Indie Selects for March 2025: Fresh Contrasts for a New Season

Indie Selects for March 2025: Fresh Contrasts for a New Season

Indie Selects March

Every Wednesday, dive into the Indie Select Hub — your gateway to a fresh, curated indie collection plus four themed spotlights that rotate weekly! You can always find this collection hub in the Xbox Store and on Xbox.com/IndieSelects.

As we step into spring, this lineup is all about fresh contrasts—bright blooms and deep shadows, cozy comfort and adrenaline spikes. Dive into an ultra-violent sci‑fi third-person action adventure, then slow the pace with an action RPG that’s equally at home in a warm, cozy sim loop. Take a detour into darkly funny criminal commerce with a money-laundering sim where you literally wash cash, then brace for an FMV psychological-horror interactive movie steeped in centuries-old Black Forest tales of vengeful spirits. From there, plunge into a gripping first-person horror/action journey through a nightmarish reimagining of Spain, and finally reset your senses with a first-person puzzle experience built around painting, color-mixing, and seeing the world in a whole new light. Here’s what we’ve got for you this month (in no particular order):

Romeo Is a Dead Man

Goichi Suda, known by his alias Suda51, returns with Romeo is a Dead Man, a bold new entry in an already impressive catalog that includes No More Heroes, Lollipop Chainsaw, Killer7, and many other cult classics. From the opening moments, you immediately recognize his signature style: the mad-genius energy, the fever-dream surrealism, and the genre-blending chaos that makes you question your own sanity while remaining completely captivated.

The game wastes no time. You are thrown straight into the action as Romeo Stargazer, a sheriff’s deputy responding to a routine call. Romeo is attacked by a mysterious creature, left for dead, then resurrected and recruited into the FBI’s Temporal Task Force by his multiverse-traveling grandfather. It is absurd, dramatic, and perfectly on brand.

Combat is fast, aggressive, and built around spectacle. Fluid combos chain together seamlessly, finishing moves are satisfyingly over-the-top, and boss encounters that stand out as some of the game’s strongest moments. These set pieces prioritize theatrical excess over strategy, leaning fully into style and momentum.

This is a niche game by design. It is unapologetically strange and will resonate most with players who value creativity, boldness, and sharp stylistic shifts. Romeo is a Dead Man is unmistakably a Suda51 creation, and as your time-traveling, multiverse-hopping grandpa wisely puts it: don’t think too hard, just feel the vibes.

– Oscar Polanco

Rune Factory: Guardians of Azuma

This is the game I never knew I always wanted. I missed the Rune Factory and Harvest Moon series (please don’t take my gamer card), but I’ve always loved life sims and consider myself a die‑hard action‑RPG fan. As I get older, I’ve come to appreciate the calm joy of farming while still craving the rush of slick, skill‑based combat. Rune Factory: Guardians of Azuma nails that balance. It blends both genres with charm, voiced characters, a strong story, and a fantastic soundtrack. As a spin‑off of the Rune Factory series and by extension Story of Seasons, it’s also a perfect entry point for newcomers.

You play as an Earth Dancer tasked with restoring Azuma, a land devastated by a cataclysm and the creeping Blight. You’ll rebuild villages, construct buildings, and attract new residents, all wrapped in gorgeous Japanese‑inspired visuals and music. Instead of one farm, you juggle four seasonal villages — Spring, Summer, Autumn, and Winter — each permanent and distinct. Thankfully, intuitive farming and building systems keep everything fun rather than overwhelming.

Strong character relationships (and romances) tie into combat, letting allies fight alongside you. And that combat? Smooth, responsive, and full of satisfying dodges, specials, and weapon‑tools called sacred treasures that double as farming gear. This game has so many core loops that interlock beautifully. There’s so much to boast about and I haven’t even touched on the progressive skill trees or various sky islands.

Dozens of hours in, I can already see how easily this could grow into a 100‑hour adventure. With its dense mechanics and constant variety, it reminds me of the first time I played Yakuza: Like a Dragon as it’s absolutely packed with content and proficient in everything it does. If you want a rich, varied experience that rewards long‑term play, this one’s an easy must‑have.

– Raymond Estrada

Cash Cleaner Simulator

Simulator games keep widening their delightfully absurd horizons, and I’m endlessly drawn to them like a moth to a neon sign. Give me a bizarre premise fueled by peak‑efficiency goals, and I’m in. Cash Cleaner Simulator plunges you into piles of dirty money, turning what would be a seedy, monotonous job into something sillier, more whimsical, and wonderfully literal. Like any good sim, completing task after task pulls you into a zen‑like rhythm until you suddenly wonder, “Wait… how long have I been playing?”

Each delivery, dropped unceremoniously from a chute in the ceiling, brings something new. Sometimes it’s supplies, but usually it’s cash in bags, boxes, or old mattresses. Your job: collect it, spot issues like dirt, blood, or counterfeits, and get it sorted. Jobs come through an in‑game app outlining how clean the money must be, how to repackage it, and any strict requirements. Some contracts are so precise that tiny errors can sink the whole task. As you progress, new challenges like multiple currencies, marked bills, dye packs, and gold bars push you to buy better tools and scale up.

Early earnings are slow, especially if you’re trying to pay off the million‑dollar debt hanging over you, but the game’s quirky, lighthearted tone helps smooth that grind. At its core, Cash Cleaner Simulator is a casual, almost cozy experience that lets you clean cash for criminals at your own pace. It’s weirdly funny, repetitive in a good way, and unexpectedly relaxing. Perfect for anyone wanting a laid‑back game with a delightfully absurd twist.

– Raymond Estrada

Heart of the Forest

Scenario: You’re on your couch, watching a horror movie, and the desire to tell one of the main characters what to do is overwhelming. You know how this feels. Heart of the Forest takes this situation, but right as the crucial deciding moments occur, you’re in control!  

Heart of the Forest is a full-motion video (FMV) game that inserts you right into the middle of a horror movie, making decisions on behalf of a group of students who have set off on a hike through the Black Forest. From the get-go you witness eerie events happening in the surrounding areas, while knowing that things are only going to get worse for the unsuspecting crew. This is a game where you need to make choices with the priority of keeping people safe as events cause this hike to go downhill… and not in a good way. 

Your choices directly affect the story and literally change the movie you are interacting with. With this being a beautifully filmed game, the story is a little over 2.5 hours, but the desire to go back and change the course of events by making alternate decisions will be immense. Experience this psychological horror through the lens of 4 students, horrified at what is happening to each of them, while having a direct influence on their actions. 

If you’ve never played an FMV game, but enjoyed “Black Mirror: Bandersnatch,” you’ll be right at home with this narrative-based game built around needing to survive in a horror setting.

– Keith Muelas

Crisol: Theater of Idols

Crisol: Theater of Idols is a first-person survival horror game set in Hispania, a unique and frankly, unsettling fictional take on Spain. Players wash ashore in Tormentosa as Gabriel, a soldier sent on a divine mission from the Sun God. Armed with blood-fueled weaponry, you navigate varied environments, fight puppet-like statues, and solve puzzles while unraveling the mysteries of the island, the Sun God, and how Gabriel became so deeply entangled in all of it.

 Using blood for ammo is such a wild idea — but man, does it work. Traditional survival horror relies on ammo scarcity to create tension and helplessness. In Crisol, that concept is amplified. Health and ammunition become one shared resource. It’s not just about conserving bullets — it’s about deciding whether you can afford to shoot at all. The game offers quick healing kits called Plasmarine, along with the ability to absorb blood from animal corpses (gross!). Combat revolves around this system, but it also serves as a clever world-design tool, tying progression, narrative beats, and puzzle-solving directly into the core mechanic.

As you explore, you’ll find a beautifully crafted, Spanish-inspired world that looks fantastic in 4K. I’ve always loved old-world Spanish architecture, and the game showcases a strong variety of distinct areas for players to sink their teeth into. The presentation is sharp, the gameplay is immersive, and progression through weapons, abilities and passive upgrades feel meaningful. And then there’s Dolores. I’ll leave that for you to experience firsthand, but I’m confident the 11-year-old version of me wouldn’t have slept after seeing her — or practically any of the enemies in this game. If you enjoy modern survival horror that leans heavily into tension, atmosphere, and storytelling, Crisol: Theater of Idols is absolutely worth a shot.

– Deron Mann

ChromaGun 2: Dye Hard

Indie puzzle games have spent two decades riffing on the Portal formula, with many finding real success. One standout was ChromaGun, a first‑person puzzle‑shooter built on paint mechanics and clever color‑mixing. Its strong reception has now paved the way for a sequel, ChromaGun 2: Dye Hard, which picks up immediately after the original in comedic fashion. Once again, you find yourself tricked and trapped inside the testing facility, roped into yet another round of “scientific” experimentation.

What really sets ChromaGun 2 apart is, unsurprisingly, the ChromaGun itself. You begin with yellow paint and unlock the other primary colors as you go, letting you mix and manipulate your way through each room. Paint two objects the same color and they magnetize, allowing you to move objects onto switches, pop vents off walls, and create inventive solutions. You can mix paints into secondary colors or even black when the puzzle calls for it. And despite the potential mess, mistakes are never permanent as you can always clean things up and try again. The puzzles range from quick wins to sly brain‑teasers, with simpler setups often requiring the most thought. Since nothing is timed, you’re free to experiment and tackle each challenge at your own pace. The developers also created a standout accessibility feature in their colorblind mode, which adds distinct shapes to all primary and mixed colors so players can easily tell everything apart.

If this feels a little too close to Portal, you’re not wrong. From the test‑chamber aesthetic to the ever‑present disembodied voice, the inspiration is obvious. And then there’s the moment the plot starts involving literal portals, which was hilarious and feels like the game is having a playful laugh at its own expense. Still, ChromaGun 2 is so well‑crafted, and its puzzles so genuinely satisfying, that it’s hard not to recommend it to anyone who loves this style of game.

– Raymond Estrada

The post Indie Selects for March 2025: Fresh Contrasts for a New Season appeared first on Xbox Wire.

PlayStation Store: February 2026’s top downloads

It’s time to see which PS5, PS4, PS VR2, and free-to-play games topped last month’s download charts. February saw nothing but love for zombies and Leon as Resident Evil Requiem topped the US and EU PS5 charts.

Check out the full listings below. What titles are you playing this month?

PS5 Games

US/CanadaEU
Resident Evil RequiemResident Evil Requiem
NBA 2K26EA SPORTS FC 26
ARC RaidersUFC 5
EA SPORTS Madden NFL 26Grand Theft Auto V
Call of Duty: Black Ops 7Minecraft
Grand Theft Auto VIt Takes Two
REANIMALARC Raiders
EA SPORTS FC 26REANIMAL
MinecraftForza Horizon 5
God of War Sons of SpartaCall of Duty: Black Ops 7
UFC 5God of War Sons of Sparta
Nioh 3NBA 2K26
It Takes TwoNioh 3
High On Life 2Resident Evil 4
EA SPORTS College Football 26Among Us
NHL 26Marvel’s Spider-Man 2
Marvel’s Spider-Man 2Gran Turismo 7
Forza Horizon 5Split Fiction
HELLDIVERS 2Hogwarts Legacy
Resident Evil 4Kingdom Come: Deliverance II


*Naming of products may differ between regions
*Upgrades not included

PS4 Games

US/CanadaEU
Red Dead Redemption 2Red Dead Redemption 2
Gang BeastsA Way Out
A Way OutGang Beasts
Resident Evil 6EA SPORTS FC 26
theHunter: Call of the WildUnravel Two
RESIDENT EVIL 5Resident Evil 6
Middle-earth: Shadow of WarGrand Theft Auto V
MinecraftRESIDENT EVIL 5
Grand Theft Auto VMinecraft
FOR HONORRayman Legends
Batman: Arkham KnightBatman: Arkham Knight
Unravel TwoThe Forest
NBA 2K26Kingdom Come: Deliverance
Call of Duty: Black Ops IIIMafia: Trilogy
Resident EvilIt Takes Two
God of WarMiddle-earth: Shadow of War
The ForestSTEEP
Overcooked! 2Assassin’s Creed Odyssey
Mafia: TrilogyWRC 7 FIA World Rally Championship
STAR WARS Battlefront IIOvercooked! 2
Red Dead Redemption 2Red Dead Redemption 2


*Naming of products may differ between regions 

PS VR2 Games*

US/CanadaEU
Alien: Rogue Incursion VRAlien: Rogue Incursion VR
PavlovCreed: Rise to Glory – Championship Edition
Creed: Rise to Glory – Championship EditionHorizon Call of the Mountain
Among Us 3D: VRArizona Sunshine 2
Beat SaberAmong Us 3D: VR
Arizona Sunshine 2Job Simulator
Job SimulatorBeat Saber
Vampire: The Masquerade – JusticeVampire: The Masquerade – Justice
Horizon Call of the MountainCooking Simulator VR
Zero Caliber VRKayak VR: Mirage

*PlayStation Store purchases only. Game upgrades or games bundled with hardware not included

Free to Play (PS5 + PS4)

US/CanadaEU
FortniteFortnite
RobloxRoblox
Rocket LeagueRocket League
Call of Duty: WarzoneCall of Duty: Warzone
Marvel RivalsTom Clancy’s Rainbow Six Siege X – Free Access
Tom Clancy’s Rainbow Six Siege X – Free AccesseFootball
OverwatchFall Guys
HighguardAsphalt Legends
Apex LegendsMarvel Rivals
Delta Force (F2P)VALORANT

Ubisoft Finally Confirms Assassin’s Creed: Black Flag Resynced, the Remake We All Knew Was Coming

Ubisoft has just released the first piece of concept art for Assassin’s Creed: Black Flag Resynced, finally confirming its long-awaited remake that has been rumored for years.

The company included the image in a blog post that offers more detail on the blockbuster franchise’s future — including word that post-launch support for Assassin’s Creed Shadows was being wound down.

Ubisoft’s focus is now firmly on the future, though the series’ next all-new entry Assassin’s Creed: Codename Hexe sounds like it’s still some way off. In the meantime, then, Ubisoft has at last begun acknowledging its upcoming Assassin’s Creed: Black Flag remake, which is expected to arrive at some point later this year.

“Speculation around Assassin’s Creed is not new, but it’s worth repeating: ‘Nothing is true. Everything is permitted,'” Ubisoft wrote. “Well, except in this case, some whispers have a little more wind in their sails. Keep your spyglass on the horizon. 🦜”

The project’s official name, Assassin’s Creed: Black Flag Resynced, was first spotted last December, when it popped up via a European ratings board listing. That sighting followed years of internal leaks that pointed to the project’s existence, a boatload of fan speculation and even hints from the original game’s lead actor.

Previous reports have suggested that Black Flag Resynced will be a substantial remake of the series’ beloved piratical entry, with visual and gameplay upgrades that see the game closer in quality to last year’s Assassin’s Creed Shadows.

New story content will reportedly be added to flesh out more of hero Edward Kenway’s life, though the game’s modern day gameplay sections have apparently been excised — something that many fans aren’t happy about. It will be interesting to see how Ubisoft handles the game’s new ending — which previously tied together story elements from its historical and modern day narratives — in light of that change.

Officially, Ubisoft has only previously referred to Black Flag Resynced’s upcoming arrival by acknowledging that there had been an unannounced game due to arrive before the end of its current financial year (on March 31). In January, however this game was then delayed into the coming financial year (ending March 31, 2027) due to the company’s major recent reshuffle of teams, projects and studios.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Corpses in the censored Japanese version of Resident Evil Requiem are full of terrible darkness

People on social media are upset about censorship in Resident Evil Requiem. Wait, come back! This isn’t one of those situations where Twitter dudes with usernames like BasedMaxxing97 rant about the bikini armor being altered to cover up the ‘vagina bones’. It seems the Japanese version of Capcom’s new horror game doesn’t feature any blood and guts in certain scenes, in a bid to appease the country’s regulators.

Instead it has… anomalous pools of shadow. Hideous darkness spilling from the cleaved torsos of ostensible cadavers. The same darkness lurks within you and I. What fools we were, to ever think ourselves meat. We are but the place where the light isn’t. Umbral puppets. Gabbling event horizons. Arigatou gozaimasu, Capcom! I feel much better now.

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Stock Up Your PC Library With Brand New Games From March’s Humble Choice Lineup

The Humble Choice lineup for March is officially live. If you’re looking for a new selection of games to add to your Steam library, this month’s drop is led by Tempest Rising, Chants of Sennaar, Sworn, alongside five more games.

For just $14.99 when you sign up for a Humble Choice membership, you can add all of these games to your PC library. On top of that, you get a bonus month for free of IGN Plus. It’s a pretty sweet deal. Head to the link below to sign up, and further down you can see this month’s full lineup. Keep in mind this selection of games only lasts for the month, so be quick to make a move on it if they interest you.

Humble Choice March 2026 Game Lineup

March’s lineup offers up a nice variety of games for your library, too. Tempest Rising is one that writer Dan Stapleton called, “A loving homage to classic Command & Conquer,” noting that its “single-player campaign brings back the fast-paced RTS gameplay but can’t quite recapture the campy vibe” in our review. Hard West 2 is another that caught our attention, with our review from writer Jon Bolding saying it, “has plenty of little annoyances, but it’s a supernatural western tactics game with a lot of style and the substance to back it.”

Those with a Humble Choice membership get to enjoy much more alongside a monthly drop of new games. This membership also allows you to save up to 20% on select games in the Humble Store, and a nice bonus is that 5% of your Humble Choice membership goes to a charity each month. As for March, that portion of your membership will go towards the Malala Fund.

The free month of IGN Plus is a great add-on with everything else, too. Once you’ve signed up, you’ll be able to get rid of ads across the website, enjoy free games, and much more that you can learn about on the IGN Plus page.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Mega Man Star Force Legacy Collection Preview: The Mega Man Bundle for Pokémon Fans

RPGs don’t always require compelling stories or innovative trappings to be fun. Sometimes, all you want or want are a few engaging systems, some brought colors, and a delightful loop of grinding, exploration, and reward. Mega Man Star Force Legacy Collection seems to deliver all that in spades based on what I’ve played so far, matching a fairly innocuous, almost infantile narrative with well-tuned mechanics to create something thoroughly enjoyable in the early going.

The three Star Force games included in this collection don’t even try to hide the influence Pokemon clearly had on their design. All three are split into multiple versions clearly inspired by ye olde Blue and Red. A total of seven variants exist across the trilogy, and they’re all represented well here, with some content unique to each.

The Star Force games share a lot of DNA with the earlier Battle Network titles while reflecting the mid-2000s hardware migration from Game Boy Advance to Nintendo DS. Capcom has solved most of the two-screen play issues fairly elegantly, miniaturizing the second screen to an upper corner and allowing the player to instantly bring it full-screen with a trigger hold. This works remarkably well. Environments have been colorfully and crisply translated from the low-resolution DS screen. The designers wisely maintained a close to 4:3 form factor, so graphics don’t display any appreciable stretching or distortion. The Wave World dungeons seamlessly overlap the human world. The vibe and feel of all three optimistic meladramas appears to be lovingly preserved.

Capcom has solved most of the two-screen play issues fairly elegantly, miniaturizing the second screen to an upper corner and allowing the player to instantly bring it full-screen with a trigger hold.

Combat, though, is the gravity that holds Star Force Collection on its winning trajectory. Fundamentally, all these games are combat-centric action-RPGs. Though cards, abilities, and other nuances vary, the 3×5 battle grid where you take on enemies is the most fleshed-out part of the the Star Force trilogy, a formula perfected all the way back on the GBA with the Battle Network games. You can rig clever card combos, juggle timing counters, sprint forward for melee attacks, nimbly dodge attacks, and snipe with your P-shooter. It’s a sprightly, light action-RPG combat system that rewards focus but is also fairly forgiving of miscalculation, and the battles are quick enough you likely won’t mind the random encounters.

Capcom did a good job updating these titles for the modern player, but for my tastes are less successful at contextualizing their place in the Mega Man pantheon. Some effort was put into visual or audio museums, but there’s nothing here comparable to, say Digital Eclipse’s Gold Master series, where the history and legacy of each game is celebrated by curated timelines or original documentaries. The historic features stack up poorly even next to the original Mega Man Legacy Collection, which allowed players to pop directly into certain gameplay moments directly from museum boss art. No such luck here.

As for the plot… well, that’s probably not really why you’re here. Plucky hero, quirky friends, buddy aliens made of electromagnetic energy, and maybe a dark conspiracy or two. You know, the usual stuff. It carries the collection and the combat forward, and for these games, that’s enough.

Mega Man Star Force Legacy Collection doesn’t seem poised to shake up the world, but it doesn’t really have to, nor did it likely set out to. It’s appropriate for anyone who remembers whittling away hours on their GBA playing Battle Network or their DS playing Star Force. It’s also a perfect pastime for eleven-year-olds (or kids at heart) who love deck building, combo breaking, and diving into complementary, overlapping gameplay systems. Mega Man Star Force Legacy Collection is, based on my time with it, shaping up to be a real winner.

Jared Petty does all kinds of things with video games. When he’s not marketing with Other Ocean or writing for IGN, he’s creating new episodes of The Top 100 Games Podcast. Find him on Instagram, Threads, and BlueSky as @pettycommajared.

“Gary will no longer attack the player from beyond the veil” says The Outer Worlds 2’s latest patch, which also makes a death pit work as intended

It’s been a little bit since The Outer Worlds 2 got that November patch aiming to take care of mysterious eyebrow disappearances. I wonder what the latest one, which is fairly beefy, does. Oh, it adds a number of handy features like the option to advance time by waiting, toggle walking via key press, and extra stealth kill animations.

Nice and boring. Oh, wait. “Gary will no longer attack the player from beyond the veil”. “Fixed cases where some NPCs could see the player while they were wearing the bucket hat”. “The pit outside of the entrance to Algid Menagerie will now always kill the player as intended”. “NPCs should no longer moonwalk, despite being in space”.

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First Impressions: ‘Mega Man Star Force: Legacy Collection’ Fine-Tunes Some DS Capcom Classics

Star power?

Though it seems Capcom only recently remembered that they can make a new Mega Man game, there was once a time where the Blue Bomber was so prevalent that many fans were suffering from some series burnout. In the span of about five years, we were getting hosed with new entries in the Classic, X, ZX, and Battle Network series, and the Mega Man Star Force series came into the picture in the middle of this period.

Now that all but that last one have received successful Legacy Collections on modern platforms, it was only a matter of time before Capcom would give Geo Stelar another shot at the spotlight after what many saw as a truncated and early finish to his adventures.

Read the full article on nintendolife.com

Control Resonant: Getting to Grips With Remedy’s First-Ever Melee Action Game

Control Resonant Screenshot

Control Resonant: Getting to Grips With Remedy’s First-Ever Melee Action Game

Summary

  • Control Resonant evolves the original Control’s 3rd-person shooting combat into an intense melee action-RPG.
  • Creative Director Mikael Kasurinin and Lead Gameplay Designer Sergey Mohov gave an overview of the sequel’s elaborate combat and customization systems, encouraging build experimentation and multiple playthroughs.
  • Control Resonant arrives on Xbox Series X|S later this year.

The Oldest House leaking into New York is all I needed to hear to be excited about Control Resonant, Remedy Entertainment’s long-anticipated follow-up to their excellent 2019 paranormal action-adventure, Control. As they recently showed us with Alan Wake 2, the folks at Remedy are not afraid to take big swings with sequels, and Control Resonant looks no less surprising and delightful than its studio and series pedigree would suggest.

Last week, we got to see virtual presentation from Creative Director Mikael Kasurinin (also the Creative Director of the franchise and Co-Creative Director of Remedy Entertainment) and Lead Gameplay Designer Sergey Mohov, giving live commentary over pre-recorded gameplay video segments. They focused on combat and customization, which is clearly a big point of evolution from Control to Control Resonant.

Only in New York

In Control Resonant you play as Dylan Faden, brother of the original Control’s protagonist, Jesse, and a powerful parautilitarian (think “somewhat spooky superhero”) like his sister. In order to curb speculation, Kasurinin and Mohov were clear that Jesse will not be playable in Resonant, though she will be present as a major character.

Seven years after the events of the first game, cosmic horror the Hiss has escaped the Oldest House, base of operations for the Federal Bureau of Control (think “The X-Files” if Mulder had funding), and taken over Manhattan, flooding it with monsters and psychedelically warping space and gravity to create a broken, dreamlike world reminiscent of “Inception.” While not a full, seamless open world, the city is divided into major zones that spoke off from a central area where the FBC’s field office is set up, which will serve as your evolving hub throughout the game.

The cosmic forces terrorizing the city have affected each zone very differently, allowing them to have distinct vibes and challenges. Control’s Oldest House was an impeccably surreal brutalist nightmare, but ultimately it was a lot of gray concrete over the run of the whole game. Kasurinin was clear that one of their goals for Resonant was to have much greater visual variety, of which the discrete zones are an obvious manifestation (although we didn’t really get a look at any yet beyond the particularly Incepted area from the reveal and gameplay trailers).

Devil May Control

The biggest difference between Resonant and the first Control is the move from 3rd-person shooter to melee action-RPG. Where Jesse had the Service Weapon, which could morph between various gun forms, Dylan has attuned to the Aberrant, a shape-shifting close-quarters weapon. It’s unclear how many forms there will be in total, but examples we’ve seen include an enormous hammer, short blades, a scythe, and a whip.

The action is fast and furious, reminiscent of the Devil May Cry franchise, or the work of PlatinumGames, air-juggling, combo meter, and all. Like the first game, it’s a system designed to encourage aggression – but it feels even more geared towards getting you into the thick of combat. Melee attacks give Dylan the resource he needs to use his special abilities, which will frequently stun enemies and allow for executions, in turn giving a temporary percentage buff to melee damage, letting you push to higher and higher levels of destruction with skillful play. Also like the first Control, a lot of your attention has to go towards not just attacking and dodging individual enemies, but managing crowds of different threats. Jesse’s ability to do this all at range with guns and telekinesis made it easier to keep the action squarely in front of you, but Dylan is fighting up close and personal, which means threats come in from all angles.

We also got a more extended look at Dylan’s fight against one of the eponymous Resonants, who serve as major story bosses for the game and reward Dylan with powerful abilities. The deft, masked, dual-mallet-wielding figure shown at the end of recently revealed gameplay footage is tentatively named the Dancer (though the developers noted that name is subject to change). Regardless, it’s in good company with memorable bosses like the Cogwork Dancers (Hollow Knight: Silksong) and Dancer of the Boreal Valley (Dark Souls III), where learning to match their graceful rhythms can be an exhilarating duet to master.

As with any action game, how good it will be is all about moment-to-moment game feel in a way that no video can communicate, but Control Resonant’s combat looks far more intense and mechanically crunchy than anything Remedy has done before, and I’m excited to get hands on it.

Theorycrafter’s Delight

Besides the intensity of the combat, another huge and exciting differentiator between Control Resonant and its predecessor is the build variety available. Remedy showed us the same fight against mobs of enemies both with a standard, up-close melee-focused build, and then with a build that focused on using skills to summon various minions and turrets to do crowd control while Dylan swooped around to make targeted executions. It became immediately clear how malleable this system will be, and how much your choices will make a meaningful difference to how you play.

The skill trees in Control allowed you to buff up various parts of Jesse’s kit to your taste, but it didn’t really feel like you were making creative build choices. I loved my time with it, but I was thorough and haven’t felt compelled to go back, in part because by the end it felt like I had seen pretty much everything the combat had to offer.

Control Resonant aims to encourage replays with far more in-depth combat systems that allow for radical build variety. When defeating Resonants, they can offer up to three choices for what power to take, which is permanent and exclusive, meaning you won’t be able to see everything in a single playthrough. One example we saw offered a choice between a shield that can also be used offensively to ram into enemies, a turret that can also be thrown as a bomb, or a third option we didn’t get a look at. In action, we also saw Dylan do things like force-push and cause remote explosions—standard cool telepath stuff.

In addition to selecting from a variety of offensive, defensive, and tactical supernatural abilities, Dylan can also customize his weapon, the Aberrant. Rather than committing to a single weapon form’s moves, you set one primary form for basic attacks, a secondary form for special and charged attacks, and a combo ender for special finisher moves after attack chains. Within that, each weapon form offers upgrade trees that unlock alternate, specialized forms and modifier effects for the weapons, allowing further customization.

Then on top of that, there are talent trees for Dylan that unlock a variety of passive modifiers, which also involve exclusive choices that again limit what you can see in a single playthrough. These are built around synergies like various status effects that can be applied to enemies.

All of these systems run through The Gap, a diegetic mind palace menu space that Dylan can enter at any time out of combat. Here you find not reasonably priced bootcut jeans and sweatshirts, but ominous plinths on which Dylan can manage his various talent and specialization trees and systems.

It’s all a little overwhelming when breathlessly laid out, but it’s no doubt exciting. It seems like Control Resonant’s customization might really scratch that action-RPG itch for richly expressive and open combat systems in which you can really get your hands dirty exploring all sorts of different builds and playstyles – but decoupled from the Skinner box loot grind associated with the kinds of games we’d usually expect this from.

What’s perhaps most impressive is how much it feels like Remedy is getting right on their first try – the team has never made an all-out melee action game before, but it bears all the hallmarks of the greats in the genre. Given that Control spin-off FBC: Firebreak was also Remedy’s first ever multiplayer game, we asked Kasurinen if there’s something about the Control franchise that lets Remedy stretch their development wings. He agreed, saying that “Control is, first and foremost, a world, where a lot of different protagonists can exist within it, and they each have their own way of dealing with things.”

It’s something to be thankful for – Remedy have been one of the most reliable studios in the action space for a very long time, but seeing them apply all that experience to something new for them is a particular treat. I can’t wait to go back and spend more time in Control’s world with Resonant after this tantalizing little taste. While I wholly expected a Control sequel to paint Remedy’s eerie and imaginative vision across a grander scale, which did not disappoint, I did not expect the action-RPG buildcrafting sicko part of my brain to be activated as well.

Control Resonant releases later in 2026 on Xbox Series X|S.

CONTROL Resonant

Remedy Entertainment

After years in confinement at the hands of the Federal Bureau of Control (FBC), Dylan Faden’s former captors are deploying him at the peak of a supernatural crisis.

Charged with combating a mysterious cosmic entity as it alters fundamental aspects of our reality, Dylan must harness his new-found powers to take the fight to the myriad threats overwhelming Manhattan.

Join Dylan in this sequel to the multi-award-winning CONTROL to explore the expansive zones of a city overrun by the corrupting influences of the chaotic Hiss and invasive micro-organism, the Mold, and other twisted paranatural threats.

On the path to unlocking the full potential of his supernatural abilities Dylan will also seek out his sister, FBC Director Jesse Faden, as he bids to comprehend and contain the dangers that have spilled beyond the confines of the Oldest House to tear our world apart.

The post Control Resonant: Getting to Grips With Remedy’s First-Ever Melee Action Game appeared first on Xbox Wire.

Crimson Desert hands-on report: four hours in the RPG’s massive open world

Crimson Desert seems huge — not just in how much there is to do, but simply how enormous its world is. As an open-world RPG, that’s to be expected, but it’s only when you’re standing on a strange island floating in the sky, seeing the whole world stretch out beneath you, that it’s clear just how expansive the world of Pywel really is.

I recently went hands-on with the beginning portion of Crimson Desert and played about four hours, and while I never made it out to the landmarks I could see in the distance, even the area in and around the city where the game begins felt enormous and full of life.

Helping out in Hernand

You play Kliff, a member of a faction called the Greymanes — warriors renowned for their swordsmanship and their reputation for helping others. The early part of the story takes place in a town called Hernand, where you get your first taste of just how big and bustling Crimson Desert is. Even with four hours of playtime, there was so much to do in and around Hernand that I never made it far from town.

Quests in and around Hernand have you helping out various townspeople with their problems. But there are also plenty of activities and encounters to discover on your own. Often, you’ll find spots and buildings that outlaw factions have taken over, and they’ll attack you if you enter their territory. Defeat enough of them, though, and you’ll liberate the place so the townspeople can reclaim it.

Clearing bandits out from different locations unlocks access to new quests and activities, too. When I drove the bandits out of a fish market, fishermen moved back in, and I was able to observe them and learn to fish myself.

One of the cooler aspects of Crimson Desert is how Kliff can learn new skills not just by unlocking them from his character skill tree, but by observing them from other people. That can even happen in combat.

Fast, fluid combat

Fighting in Crimson Desert is a fast-paced, intense affair, with smart enemies who constantly work to surround and overwhelm you. Luckily, you’re a well-trained swordsman with quite a few abilities. Kliff can chain together fast strikes with R1 and slower, more powerful slashes with R2, but he’s also strong enough to grab enemies and throw them when you press Circle and Triangle buttons together.

Crimson Desert doesn’t really contain character classes or builds — unlocking new skills just adds more and more moves to Kliff’s repertoire, which you can use by pressing different combinations of buttons. Your fighting style is more determined by the weapons you choose to use. Kliff starts with a sword and shield, but you can also find weapons like great swords, spears, axes, and more to change how you approach combat.

You can block with L1, and if you time a block correctly as an attack lands, you can parry an enemy’s blow, knocking them briefly off-balance. Holding L1 also lets you lock onto an enemy, but the fluidity of the combat system means you’ll often quickly drop a lock so you’ll be free to attack in all directions.

Fighting stronger opponents can increase your arsenal of abilities. Midway through one early boss battle, a knight attempted to kick Kliff in the chest — and after seeing the move, Kliff learned it, incorporating it into his fighting style. From then on, I could give enemies the boot to send them flying.

The final battle of my preview was by far the toughest I faced, against Kailock, the Hornsplitter, the leader of a local merchant guild who’d been scouring Hernand for Abyss Artifacts. These are magical items that have fallen from the Abyss, a realm of floating islands above Pywel, and they imbue their wielders with strange powers. Kailock’s artifact makes him very fast and agile, while also allowing him to generate waves of magic from his weapon.

Kailock makes it clear it’ll take understanding your opponents’ abilities and using skills like parrying and powerful attacks to defeat them. And thanks to Abyss Artifacts, it seems like you’ll face enemies throughout Crimson Desert with capabilities that rival your own.

A strange, mystical world

Following the early steps of the main quest quickly leads you to the Abyss, a place seemingly powered by some mix of magic and technology, and home to some mystical folks who’ve taken an interest in Kliff.

It’s here that you start to gain special magical abilities that allow you to complete puzzles, explore the world, and gain an edge in combat. These include turning some objects weightless so you can manipulate them, picking up heavy items that would otherwise block your path, and donning a glider that lets you survive falls and cover distances.

The Abyss gives the first taste of Crimson Desert’s puzzles, which often have you fixing and manipulating Abyss technology. It sounds like you’ll solve quite a few puzzles throughout the game — some in the course of the story, and others that you’ll uncover through exploration.

Abyss Artifacts falling to earth seem to be a major driver for the story, and you can find them throughout the game and use them to unlock character upgrades and new abilities. But you’re not the only person hunting them and their power.

Freedom to explore

Beyond a short trip to the Abyss and the wilderness around Hernand, I didn’t get too far into the world of Crimson Desert, but it does seem like there’s going to be plenty of interesting things to find within the world if you’re willing to look for them.

After leaping off an Abyss island to return to the surface, I floated down near Hernand’s castle and found a man hanging from a cliff. I ran over and pulled him up, and he explained that he was trying to climb down to a chest before slipping. It was a momentary encounter, but provided a clue about what I might find below.

With my glider, I was able to jump down to the chest no problem, uncovering some loot that was part of another trading activity. Kliff could also climb back up the cliff with little difficulty. Your ability to climb, glide, swim, and sprint is dictated by a stamina gauge, and you can scale most cliffs and walls with relative ease, so long as the gauge doesn’t run out.

You also have a horse to help you cross the vast distances of Crimson Desert. You can whistle for the horse by pressing down on the D-Pad, summoning it to wherever you are. Between your mount and your glider, you have some decent options for traversing a lot of distance quickly, but you’ll need to earn upgrades to increase their stamina, and thus, their usefulness.

PS5 and PS5 Pro enhancements

With an enormous, gorgeous open world, Crimson Desert can be pretty graphically demanding, and Pearl Abyss will leverage the PlayStation 5 and PS5 Pro to help deliver some impressive visuals, particularly at long distances. The PS5’s SSD is key for streaming the huge world, for a start, and developers will make  heavy use of the PS5 Pro’s High CPU Frequency Mode to make viewing and moving through the world as seamless as possible.

Pearl Abyss also told me it optimized Crimson Desert for the PS5 through a number of features to help maintain all that detail at its large scale, making use of Geometry Shader Oversubscription and NGG Culling to render lots of elements without losing detail. On PS5 Pro, the recent upgrade to PlayStation Spectral Super Resolution (PSSR) makes it possible for Crimson Desert to hit 4K resolutions at higher frame rates, and its raytracing capabilities make lighting effects more realistic and natural.

The DualSense controller adds a lot to the experience, too, especially when it comes to combat. A big part of fighting in Crimson Desert is the feeling of weight, and you can feel haptics especially when weapons clash as you execute a parry or when you land a powerful hit on an enemy. The adaptive triggers also add intensity to actions like drawing back a bowstring. The DualSense additions work to bring you closer to Kliff and help deliver a lot of information, especially in tense combat situations where enemies can be all around you.

Even after playing for four hours, I only scratched the surface of what’s waiting in Pywel. From vast lands to explore and secrets to discover, to formidable foes to face down and powerful skills to master, Crimson Desert looks to offer a lot for RPG fans who want to lose themselves in a fantastical world.

You can see for yourself just what’s hidden in Crimson Desert when it releases on March 19 on PS5.