Scott Pilgrim EX is getting two batches of new content today: some paid, and some free. For starters, $3.99 gets you three new playable characters: Kim Pine, Stephen Stills, and Knives Chau. The trio does appear in the base game’s story, but this is the first we’ve been able to play as them. You can see them in action in the trailer below.
Knives, unsurprisingly, can be seen wielding knives in combat, and she also has a screen-spanning corkscrew attack. Kim uses her drumsticks to summon purple magical energy and projectiles with bats. Finally, Stephen brawls with his fists and acoustic guitar, with a reverberating microphone attack that takes out foes in its radius. The DLC also adds three support characters. Hollie (Kim’s coworker at No-Account Video) uses a remote to create a damage-dealing volume bar, Mr. Chau (Knives’ father) creates shadow clones of whoever he’s assisting, and Joseph (Sex Bob-Omb’s producer) summons a huge speaker to blast noise at your foes.
On the free side of things, today all versions of Scott Pilgrim EX will receive a free update called Coin-Op Chaos, adding an Arcade Mode. “Inspired by the golden age of arcade brawlers, the mode streamlines progression from stage to stage and adds lives, credits, score chasing and local rankings,” reads a press release on the game. It’s a new way players can replay the entire game if they desire, and allows for cross-platform online co-op.
In addition to today’s new content, Scott Pilgrim EX is 20% off until September 9, so if you haven’t checked it out yet, this is an easy time to do so. It’s out now on PS5, Xbox Series X/S, Switch 2, PS4, Switch, and PC. For more on the game, check out our review.
Here at Game Informer, we are excited to share a new way to engage with our content alongside our website and the print magazine. The Game Informer app, which you can download for iOS or Android, shares all of our content in a new, even cleaner way (and not to pat ourselves on the back, but our website is pretty dang clean).
The app is a gorgeous way to read all of our editorial content: news, reviews, previews, features, and even the full digital magazine for subscribers.
The app also features a new, visually engaging version of our incredibly useful release calendar. We curate this list and update it daily, and the in-app version looks great and offers more tools to sort and organize it so you can figure out exactly what games are coming out when.
The app also organizes all our video content, from exclusive interviews to shows like The Game Informer Show podcast, New Gameplay Today, and more. It makes it easy to find and watch the videos you’re looking for.
You’ll also have easy access to our full magazine archive in the app dating back to 1991 – that’s more than 380 issues of the magazine. And flipping your mobile device sideways gives you a better look at the full two-page spreads of every issue.
Importantly, the app is algorithm-free. You get to curate your reading list by saving news stories, full issues, and episodes for later. You choose what you want to read – not what a recommendation algorithm guesses.
While the app is live now, we’re still working hard to polish it into the best version it can be. Keep an eye out for updates in the coming days and weeks to make the experience even smoother, and potentially add in some new features.
The app is a new way to read Game Informer. We’re excited for you to download the app and check it out.
Here at Game Informer, we are excited to share a new way to engage with our content alongside our website and the print magazine. The Game Informer app, which you can download for iOS or Android, shares all of our content in a new, even cleaner way (and not to pat ourselves on the back, but our website is pretty dang clean). We are considering this a soft launch of the apps, so if you see anything amiss or find a bug, let us know!
The app is a gorgeous way to read all of our editorial content: news, reviews, previews, features, and even the full digital magazine for subscribers.
The app also features a new, visually engaging version of our incredibly useful release calendar. We curate this list and update it daily, and the in-app version looks great and offers more tools to sort and organize it so you can figure out exactly what games are coming out when.
The app also organizes all our video content, from exclusive interviews to shows like The Game Informer Show podcast, New Gameplay Today, and more. It makes it easy to find and watch the videos you’re looking for.
You’ll also have easy access to our full magazine archive in the app dating back to 1991 – that’s more than 380 issues of the magazine. And flipping your mobile device sideways gives you a better look at the full two-page spreads of every issue.
Importantly, the app is algorithm-free. You get to curate your reading list by saving news stories, full issues, and episodes for later. You choose what you want to read – not what a recommendation algorithm guesses.
The app is a new way to read Game Informer. We’re excited for you to download the app and check it out.
Stuntman: Hollywood, first revealed during June’s PlayStation State of Play, resurrects the dormant franchise with a new entry that lets players perform wild vehicular stunts across the sets of licensed franchises, including Back to the Future, Mad Max, and Knight Rider. A new trailer reveals Jurassic World as Stuntman Hollywood’s next IP.
The trailer showcases both cinematic and in-game footage of the stuntman driving the Jurassic World park jeep and a motorcycle across familiar setpieces from the modern series of films born out of Jurassic Park. This includes riding a motorcycle alongside a pack of raptors in a forest à la the first Jurassic World to escaping the volcanic eruption from its sequel, Jurassic World:Fallen Kingdom. The trailer also shows players performing backflipping a motorcycle over the gaping maw of an angry T. rex, which is pretty awesome.
Stuntman: Hollywood has no release window, but it’s coming to PlayStation 5, Xbox Series X/S, and PC.
Stuntman: Hollywood, first revealed during June’s PlayStation State of Play, resurrects the dormant franchise with a new entry that lets players perform wild vehicular stunts across the sets of licensed franchises, including Back to the Future, Mad Max, and Knight Rider. A new trailer reveals Jurassic World as Stuntman Hollywood’s next IP.
The trailer showcases both cinematic and in-game footage of the stuntman driving the Jurassic World park jeep and a motorcycle across familiar setpieces from the modern series of films born out of Jurassic Park. This includes riding a motorcycle alongside a pack of raptors in a forest à la the first Jurassic World to escaping the volcanic eruption from its sequel, Jurassic World:Fallen Kingdom. The trailer also shows players performing backflipping a motorcycle over the gaping maw of an angry T. rex, which is pretty awesome.
Stuntman: Hollywood has no release window, but it’s coming to PlayStation 5, Xbox Series X/S, and PC.
Spine has been on our radar since we first saw it in 2021, thanks to its John Wick-meets-Batman: Arkham-inspired third-person combat. Our anticipation grew after playing it at Summer Game Fest 2025. It’s been a long wait, but we finally know Spine is launching next summer.
Developed by Nekki, Spine takes place in a cyberpunk world, where players control a graffiti artist named Redline. Sporting a sentient (as in talking) cybernetic implant called a Spine, Redline rebels against her city’s AI regime after it captures her brother. Ironically, she’ll need to rely on the physical enhancements granted by her mechanical implant to battle the city’s artificial oppressors.
Spine’s free-flow close-quarters combat emphasizes countering incoming attacks and using environmental interactions to manage large crowds of enemies. She can take down foes using flashy, martial-arts melee offense and use various firearms to keep distant foes at bay (and incorporate gunplay into her hand-to-hand offense à la John Wick). It’s better to watch the combat in action in the game’s latest trailer below.
When Spine launches during the summer of 2027, it will be available for PlayStation 5, Xbox Series X/S, and PC. The previously announced Switch 2 version does not have a release window.
Spine has been on our radar since we first saw it in 2021, thanks to its John Wick-meets-Batman: Arkham-inspired third-person combat. Our anticipation grew after playing it at Summer Game Fest 2025. It’s been a long wait, but we finally know Spine is launching next summer.
Developed by Nekki, Spine takes place in a cyberpunk world, where players control a graffiti artist named Redline. Sporting a sentient (as in talking) cybernetic implant called a Spine, Redline rebels against her city’s AI regime after it captures her brother. Ironically, she’ll need to rely on the physical enhancements granted by her mechanical implant to battle the city’s artificial oppressors.
Spine’s free-flow close-quarters combat emphasizes countering incoming attacks and using environmental interactions to manage large crowds of enemies. She can take down foes using flashy, martial-arts melee offense and use various firearms to keep distant foes at bay (and incorporate gunplay into her hand-to-hand offense à la John Wick). It’s better to watch the combat in action in the game’s latest trailer below.
When Spine launches during the summer of 2027, it will be available for PlayStation 5, Xbox Series X/S, and PC. The previously announced Switch 2 version does not have a release window.
For how well-received The Wolf Among Us was by both critics and audiences, it’s shocking that it has taken so long for the series to be revisited. But despite years of development hurdles and roadblocks, The Wolf Among Us 2 is finally coming next year, and to re-familiarize players with the universe, The Wolf Among Us Remastered was announced for later this year during Summer Game Fest. That said, it wasn’t until Gamescom (which is going on right now!) that we got an official date for the remaster: October 29.
A new trailer also revealed the choice-driven adventure remaster will launch with a Noir Mode, shifting the game’s cel-shaded visuals to a monochrome color palette. It’s a fitting choice for a story so heavily inspired by the Noir genre, though I admit I’m a fan of the original game’s colors and will likely keep them unaltered. Still, it’s a fun option to have.
The Wolf Among Us stars Bigby Wolf as he investigates a dark mystery in Fabletown, a city full of fairy tale creatures. The original game was released episodically in five parts, spanning 2013 and 2014, but the remastered version will be released as a single product.
The Wolf Among Us Remastered drops on October 29 on PlayStation 5, Xbox Series X/S, Switch, and PC. If you want to revisit our thoughts on the original adventure, you can read our reviews of each episode: episode one, episode two, episode three, episode four, and episode five.
For how well-received The Wolf Among Us was by both critics and audiences, it’s shocking that it has taken so long for the series to be revisited. But despite years of development hurdles and roadblocks, The Wolf Among Us 2 is finally coming next year, and to re-familiarize players with the universe, The Wolf Among Us Remastered was announced for later this year during Summer Game Fest. That said, it wasn’t until Gamescom (which is going on right now!) that we got an official date for the remaster: October 29.
A new trailer also revealed the choice-driven adventure remaster will launch with a Noir Mode, shifting the game’s cel-shaded visuals to a monochrome color palette. It’s a fitting choice for a story so heavily inspired by the Noir genre, though I admit I’m a fan of the original game’s colors and will likely keep them unaltered. Still, it’s a fun option to have.
The Wolf Among Us stars Bigby Wolf as he investigates a dark mystery in Fabletown, a city full of fairy tale creatures. The original game was released episodically in five parts, spanning 2013 and 2014, but the remastered version will be released as a single product.
The Wolf Among Us Remastered drops on October 29 on PlayStation 5, Xbox Series X/S, Switch, and PC. If you want to revisit our thoughts on the original adventure, you can read our reviews of each episode: episode one, episode two, episode three, episode four, and episode five.
This month’s Game Informer cover story is all about Exodus, a sci-fi RPG from Archetype Entertainment, a studio founded by former BioWare developers. While visiting the studio in Austin, Texas, my coworker Eric and I played about four hours of the game, and while I enjoyed shooting robots, bonding with companions, and exploring the world, my absolute favorite element of the game was a society of giant, chill talking frogs.
In the second half of our demo, we went to a space station called Khonsu. It generates a shield to deflect space debris from crashing into Lidon, our homeworld. The only ones capable of maintaining the station are the Kay, a community of giant frogs who traverse the facility in massive tubes of water. They’re Awakened animals, a staple of the Exodus universe, which makes them larger, smarter, and longer-living than normal frogs. They also all have translation devices on their bodies, so humans hear them speak English, even though the Kay’s mouths don’t move.
“Most of the Awakened communication is through technology,” Exodus narrative director Drew Karpyshyn told me. “They have […] little translators. So it is sort of a translation on the fly. You know, they’re not actually speaking in human words as such.”
Most of the Awakened I encounter speak with a simplified cadence (Salt, Jun’s Octo companion, is a good example), and the Kay are the same. That said, it does very little to keep their huge personalities from shining through. The first one we meet, 42C, is enthusiastic to the core. When we show up and fight off some Ghosts, a sick electronic soundtrack starts playing, but once the enemies are dead, the music doesn’t stop. It turns out, 42C was the one playing the soundtrack.
We ask him to turn the music down, and he says, “Hey, the what? You know, you don’t look like the other humans, either. Way nicer outfits. Wearing clothes must be weird. What did you want again?” He “speaks” with a breathless cadence, barely pausing between sentences like a young child with a lot to say.
42C, the Awakened frog looks through the glass at Suliman and Jun.
He’s downright thrilled to meet Jun, whom he knows “from the radio,” because he can get news broadcasts from Jun’s homeworld that often report on Jun’s exploits. 42C agrees to help us repel Gideon’s forces (the reason for our mission to Khonsu), though he’s not all that stressed about the invaders – he says they’ve basically been there “forever.” It’s an odd statement, because we know for a fact the soldiers have only been here for a few years. We ask 42C how old he is.
“Me? I’m two,” he replies. “I’m basically already an adult.”
42C accompanies you on and off through most of the level, giving you updates on enemy forces (and even accidentally giving your location away at one point). But he’s only one of the Kay I met on this mission.
While 42C is more similar to a tree frog, 13A looks decidedly more toad-like, resembling a Surinam horned frog. He is larger, has an older-sounding voice actor, and isn’t submerged in water; he just sits in a pond that comes up to his ankles (or whatever the amphibian equivalent of ankles are). 13A also has a job title: senior engineer.
Later in this mission, Jun comes face to face with another Awakened: a war bear named Irina Bruin.
“Big Boots trapped me in here. Wants me to show them how Khonsu works. Fat chance,” 13A laughs. “Your tiny human brains aren’t wired to understand Celestial tech,” he boasts. To his credit, the Kay do seem pretty smart, and Gideon’s men probably wouldn’t understand how Khonsu works, but it’s still very funny to see such condescension from a giant frog. 13A doesn’t get as attached to “Jun Two-Legs” as 42C, but I enjoy his chunky vibes all the same.
In hidden areas, I encounter two more Kay. 62D is a devout believer of a frankly indecipherable religion, speaking with an off-putting passion that sort of reminds me of the Luma from The Super Mario Bros. Movie. She calls me a heretic until I free her from her tank, at which point she decides that I must actually be devout and thanks me for my help.
Meanwhile, 13C says being trapped is “such a drag.” Once I free her, she calls the whole experience “an exhausting ordeal,” despite the fact that she didn’t move an inch the whole time. “I really want a nap, but I guess the least I can do is open shop,” she says, and then allows me to buy mods and upgrades for my weapon. It feels accurate, in that every person I’ve ever met who works retail would usually rather be napping.
Most of the Awakened animals on Jun’s homeworld, like this elephant shopkeeper, aren’t aquatic.
Khonsu is the only time I go offworld in my hands-on time, but I appreciate how efficiently Archetype makes the station feel like a foreign culture. It gives me hope that when I eventually go on an Exodus to a far-off planet in my playthrough, it will evoke a similar “alien” feeling.