Human hand. Inferior choice.” Jun promises to make a tentacle next time.

Game Informer

Thinking about the earliest designs for Salt, King said, “I may be showing my age, but when we went through some of the concepts of how this would work, there’s a character from Teenage Mutant Ninja Turtles… I believe his name is [Krang].” Looking the character up later, I saw the resemblance. Krang is a large brain, maybe the size of a basketball, with tentacle arms who pilots a humanoid robot body. “That was kind of the thing that kicked off the inspiration originally,” King concluded.

We’ll have more on Salt, including her combat utility, in future articles, but if you’re hungry for more of this eight-armed and dangerous animal, you can read more about her in this month’s cover story. For more Exodus, stay tuned to our coverage hub, where we’ll be posting plenty of follow-up content in the weeks to come. Exodus launches next April on PS5, Xbox Series X/S, and PC.

Elden Ring On Switch 2 – The Worst Way To Play The Best Game | New Gameplay Today

Game Informer

Firstly, I admit my headline is hyperbolic. Best and worst are subjective and neither word is fully applicable when it comes to Elden Ring on Switch 2. The wordier, more accurate headline that would not inspire the precious clicks that we need to survive in this media hellscape landscape is, “Elden Ring is Okay on Switch 2, so if you can play it somewhere else I would recommend that, but if this is your only option and you haven’t already played it somewhere else, then this version will get the job done.”

[VIDEO]

I played about two hours of Elden Ring on Switch 2 in docked mode. Moving through the tutorial in the caves feels pretty good. It does not hit 60 FPS, unfortunately, but it is consistent, which is important. Leaving the caves and entering the open world is where the game stumbles, but not dangerously so.

Swinging the camera around quickly in the open world is uncomfortable and jumping on your horse, Torrent, is where I felt the game struggle the most. But it’s not a disaster. And to be fair, wildly swinging the camera around in the open world is not how anyone plays Elden Ring. Jumping into the little pockets of combat strewn across the open world was more than manageable, as you are focusing the camera on your enemy, not the insane looking castle in the distance.

Game Informer

When I encountered monsters like the lovely fella seen above, the game also did not struggle as I feared it would.

Playing Elden Ring on Switch 2 made me think of Resident Evil 2 on Nintendo 64, which was personally my first experience with the franchise. The N64 version of that game had some improvements compared to its PlayStation counterpart, but its cutscenes and backgrounds were highly compressed to fit on a cartridge instead of a disc. It is generally considered the inferior version of the game, but is a perfectly reasonable way to play the game and when I was young, it was my only option.

If you’re in that boat, maybe a young or new player who only has a Switch 2 and no other available platforms, and you’re excited to play what some have called the best game ever made (again… subjective), then Elden Ring on Switch 2 will get the job done. I believe you will get the Elden Ring experience here, but with some asterisks. This is not a Switch 1 port of a PlayStation 5 game where the framerate is merely a suggestion and everything looks out of focus. Elden Ring on Switch 2 is a much better port than say, The Outer Worlds on Switch 1.

However, if you’re like me and you put hundreds of hours into the game on Xbox Series X/S, PlayStation 5, or a solid PC, then you will see those asterisks the moment you load the game on Switch 2. You have a point of comparison and you won’t be able to get all those beautiful additional frames those platforms afforded you.

You can read Game Informer’s review of Elden Ring by following the link.

Star Wars Zero Company Review – More Than A Clone

Star Wars Zero Company

Reviewed on:
PC

Platform:
PlayStation 5, Xbox Series X/S, PC

Publisher:
Electronic Arts, Lucasfilm Games

Developer:
Bit Reactor, Respawn Entertainment

Release:

Rating:
Teen

Sometimes you play a game where its inspirations are never in question. Rarely has that been more evident in recent memory than with Star Wars Zero Company from Bit Reactor, a studio founded by former XCOM developers. While it’s more than just an XCOM-like tactics game with Star Wars stylings, the description still holds up under scrutiny – with the excellent tactical gameplay and resource management buoying what is otherwise just a competent if unremarkable story and characters. 

Zero Company refers to the game’s titular mercenary group, headed under Hawks, a former Galactic Republic military captain who left the military life after a mission gone wrong. Scraping to make ends meet during the Clone Wars, Republican Intelligence officer Bennic Halloren taps him and his team for their expertise to investigate a cult encroaching across the galaxy known as The Coil. It’s the type of story where you’ll get more out of this the more you’ve engaged with the franchise outside of the main movies, but probably won’t mean much of anything on its own. References to characters from the broader Star Wars universe are nice, but they’re the only real bright spot on an otherwise whelming story that ultimately detracts more from the game than it adds.

The gameplay loop is simple: every cycle you’re thrown back to your main hub, The Den, and can spend your resources before choosing a mission. Credits and Capacitors can be spent to research permanent upgrades for Zero Company. You can also spend credits to purchase equipment for your units, Den improvements, and as rewards for expanding your influence across the galaxy. Intel is spent on operations and is gained by completing missions. Both grant rewards, including Influence in the zone they take place in. There’s a satisfying balance with the micromanagement here, especially when it comes to tackling The Coil. Occasionally you’ll be forced to choose which of two unit upgrades you want to sabotage through a menu-based choice system. You have to improvise with the knowledge that the enemies are getting stronger, alongside your team. It scratches the same itch that XCOM always has, and if that’s what you’re looking for in a tactics game, it’s very satisfying.

Speaking of XCOM, if you’re familiar with the two most recent games from that series, you already have a good idea of how Zero Company’s missions play. Each turn, your units have access to three action points (AP), which can be used to move or use actions; using different weapons cost different amounts of AP, and while some skills require AP as well, others require advantage, usually earned for successfully attacking enemies. Much like with XCOM, your goal is to seek cover and find a vantage point that plays to an operator’s strengths; each comes with their own specification which determines their passive and active skills. Eventually, players unlock the ability for a second specification, too. This leads to some devious combinations, such as a sniper that can mark enemies they’ll assist against, or using a scout to scan a group of enemies for advantage, before sending a rocket their way. 

 

Growing and improving your operators is well enough on its own, but it wouldn’t be very satisfying if the game didn’t have strong map and mission design to back it up. Thankfully, it does; one standout mission had me dealing with enemy units, while at the same time fleeing towards an extraction point. Every turn, more and more of the map behind me became a death zone. Another mission had two different enemy factions taking pot shots at each other, with Zero Company in the crossfire; play smart, and you only have half the work to do.

Developer Bit Reactor largely succeeds at what it sets out to do, and if you’re a fan of either Star Wars or XCOM it’s an easy recommendation, even if I wish the story had just a bit more juice. If you’re looking for a sci-fi tactics fix, Zero Company delivers the goods.

Score:
8

About Game Informer’s review system

Star Wars Zero Company Review – More Than A Clone

Star Wars Zero Company

Reviewed on:
PC

Platform:
PlayStation 5, Xbox Series X/S, PC

Publisher:
Electronic Arts, Lucasfilm Games

Developer:
Bit Reactor, Respawn Entertainment

Release:

Rating:
Teen

Sometimes you play a game where its inspirations are never in question. Rarely has that been more evident in recent memory than with Star Wars Zero Company from Bit Reactor, a studio founded by former XCOM developers. While it’s more than just an XCOM-like tactics game with Star Wars stylings, the description still holds up under scrutiny – with the excellent tactical gameplay and resource management buoying what is otherwise just a competent if unremarkable story and characters. 

Zero Company refers to the game’s titular mercenary group, headed under Hawks, a former Galactic Republic military captain who left the military life after a mission gone wrong. Scraping to make ends meet during the Clone Wars, Republican Intelligence officer Bennic Halloren taps him and his team for their expertise to investigate a cult encroaching across the galaxy known as The Coil. It’s the type of story where you’ll get more out of this the more you’ve engaged with the franchise outside of the main movies, but probably won’t mean much of anything on its own. References to characters from the broader Star Wars universe are nice, but they’re the only real bright spot on an otherwise whelming story that ultimately detracts more from the game than it adds.

The gameplay loop is simple: every cycle you’re thrown back to your main hub, The Den, and can spend your resources before choosing a mission. Credits and Capacitors can be spent to research permanent upgrades for Zero Company. You can also spend credits to purchase equipment for your units, Den improvements, and as rewards for expanding your influence across the galaxy. Intel is spent on operations, and is gained by completing missions. Both grant rewards, including Influence in the zone they take place in. There’s a satisfying balance with the micromanagement here, especially when it comes to tackling The Coil. Occasionally you’ll be forced to choose which of two unit upgrades you want to sabotage through a menu-based choice system. You have to improvise with the knowledge that the enemies are getting stronger, alongside your team. It scratches the same itch that XCOM always has, and if that’s what you’re looking for in a tactics game, it’s very satisfying.

Speaking of XCOM, if you’re familiar with the two most recent games from that series, you already have a good idea of how Zero Company’s missions play. Each turn, your units have access to three action points (AP), which can be used to move or use actions; using different weapons cost different amounts of AP, and while some skills require AP as well, others require advantage, usually earned for successfully attacking enemies. Much like with XCOM, your goad is to seek cover, and find a vantage point that plays to an operator’s strengths; each comes with their own specification which determines their passive and active skills. Eventually, players unlock the ability for a second specification, too. This leads to some devious combinations, such as a sniper that can mark enemies they’ll assist against, or using a scout to scan a group of enemies for advantage, before sending a rocket their way. 

 

Growing and improving your operators is well enough on its own, but it wouldn’t be very satisfying if the game didn’t have strong map and mission design to back it up. Thankfully, it does; one standout mission had me dealing with enemy units, while at the same time fleeing towards an extraction point. Every turn, more and more of the map behind me became a death zone. Another mission had two different enemy factions taking pot shots at each other, with Zero Company in the crossfire; play smart, and you only have half the work to do.

Developer Bit Reactor largely succeeds at what it sets out to do, and if you’re a fan of either Star Wars or XCOM it’s an easy recommendation, even if I wish the story had just a bit more juice. If you’re looking for a sci-fi tactics fix, Zero Company delivers the goods.

Score:
8

About Game Informer’s review system

Nekome: Nazi Hunter Is Deliciously, Brutally Disrespectful To Nazis And It Rules

ProbablyMonsters Nekome: Nazi Hunter Screenshots

Earlier this year, I discovered a trailer for Nekome: Nazi Hunter, which is how I learned it’s a Grindhouse-inspired action game where you brutally kill a lot of Nazis. Immediately, I was in. And now, after playing it for roughly 30 minutes, I’m even more in. 

Nekome: Nazi Hunter is absolutely, deliciously, disrespectful to the Nazi’s of the 1940s Nazi regime in Germany during World War II. It begins with protagonist Vano Nastasu dressed as a butler within a palace of sorts. Inside, a group of Nazis is seated around a table covered in delicious food. As the Nazis eat, a leader figure praises the group for opening up three more death camps, gloating about their awful acts of violence while eating chicken, vegetables, and more. Vano wheels in a silver platter, removing its cover to reveal a decapitated Nazi head with a knife through its skull. 

Game Informer

He then uses a knife engraved with “Nekome,” which is Yiddish for vengeance, according to the game, to completely slice off the leader’s arm. He then guts his belly before slitting the Nazi’s throat. At this point, I take over on the sticks, pressing X repeatedly to deliver all manner of cuts, slashes, and more to the other Nazis in the room – they stand no chance, and I quickly paint the ballroom red. 

You can parry with Y and break their blocks, but ultimately, combat is simple, more focused on delivering bloodshed than intricacy. What I play is in a pre-beta stage, and it’s evident – it’s a bit janky, but not enough to distract me from the delight I take part in as I rip apart Nazis galore. 

From here, we flash back to Vano as a child to learn that his entire family is ripped from him at the hands of “Hitler’s Hyenas,” which is seemingly led by the Nazi leader Vano kills at the preview’s start. I’m glad he gets his revenge, because that leader shoots Vano’s father point-blank, then his mother, then forces Vano and his brother to fight over a knife to kill each other, reminiscent of the pool stick scene in The Dark Knight. Vano refuses to kill his brother and stabs himself instead. The aforementioned Nazi leader shoots Vano in the back and doesn’t check to make sure he’s dead. 

Game Informer

I flash forward again to see Vano in the future, somewhere in New York City. He’s speaking with Harold, a butcher-mentor with a heavy NY accent. He explains to Vano the importance of training before exacting revenge, but Nazis soon storm the room and take Harold out, adding more fuel to Vano’s vengeance-filled journey. Searching for Harold’s killer, I stalk through a NYC alley to learn there’s an American-German Bund group in support of Nazis in 1940s America. I utilize the game’s stealth kills here and like the action combat, it’s simple (but effective). Turns out, killing Nazis just doesn’t get old, at least in this 30-minute preview. 

I hope to continue my Nazi-killing delight in the full game when it launches sometime early next year. 

Nekome: Nazi Hunter Is Deliciously, Brutally Disrespectful To Nazis And It Rules

ProbablyMonsters Nekome: Nazi Hunter Screenshots

Earlier this year, I discovered a trailer for Nekome: Nazi Hunter, which is how I learned it’s a Grindhouse-inspired action game where you brutally kill a lot of Nazis. Immediately, I was in. And now, after playing it for roughly 30 minutes, I’m even more in. 

Nekome: Nazi Hunter is absolutely, deliciously, disrespectful to the Nazi’s of the 1940s Nazi regime in Germany during World War II. It begins with protagonist Vano Nastasu dressed as a butler within a palace of sorts. Inside, a group of Nazis is seated around a table covered in delicious food. As the Nazis eat, a leader figure praises the group for opening up three more death camps, gloating about their awful acts of violence while eating chicken, vegetables, and more. Vano wheels in a silver platter, removing its cover to reveal a decapitated Nazi head with a knife through its skull. 

Game Informer

He then uses a knife engraved with “Nekome,” which is Yiddish for vengeance, according to the game, to completely slice off the leader’s arm. He then guts his belly before slitting the Nazi’s throat. At this point, I take over on the sticks, pressing X repeatedly to deliver all manner of cuts, slashes, and more to the other Nazis in the room – they stand no chance, and I quickly paint the ballroom red. 

You can parry with Y and break their blocks, but ultimately, combat is simple, more focused on delivering bloodshed than intricacy. What I play is in a pre-beta stage, and it’s evident – it’s a bit janky, but not enough to distract me from the delight I take part in as I rip apart Nazis galore. 

From here, we flash back to Vano as a child to learn that his entire family is ripped from him at the hands of “Hitler’s Hyenas,” which is seemingly led by the Nazi leader Vano kills at the preview’s start. I’m glad he gets his revenge because that leader shoots Vano’s father point-blank, then his mother, then forces Vano and his sister to fight over a knife to kill each other, reminiscent of the pool stick scene in The Dark Knight. Vano refuses to kill his sister and stabs himself instead. The aforementioned Nazi leader shoots Vano in the back and doesn’t check to make sure he’s dead. 

Game Informer

I flash forward again to see Vano in the future, somewhere in New York City. He’s speaking with Harold, a butcher-mentor with a heavy NY accent. He explains to Vano the importance of training before exacting revenge, but Nazis soon storm the room and take Harold out, adding more fuel to Vano’s vengeance-filled journey. Searching for Harold’s killer, I stalk through a NYC alley to learn there’s an American-German Bund group in support of Nazis in 1940s America. I utilize the game’s stealth kills here and like the action combat, it’s simple (but effective). Turns out, killing Nazis just doesn’t get old, at least in this 30-minute preview. 

I hope to continue my Nazi-killing delight in the full game when it launches sometime early next year. 

Control Resonant Continues To Look Weird And Strange

Game Informer

Let me say right off the bat: I am stoked for Control Resonant as a Remedy-verse fan, but I still have not played the game. Unfortunately, that hasn’t changed at Gamescom 2026, because my preview of a new section of Control Resonant was hands-off. This didn’t inspire confidence in me, especially as Control Resonant marks a big departure for the studio with its melee action combat and RPG elements. However, what I watched the Remedy Entertainment employee play was another exciting look at the game. 

My colleague and senior associate editor Marcus Stewart did go hands-on with it at SGF and came away with positive thoughts about actually playing the game, so I do still have hope, but alas. Okay, that’s enough about that – here’s what I actually saw. 

Dylan Faden, the brother of Control protagonist Jesse, is out of the FBC’s containment alongside all of the Hiss the Oldest House tried to keep at bay. There’s been plenty of looks at the Hiss’ role in Control Resonant, but for this hands-off preview, Remedy showed off a Manhattan park area covered in a blue mold, complete with various mold enemies, too. Dylan is tasked with finding a Resonant here – the big bosses of the game. 

Curiously, Remedy says you will fight the same first and last boss no matter how you play the game, but that all the Resonants you fight in between can be tackled in any order you choose. In this preview, we’re after a moldy Resonant boss, but first, we have to eat some mold to learn more about it. 

If you didn’t already know, the mold in Control Resonant is “delicious,” according to Remedy, and hard to resist. As such, Dylan passes all kinds of bodies who look dead but are actually paralyzed in a euphoric state (because they’ve willingly eaten the mold). En route to the mold Dylan needs to eat, we pass an FBC Field Content Research facility before shifting gravity so we can climb up a vertical wall.  

Game Informer

Up ahead, there’s a group of mold enemies. The standard mob enemies are easy to take out, but they’re great for farming Dominance, an effect activated by Dylan’s combat kit that increases damage after killing an enemy. After garnering some Dominance, we tackle the massive garlic bulb-looking enemy skulking about, placing mold mines in the area. This enemy is about the size of an elephant and shoots mold mines and other projectiles out of its “trunk,” for lack of a better term. 

Here, Remedy explains that the equipped Dual Blades have a critical chance buff, and that the drill transformation for his transforming Aberrant weapon does some serious Falter damage. Every enemy has a yellow Falter bar below their red health bar – Falter is essentially a Stagger meter. When you fill it up, you can perform an execution by pressing L3 (on PlayStation 5). 

After taking this enemy out and clearing out the other enemies, we make our way toward the mold Dylan needs to eat. On the way, we see a traffic barrier behaving weirdly, rotating in a glitchy fashion; Remedy says this indicates a nearby world event, but we don’t have time to complete it.

At this point, I ask Remedy if there are real-world locations from Manhattan in Control Resonant. They say no, and that instead of actual named locations, the places within Control Resonant are meant to feel inspired by the real Manhattan, but with a “twisted” Remedy spin on it. We continue forward, fight some additional enemies, and I see Dylan’s shoulder button abilities on display; R2 deals fire damage by way of Ignite, while L2 uses the Barrage ability, which pummels enemies with rocks to greatly increase Falter damage. R1 is Push, and it’s basically a Jedi force push. 

Game Informer

I also learn here that there is no parry and no block – there’s just a dodge (and you can perfect dodge to slow down time and deal extra damage). Remedy wants Control Resonant players to be aggressive; that’s why you can only heal by defeating enemies, as they drop blue orbs that add health to your HP bar. 

A few minutes later and we finally reach the mold for Dylan to eat. He eats it, and we get some strange dialogue choices to select. Remedy says dialogue choices won’t change the game’s ending – there’s only one ending – but that some side quests can have different endings depending on your choices. Plus, your dialogue choices will change how NPCs perceive you. It’s not a Mass Effect-like system or anything like that, but Remedy says you will notice NPC perception in their attitude toward you. 

After eating this mold, Dylan has an idea of where the Resonant he’s after is hiding. We find it underground; it’s called the Collective, and it’s a giant pile of mold shaped into various frowning faces. During this boss fight, Dylan can’t do any damage to the Collective. Instead, you have to attack the Collective’s tentacles attached to the walls in the arena. To do that, you need to gravity shift so that you can walk on the walls and hit the tentacles. All the while, the Collective is firing moldy projectiles at you and summoning enemies to slow you down. After damaging all of the tentacles, weak spots open up, and you finally do some actual damage to the Collective. 

I don’t get to see the fight’s conclusion, but I’m excited to do so myself in the final game. It’s not the wildest boss, but seeing Remedy’s spin on the “attack weak points to defeat the boss” formula is neat. I expect a lot of weird and strange when I play a Remedy game and so far, Control Resonant seems like it’s going to deliver all that and more. 

Control Resonant launches digitally on PlayStation 5, Xbox Series X/S, and PC on September 24. The physical version is planned for October, and a Mac version will launch later. 

Control Resonant Continues To Look Weird And Strange

Game Informer

Let me say right off the bat: I am stoked for Control Resonant as a Remedy-verse fan, but I still have not played the game. Unfortunately, that hasn’t changed at Gamescom 2026 because my preview of a new section of Control Resonant was hands-off. This didn’t inspire confidence in me, especially as Control Resonant marks a big departure for the studio with its melee action combat and RPG elements. However, what I watched the Remedy Entertainment employee play was another exciting look at the game. 

My colleague and senior associate editor Marcus Stewart did go hands-on with it at SGF and came away with positive thoughts about actually playing the game, so I do still have hope, but alas. Okay, that’s enough about that – here’s what I actually saw. 

Dylan Faden, the brother of Control protagonist Jesse, is out of the FBC’s containment alongside all of the Hiss the Oldest House tried to keep at bay. There’s been plenty of looks at the Hiss’ role in Control Resonant, but for this hands-off preview, Remedy showed off a Manhattan park area covered in a blue mold, complete with various mold enemies, too. Dylan is tasked with finding a Resonant here – the big bosses of the game. 

Curiously, Remedy says you will fight the same first and last boss no matter how you play the game, but that all the Resonants you fight in between can be tackled in any order you choose. In this preview, we’re after a moldy Resonant boss, but first, we have to eat some mold to learn more about it. 

If you didn’t already know, the mold in Control Resonant is “delicious,” according to Remedy and hard to resist. As such, Dylan passes all kinds of bodies who look dead but are actually paralyzed in a euphoric state (because they’ve willingly eaten the mold). En route to the mold Dylan needs to eat, we pass an FBC Field Content Research facility before shifting gravity so we can climb up a vertical wall.  

Game Informer

Up ahead, there’s a group of mold enemies. The standard mob enemies are easy to take out, but they’re great for farming dominance, which is an effect activated by Dylan’s combat kit that increases damage after killing an enemy. After garnering some dominance, we tackle the massive garlic bulb-looking enemy skulking about the area, placing mold mines in the area. This enemy is about the size of an elephant and shoots mold mines and other projectiles out of its “trunk,” for lack of a better term. 

Here, Remedy explains that the equipped Dual Blades have a critical chance buff, and that the drill transformation for his transforming Aberrant weapon does some serious Falter damage. Every enemy has a yellow Falter bar below their red health bar – Falter is essentially a Stagger meter. When you fill it up, you can perform an execution by pressing L3 (on PlayStation 5). 

After taking this enemy out and clearing out the other enemies, we make our way toward the mold Dylan needs to eat. On the way, we see a traffic barrier behaving weirdly, rotating in a glitchy fashion; Remedy says this indicates a nearby world event, but we don’t have time to complete it.

At this point, I ask Remedy if there are real-world locations from Manhattan in Control Resonant. They say no, and that instead of actual named locations, the places within Control Resonant are meant to feel inspired by the real Manhattan, but with a “twisted” Remedy spin on it. We continue forward, fight some additional enemies, and I see Dylan’s shoulder button abilities on display; R2 deals fire damage by way of Ignite, while L2 uses the Barrage ability, which pummels enemies with rocks to greatly increase Falter damage. R1 is Push, and it’s basically a Jedi force push. 

Game Informer

I also learn here that there is no parry and no block – there’s just a dodge (and you can perfect dodge to slow down time and deal extra damage). That’s by design, as Remedy wants Control Resonant players to be aggressive; that’s why you can only heal by defeating enemies, as they drop blue orbs that add health to your HP bar. 

A few minutes later and we finally reach the mold for Dylan to eat. He eats it, and we get some strange dialogue choices to select. Remedy says dialogue choices won’t change the game’s ending – there’s only one ending – but that some side quests can have different endings depending on your choices. Plus, your dialogue choices will change how NPCs perceive you. It’s not a Mass Effect-like system or anything like that, but Remedy says you will notice NPC perception in their attitude toward you. 

After eating this mold, Dylan has an idea of where the Resonant he’s after is hiding. We find it underground; it’s called the Collective, and it’s a giant pile of mold shaped into various frowning faces. During this boss fight, Dylan can’t do any damage to the Collective. Instead, you have to attack the Collective’s tentacles attached to the walls in the arena. To do that, you need to gravity shift so that you can walk on the walls and hit the tentacles. All the while, the Collective is firing moldy projectiles at you and summoning enemies to slow you down. After damaging all of the tentacles, weak spots open up, and you finally do some actual damage to the Collective. 

I don’t get to see the fight’s conclusion, but I’m excited to do so myself in the final game. It’s not the wildest boss, but seeing Remedy’s spin on the “attack weak points to defeat the boss” formula is neat. I expect a lot of weird and strange when I play a Remedy game and so far, Control Resonant seems like it’s going to deliver all that and more. 

Control Resonant launches digitally on PlayStation 5, Xbox Series X/S, and PC on September 24. The physical version is planned for October, and a Mac version will launch later. 

The Can’t Miss Games We’ve Played At Gamescom 2026, From Control Resonant To The Witcher 3’s New Expansion And More

Game Informer

Gamescom 2026 has arrived, and everyone here on the Game Informer editorial team has a schedule packed with back-to-back appointments. From Control Resonant to other exciting games like The Witcher 3’s upcoming Songs of the Past expansion, we plan to bring you our thoughts as quickly as possible in this roundup. 

For smaller games and bigger games alike, keep an eye on this story here, and for some games, we might even break out our write-ups into larger previews for you to read. Wherever you click on Game Informer today, you’re sure to find some insightful Gamescom writing, and we can’t wait to bring all the German gaming home to you. Without further ado…

The Most Dope Games We’ve Played At Gamescom 2026

Below, we’ll list the games we’ve played in order of when we’ve actually seen them. As the list fills up, we plan to add a Table of Contents to make this roundup as easy to follow as possible. 

Control Resonant

Game Informer

Let me say right off the bat: I am stoked for Control Resonant as a Remedy-verse fan, but I still have not played the game. Unfortunately, that hasn’t changed at Gamescom 2026 because my preview of a new section of Control Resonant was hands-off. This didn’t inspire confidence in me, especially as Control Resonant marks a big departure for the studio with its melee action combat and RPG elements. However, what I watched the Remedy Entertainment employee play was another exciting look at the game. 

My colleague and senior associate editor Marcus Stewart did go hands-on with it at SGF and came away with positive thoughts about actually playing the game, so I do still have hope, but alas. Okay, that’s enough about that – here’s what I actually saw. 

Dylan Faden, the brother of Control protagonist Jesse, is out of the FBC’s containment alongside all of the Hiss the Oldest House tried to keep at bay. There’s been plenty of looks at the Hiss’ role in Control Resonant, but for this hands-off preview, Remedy showed off a Manhattan park area covered in a blue mold, complete with various mold enemies, too. Dylan is tasked with finding a Resonant here – the big bosses of the game. 

Curiously, Remedy says you will fight the same first and last boss no matter how you play the game, but that all the Resonants you fight in between can be tackled in any order you choose. In this preview, we’re after a moldy Resonant boss, but first, we have to eat some mold to learn more about it. 

If you didn’t already know, the mold in Control Resonant is “delicious,” according to Remedy and hard to resist. As such, Dylan passes all kinds of bodies who look dead but are actually paralyzed in a euphoric state (because they’ve willingly eaten the mold). En route to the mold Dylan needs to eat, we pass an FBC Field Content Research facility before shifting gravity so we can climb up a vertical wall.  

Up ahead, there’s a group of mold enemies. The standard mob enemies are easy to take out, but they’re great for farming dominance, which is an effect activated by Dylan’s combat kit that increases damage after killing an enemy. After garnering some dominance, we tackle the massive garlic bulb-looking enemy skulking about the area, placing mold mines in the area. This enemy is about the size of an elephant and shoots mold mines and other projectiles out of its “trunk,” for lack of a better term. 

Here, Remedy explains that the equipped Dual Blades have a critical chance buff, and that the drill transformation for his transforming Aberrant weapon does some serious Falter damage. Every enemy has a yellow Falter bar below their red health bar – Falter is essentially a Stagger meter. When you fill it up, you can perform an execution by pressing L3 (on PlayStation 5). 

After taking this enemy out and clearing out the other enemies, we make our way toward the mold Dylan needs to eat. On the way, we see a traffic barrier behaving weirdly, rotating in a glitchy fashion; Remedy says this indicates a nearby world event, but we don’t have time to complete it.

At this point, I ask Remedy if there are real-world locations from Manhattan in Control Resonant. They say no, and that instead of actual named locations, the places within Control Resonant are meant to feel inspired by the real Manhattan, but with a “twisted” Remedy spin on it. We continue forward, fight some additional enemies, and I see Dylan’s shoulder button abilities on display; R2 deals fire damage by way of Ignite, while L2 uses the Barrage ability, which pummels enemies with rocks to greatly increase Falter damage. R1 is Push, and it’s basically a Jedi force push. 

I also learn here that there is no parry and no block – there’s just a dodge (and you can perfect dodge to slow down time and deal extra damage). That’s by design, as Remedy wants Control Resonant players to be aggressive; that’s why you can only heal by defeating enemies, as they drop blue orbs that add health to your HP bar. 

A few minutes later and we finally reach the mold for Dylan to eat. He eats it, and we get some strange dialogue choices to select. Remedy says dialogue choices won’t change the game’s ending – there’s only one ending – but that some side quests can have different endings depending on your choices. Plus, your dialogue choices will change how NPCs perceive you. It’s not a Mass Effect-like system or anything like that, but Remedy says you will notice NPC perception in their attitude toward you. 

After eating this mold, Dylan has an idea of where the Resonant he’s after is hiding. We find it underground; it’s called the Collective, and it’s a giant pile of mold shaped into various frowning faces. During this boss fight, Dylan can’t do any damage to the Collective. Instead, you have to attack the Collective’s tentacles attached to the walls in the arena. To do that, you need to gravity shift so that you can walk on the walls and hit the tentacles. All the while, the Collective is firing moldy projectiles at you and summoning enemies to slow you down. After damaging all of the tentacles, weak spots open up, and you finally do some actual damage to the Collective. 

I don’t get to see the fight’s conclusion, but I’m excited to do so myself in the final game. It’s not the wildest boss, but seeing Remedy’s spin on the “attack weak points to defeat the boss” formula is neat. I expect a lot of weird and strange when I play a Remedy game and so far, Control Resonant seems like it’s going to deliver all that and more. 

Control Resonant launches digitally on PlayStation 5, Xbox Series X/S, and PC on September 24. The physical version is planned for October, and a Mac version will launch at a later date. 

Every Notable Announcement At Gamescom Opening Night Live 2026

Game Informer

Gamescom Opening Night Live 2026 is in the books, and the two-hour presentation was chock-full of big announcements, including new game reveals. If you don’t have time to watch host Geoff Keighley introduce each trailer and update, we’ve provided summaries of every noteworthy announcement below with links to trailers as well as the articles we’ve written about them (for applicable titles). 

Game Informer

Nodusfall | Trailer

  • This surprising new game by Genshin Impact developer Hoyoverse bears striking aesthetic similarities to Elden Ring and is a cooperative fantasy action game.
  • Launch Date: TBA
  • Full article

Game Informer

Tom Clancy’s Rainbow Six Tactics | Trailer

  • This turn-based strategy game comes from designers of the Mario + Rabbids and Ghost Recon games. 
  • Players control operators from Rainbow Six: Siege to battle terrorists in single-player missions.
  • Launch Date: 2027
  • Full article

Game Informer

Gears of War: E-Day | Trailer

  • A new story trailer focusing on the narrative instead of its cover-based shooting gameplay (though you still see plenty of that).
  • Launch Date: October 6
  • Full article

Game Informer

Ananta | Trailer

  • A new story and gameplay trailer for the urban open-world action game the internet has dubbed “anime Grand Theft Auto.”
  • Trailer centers on the game’s premise of becoming a famous influencer to restore your crumbling peacekeeping agency and various open-world shenanigans.
  • Release Date: January 15, 2027
  • Full article

Game Informer

PUBG DED.NET | Trailer

  • World premiere of new first-person multiplayer shooter set in the PUBG universe.
  • Set in the ’90s and features run-based roguelike progression.
  • Release Date: TBA
  • Full article

Game Informer

Tides of Annihilation | Trailer

  • A new trailer for the Arthurian-inspired stylish action game reveals the new voice actor for protagonist Gwendolyn is now Angela Sant’Albano, who voiced Grace Ashcroft in Resident Evil Requiem. Sant’Albano is replacing previous performer Jennifer English.
  • Release Date: TBA
  • Full article

Game Informer

Lofsöng | Trailer

  • A new trailer shows more of this artistically striking puzzle adventure starring a childlike protagonist and their shapeshifting origami partner.
  • Release Date: TBA

Game Informer

Mega Man: Dual Override | Trailer

  • Capcom revealed the game’s first Robot Master, Twinkle Girl, and teased the return of Proto Man in a new trailer.
  • Release Date: 2027
  • Full article

Game Informer

Silent Hill: Townfall | Trailer

  • A new trailer reveals the voice cast for the first-person Silent Hill title developed by the makers of Stories: Untold and Observation.
  • Release date: September 24
  • Full article

Game Informer

Rayman Legend Retold | Trailer

  • New trailer reveals Los Del Rio’s “Macarena” musical level added to the remake of the 2013 platformer.
  • Release Date: October 1
  • Full article

Game Informer

Game of Thrones: War for Westeros | Trailer

  • First gameplay trailer for the upcoming real-time strategy game.
  • Release date: 2027
  • Full article

Game Informer

Dust: Origins | Trailer

  • World premiere of this isometric horror shooter set aboard a doomed orbital prison.
  • Developed by Airship Syndicate (Wayfinder, Darksiders Genesis, Battle Chasers). 
  • Release Date: TBA

Game Informer

Exodus | Trailer

Game Informer

Warlock: Dungeons & Dragons | Trailer

  • A new video features over eight minutes of gameplay for this third-person dark fantasy action game set in the D&D universe.
  • Release date: 2027
  • Full article

Game Informer

Metro 2039 | Trailer

  • The fourth mainline Metro game gets a new trailer highlighting gameplay and its dark storytelling.
  • Release date: February 2027
  • Full article

Game Informer

Petit Planet | Trailer

  • Hoyoverse’s cosmic spin on the Animal Crossing-style life sim has a new trailer, an upcoming final beta test, and a release window.
  • Release Date: Winter 2026

Game Informer

Mewgenics | Trailer

  • After launching on PC in February, the cat-breeding tactics game by the makers of The Binding of Issac is coming to PS5, Xbox Series X/S, and Switch 2.
  • There was also a live musical performance of “Guillotina” from the game. 
  • Console release date: September 8
  • Full article

Game Informer

Hitman: World of Assassination – The Herbalist | Trailer

  • Snoop Dogg is Hitman’s next celebrity Elusive Target, with the rapper portraying a marijuana tycoon named Dr. Syrus Cane.
  • The mission is available in Hitman: World of Assassination from August 27 to September 26.

Game Informer

Stage Tour | Trailer

  • This Rock Band-inspired music game gives plastic instruments a second (or maybe third/fourth) lease on life.
  • Release date: December 10
  • Full article

Game Informer

Genigods: Nezha | Trailer

  • This action RPG steeped in Chinese mythology stars a warrior called the Spirit Pearl, the first being created by a goddess and reincarnated as the deity Nezha.
  • The protagonist evolves over the game from a human vessel to a celestial fighter.
  • Release date: TBA

Game Informer

Crazy Taxi: World Tour | Trailer

  • A new trailer provided the first look at multiplayer gameplay.
  • Release date: 2027

Game Informer

Turok: Origins | Trailer

  • An action-packed new story trailer lays out the narrative premise of the upcoming three-player co-op shooter.
  • Release date: Spring 2027

Game Informer

Gravhounds | Trailer

  • World premiere of this four-player co-op action builder starring anthropomorphic dogs trying to find their way home.
  • Blast enemies to defend bases and extract resources as a team, including using gravity itself as a weapon.
  • Release date: November 2 (early access)

Game Informer

Heroes of Might and Magic III Remake | Trailer

  • The 1999 strategy game is getting a full remake that will include its two expansions.
  • Release date: 2027

Game Informer

Zoopunk | Trailer

  • In a showcase filled with games featuring talking animals comes a new trailer for this upcoming action title set in the world of F.I.S.T.: Forged in Shadow Torch. 
  • Release Date: TBA

Game Informer

No Law | Trailer

  • The cyberpunk first-person shooter got a stylish new trailer showing off its explosive gameplay. 
  • Release date: 2027

Game Informer

There Are No Ghosts at the Grand | Trailer

  • If you still can’t wrap your head around this silly Lovecraftian supernatural musical adventure where you restore an English hotel using a powerwash-like device by day and battle ghosts by night, a new overview trailer may help.
  • Release date: 2026

Game Informer

Like or Die | Trailer

  • A world premiere trailer revealed this team-based survival FPS formerly known as Project Bonfire. 
  • Players control 16 streamers split into four teams who livestream their matches while blasting each other.
  • Release date: TBA

Game Informer

Showa American Story | Trailer

  • Set in a world where Japan has colonized the United States, players control a teenage girl brought back from the dead to battle a zombie apocalypse.
  • Third-person action game where players cut down zombies using a katana, guns, and other wacky weapons, like a giant drill. 
  • Release Date: TBA

Game Informer

Lego Skylines | Trailer

  • After building Lego cities for years, you can now construct digital versions in this city-builder by former Cities: Skylines II designers.
  • Release date: TBA
  • Full article

Game Informer

Path of Exile 2 | Trailer

  • After spending almost two years in Early Access, the free-to-play action RPG is launching in 1.0 on December 11.
  • Full article

Game Informer

Pony Island 2: Panda Circus | Trailer

  • The sequel to Pony Island and the next game by Inscryption creator Daniel Mullins has a new gameplay trailer.
  • It is unsurprisingly weird, blending 2D and 3D gameplay and even live-action scenes.
  • Release date: April 27, 2027
  • Full article

Game Informer

Ontos | Trailer

  • Frictional Games’ spiritual follow-up to Soma got its first gameplay trailer. 
  • Being that it’s a horror game by the creators of Amnesia, it looks equal parts disturbing, gross, and features plenty of puzzle-solving.
  • Release date: 2027
  • Full article

Game Informer

Final Fantasy VII Revelation | Trailer

  • Game director Naoki Hamaguchi took the stage to unveil a trailer focused largely on the Weapon fights. For the uninitiated, Weapons are the giant god-like guardians of the planet. 
  • Release date: 2027
  • Full article

Game Informer

The Witcher 3: Wild Hunt – Songs of the Past | Trailer

  • The next expansion for the 2015 RPG (that will likely lay some narrative groundwork for The Witcher IV) has a new trailer.
  • Release date: 2027
  • Full article

Game Informer

The Witcher 3: Wild Hunt – Remastered | Trailer

  • CD Projekt Red surprised fans with this massive remaster of The Witcher 3.
  • A staggering list of improvements includes a graphical facelift, enhanced combat, improved movement and animations, ray tracing, and even cross-platform mod support.
  • Includes the Hearts of Stone and Blood and Wine expansions. 
  • The remaster is a free upgrade to all owners of The Witcher 3 (sans Switch, seemingly).
  • Release date: September 29
  • Full article

Additionally, we published pieces on a select few pre-show announcements. You can read those by following the links below:

Dreamscaper Developer Reveals New Sci-Fi Action Platformer, Elta: Defy All Gods

Aniimo, A Pokémon-Inspired Creature Collector, Gets A September Release Date

Acornia: Mirror Worlds Hands-On Preview – A Fun New Nut to Crack