Platform: PlayStation 5
A moody, folklore-soaked strategy deckbuilder where battles play out on grid, so positioning matters as much as your draw. You explore distinct regions, craft loads of cards from enemy materials, and swap archetypes as each biome pushes different mechanics. It’s tough-but-fair with low death penalty, and the pixel art and soundscape absolutely rule. Really cool.
[Early Access] Moonlighter 2 has a ripper loop: roguelite runs, clever backpack loot puzzles, then price-discovery shopkeeping that funds a forest of upgrades. Combat can feel chunky and rewarding, and the 3D worlds this time around really pop, but balance and QoL could do with some love. Definitely worth a look though, and if you liked the first one, it’s a no-brainer.
Hollow Knight: Silksong is tldr.games’ Game of the Year 2025. Virtually alongside Clair Obscur: Expedition 33, it stands as the year’s most remarkable achievement. Where Expedition 33 captivates through ambition, emotion and invention, Silksong reveals its brilliance through precision, trust and mastery, asking the player to engage deeply and improve over time. It is a game that rewards commitment, and one that continues to resonate long after playing.
I’ve wanted to get into an extraction shooter for ages, but nothing has landed in my sweet spot of complexity: they’re either exhausting in how convoluted they are, or so watered down they feel pointless. ARC Raiders finally hits the middle ground. Its world is genuinely absorbing, with visual and sound design that’s freakishly immersive, and a sandbox allowing for endless emergent moments that make it hard to put down. I’m too old for competitive shooters, but the balance, pacing, economy, and community (so far) here give this one a feel I can actually settle into - and it’s turning out to be something pretty special.
BALL x PIT sidesteps any potential roguelite fatigue by folding in new systems and surprising, satisfying fusions. Just when you think you’ve seen it all, it drops another major game-changer. Addictive, stylish and most importantly, super fun - very impressive.
Ghost of Yōtei is big, bloody, and beautiful - refining Tsushima’s formula rather than reinventing it. Exploration is richer, stealth more precise, the world obviously gorgeous. It’s polished and fun enough to keep me hooked through to the end - indeed, there’s a lot to love - but the familiar openworld rhythms are definitely feeling a little weary. It’s a strong execution, but tinged with a melancholy sense that the formula is wearing thin.
Equal parts zen hike and slapstick disaster. The Foddian leg-by-leg controls click into a weirdly soothing flow, then betray you in spectacular fashion. Big, silly, oddly tender - more Death Stranding for clowns than rage game. Not really for me, but I laughed, swore, kept walking.
skate leaves me torn, but mostly sad. The skating feels brilliant, every flick and flow just right, but it’s wrapped in such a soulless corporate gloss, unfathomably out-of-touch cringe writing, and a shop-first design. It’s tough, because there is fun to be found, but it’s buried under a product that replaces culture with monetisation.
Borderlands 4 is a blast when you lock into the core loop - snappy gunplay, meaningful loot, big playgrounds. But the bombastic, quippy aesthetic and tone now read like a bit of a relic. You almost have to meet it halfway - tune out the dated swagger, focus on the systems - then you can find the fun. In any case, if you’re looking for a shooter to turn your brain off in, there’s a lot to like.
Hell Is Us is haunting, pretty clever, and not what I expected. Combat is simple, sometimes clunky, but that’s not the point - it’s about mystery, puzzles, and piecing together scraps of story in a war-torn world. The no-map, no-hand-holding design is immersive, and rewards patience. At its best, it’s unsettling and atmospheric. At its worst, it’s repetitive and meandering. Not for everyone, but if you crave exploration over combat, give it a look.