I’ve Played (Almost) Every Zombie Game, And This New One Still Feels Excitingly Fresh

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For as long as I can remember, I've enjoyed zombie fiction. I've always figured it's because I saw Romero's classics at way too young an age, but I've never wavered in my enthusiasm for the undead, be they in movies, TV shows, books, or video games. By now, I feel like I've seen, read, and played nearly all of them.

It's that familiarity with the genre that has had me so excited for No More Room in Hell 2 over the past few years, even through some early-access growing pains, and why I'm glad to see the 1.0 release stick the landing.

It's been a long journey to this 1.0 build for Torn Banner, the team behind the PvP medieval combat series Chivalry. I've been playing No More Room in Hell 2 for about two years now in early access and have watched as its studio tried to strike a chord with the community, which at times seemed fed up with the sequel and preferred its under-the-radar original. Balancing issues, bugs, and overall design issues got in the way at times, but I feel as though most have been washed away in its current form.

No More Room in Hell 2 is a first-person zombie-survival game designed for teams of eight. Right away, that's a pretty cool feature, as zombie games tend to be made for massive lobbies of dozens, like DayZ; smaller co-op teams, like Left 4 Dead; or solo experiences, like Days Gone. The novelty of eight players is a boon to the game, but it wouldn't mean much if, ultimately, that's all it had going for it. Thankfully, it has a lot else that works well in its favor. 

In its purposely slower-paced story missions, you'll move through campaigns set on large maps in Pennsylvania with a lot of lateral space to explore, taking you from the woods to residential neighborhoods to downtown areas and more, completing objectives as a group and hopefully escaping with the same number of beating hearts you arrived with.

No More Room in Hell 2 clearly draws on timeless zombie-fiction imagery, with the undead springing from caskets, banging on doors and windows until they break their seals, and shambling through graveyards like someone should warn Barbara. While the new console version naturally doesn't look as nice as the PC edition I've been playing for the past two years, the game has a strong sense of atmosphere no matter where you're playing it.

No More Room In Hell 2 takes players to a wide range of locations that feel like classic zombie-fiction set dressing.

In some campaigns, you'll start alone and must find each other through exploration. These missions are my favorites, as they feel especially desolate and dangerous, and that's always been what I look for in zombie games. Throughout early access, this was always meant to be a slow-burning, Romero-esque walk through hell, and it excels by achieving that vision.

Though nearly all zombies in the game are of the classic slow-moving type, even just one of them can spell trouble. They're relentless. In fact, on higher difficulties, there may even be too many, offering not enough breathing room for the highs to feel as high as they should. But on normal difficul

It’s Time To Accept Madden Is Good Again

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For my entire life, sports games have lived under the shadow of a particular criticism: "same game, different year." It was never literally true, of course, but has often reasonably captured the sentiments of millions of players who jump into annualized sports sims year after year. EA's NFL sim Madden may be the most common target of this flavor of feedback.

There have been years when I, too, was very disappointed with Madden. It was taking the sport I love most and fumbling it every August. But for five years now, it's felt less true, and at this point, with Madden NFL 27, we just have to admit Madden is good again.

To be fair, I had even higher praise for Madden 26 than you'll find in this Madden 27 review, which takes a slight step back in some ways, but none of those shortcomings can be found on the virtual field itself. It's the continued gameplay improvements that keep Madden from succumbing once more to formerly reliable memes and criticisms. The Tiburon team has been building and iterating on its foundational gameplay in clear and beneficial ways on a timeline that, to my mind, began with Madden 23. It culminates with this year's game, which feels better than ever when you step onto the gridiron.

Defense is the key. Despite my career-high praise of last year's game, something shook it to its core a month or two after launch, breaking the pass rush for the duration of the game's time in the sun. It resulted in a Madden experience where games routinely went over 90 total points scored. In my competitive Madden league, I even saw some players score upwards of 70+ several times. Defense was sickly. Madden 27 is medicine. 

This year's game focuses intensely on giving players more control over their players and improving things like zone coverage and pass rushing, in particular. In last year's game, it felt like you needed a sixth sense as the user on D to make a stop. With smarter zone coverage, you can rely on AI defenders. Players won't spectate from the middle of their zone anymore, as they now "look for work," diagnosing a play's progression and playing proactively rather than reactively. Along with new tools to play conservatively, aggressively, or their ultra variants, you can now better prepare for what you think you know before the ball is snapped. 

These new shoulder-button commands are part of a complete remap of the pre-play adjustments. These take some getting used to, as they reconfigure years of muscle memory for longtime Madden players, but it's a worthy learning curve to run down, because the end result gives you not just more options, but options that are much quicker to activate. 

Things that may have taken four or five button presses in past games now take just two, and with new custom adjustments, you can create your own macro adjustments, bundling a set of would-be individual changes all in one go. For example, if you think you know what play your opponent is running, you can quickly activate a macro that adjusts your defensive line spacing, cornerback shading, and LB zone depth in ways that you feel counter that play correctly, all with the press of two buttons.

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Mortal Shell 2 Is A Fresh And Exciting Shake Up Of The Souls-like Formula

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Mortal Shell 2 features most of the familiar hallmarks of the souls-like genre: It's set in a dark fantasy world and incorporates gothic, medieval, and otherworldly themes into its aesthetic. Its combat is deep, challenging, satisfyingly hard-hitting, and will punish you for being overzealous. There are bonfires (called beacons) where you can rest and recover lost health at the expense of respawning enemies, and you also drop the level-up currency each time you die, forcing you to retrieve it in the next life or lose it completely. 

On the surface, Mortal Shell 2 might sound like your standard run-of-the-mill souls-like–quite possibly too derivative for its own good–yet developer Cold Symmetry's sequel is more than just a safe and simple copycat. It manages to stand out in an overcrowded genre by taking familiar aspects and transforming them in a multitude of meaningful ways. 

As someone who quickly bounced off the first game, I came into Mortal Shell 2 with no expectations and was left constantly thrilled by its unique approach, which essentially deconstructs core elements of the souls-like experience to make them feel fresh and exciting.

The most immediately obvious of these is the absence of a stamina meter. You're free to attack and dodge as many times as you want without needing to stop, catch your breath, and wait for a meter to replenish. This gives Mortal Shell 2's combat an aggressive cadence, whether you're on the attack or defending for your life. Rather than backing off after avoiding a flurry of enemy attacks, you can instantly launch into a barrage of offensive strikes yourself, or carve through weaker enemy mobs without gasping for air halfway through. 

This doesn't mean it's a mindless hack-and-slasher either. You can't cancel out of any attack animations, so each forward strike needs to be deliberate and considered to avoid overcommitting and leaving yourself wide open, especially when using slower weapons like the Great Martyr's Blade or Obsidian Hammer. 

The decision to forgo stamina makes a dynamic difference and is one of the most notable ways Mortal Shell 2 improves upon its predecessor's combat–which was often marred by gratingly sluggish battles. It's still not particularly fast-paced by any stretch, but the combat animations are much snappier without losing a sense of weight and visceral brutality.

The minutiae of stabbing, slicing, and bashing enemies to death with various melee weapons can best be described as "meaty," creating a satisfying crunch as you cleave through flesh and lop off heads, limbs, and non-human body parts amidst a torrent of crimson rain. It's great stuff, bolstered by a diverse variety of weapons and enemy types. From a large scythe and rangy spear to dual katanas that transform into an axe, each weapon type feels distinct, and there's plenty of joy to be found alternating between light and

Marvel Tokon: Fighting Souls Raises The Bar For Tag Fighters

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For many fighting game fans, It's impossible to look at Marvel Tokon and not think of Marvel Vs. Capcom. 

The crossover series defined the crossover tag genre, from X-Men Vs. Street Fighter in 1996 to Ultimate Marvel Vs. Capcom 3 in 2011. For some who didn't read comics as a kid, myself included, these games were the introduction to the X-Men, Avengers, and other Marvel faces that fought alongside Capcom's top characters.

With MvC dormant outside of a recent collection, Arc System Works has swooped in with Marvel Tokon: Fighting Souls, its own take on the Marvel tag fighter idea. The result is a wonderful fighting system and flashy new look that quickly establishes its own identity, one that is worthy of standing with the giants of the past--although the PC version isn't as super as the heroes in the game.

Fantastic four

Marvel Tokon's four-on-four gameplay is its most radical change to the tag format, but not for the reasons I first expected. Previous experience would suggest that each player would choose four fighters, each with their own life bar, and the first player to knock out all four of the opposing player's team members would win. That's not how Tokon works; instead, each of the four heroes shares a single life bar, and the first player to win three-out-of-five rounds takes the match. 

This is a fundamental and ingenious shift in how the player interacts with their team; one player could choose to keep their best fighter on point and select their assisting heroes to fit that fighter's style, or they could decide to learn four characters and incorporate tags into their strategy. It allows newer fighting game players to ease into the tag format, while entrenched players can immediately lean into the more advanced elements of the system. For a genre that sometimes struggles to find the balance in catering to new and veteran players alike, Arc System Works nailed it with Tokon's fighting scheme.

Marvel Tokon

Both approaches are impacted by another interesting design choice. Though you choose four fighters before a match, you only start the match with two active: a point character and one assist character. The other two assists have to be unlocked during the match, either by initiating a wall break (a move which slams an opponent into the boundary, "breaking" it and sending the character to another arena) and "assembling" your fighters in other parts of the stage, or by losing a round and gaining a hero as the next round begins. 

While "not having access to all selected fighters" sounds like it could be detrimental to the experience, Tokon once again exceeds my expectations. Limiting heroes is a form of balancing each match; Round 3 could start with one player up 2-0 with only two characters and the other down 0-2 with a full team. Giving the 0-2 player access to all four assists allows them to be more versatile in their approach and perhaps stage a comeback. However, in doing so, that player with the early lead slowly assembles their team, and if the match becomes 2-2, it's a full-strength slugfest in the final round. Every match is different, yet equally thrilling; I am astounded at what Arc was able to do here. 

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Beast Of Reincarnation’s Cinematic Focus Fails Its Flashy Action

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When you start a new game in Game Freak’s Beast of Reincarnation, a prompt asks if you’d like to play in cinematic mode. This locks the cutscene frame rate to 24 frames per second, but, understandably, leaves the gameplay as is. When I first saw this during my 90-minute preview session last month, it felt like a bold statement from Game Freak. Pokemon, Game Freak’s multigenerational smash-hit, can be described as many things, but cinematic it certainly is not. Unfortunately, aside from its flashy combat and a few cutscenes, Beast of Reincarnation isn't really cinematic, either. Flat performances and robotic animations undermine its fascinating story, bland environments sour its beautiful art direction, and an overall lack of polish hampers its intense combat. Though there are aspects of Beast of Reincarnation that I adored, for each one of them there’s always something that holds it back.

Beast of Reincarnation takes place exactly 2,000 years in the future, in 4026. After civilization was nearly wiped out by a phenomenon called The Blight, an infection that causes humans and animals alike to sprout vegetation, humanity transferred their souls into machines called golems to quell the spread. This inadvertently conquered death, but the relocated souls eventually deteriorated, leaving corrupted golems in their wake. The wildlife didn’t fare much better. Infected beasts called Malefacts wander the ruins of Japan attacking everything and everyone in their path. There’s a captivating history here that weaves together multiple science-fiction subgenres to create an intriguing world. The creatures that wander the wasteland feel biopunk-inspired, the aforementioned golem backstory is pulled from the cyberpunk genre, and the landscapes and architecture would feel at home in solarpunk fiction. Despite its many inspirations, Beast of Reincarnation’s world feels distinct.

https://youtu.be/erQ4lIW4Yo8?si=tohRNx3gTrRzvey2

This, in part, is due to the art direction. The futuristic technology juxtaposed alongside the overgrown ruins of Japan creates some memorable vistas that reflect the world’s alluring history. Emma, Beast of Reincarnation’s stoic protagonist, represents that fusion of technology and nature succinctly with her design. Her angular monochrome outfit is punctuated by a braid adorned with flowers that grows longer as she becomes stronger. It’s a nice touch that reflects your progress in her character design.

The plot centers around Emma and her dog Koo as they travel across Japan to reach the capital and hunt down the titular Beast of Reincarnation. Emma and Koo’s journey is frequently halted as they’re tasked with taking down a Nushi in each area--powerful Malefacts that spread The Blight. Each of these semi-open areas share a similar structure: You arrive, battle your way through the area, explore a little, and fight the boss. There are optional enemies to dispatch and loot to find, but these locales start to blend together after a while. Most of them consist of open fields with tall, green grass. As you get closer to the capital, those fields will be replaced with dry deserts. There are some interesting nooks hidden around each map, but it feels like a lot of wasted space.

There’s really not much to say about Emma. She’s a vessel, meaning she can absorb the power from enemies she’s defeated, but she is devoid of personality. She’s been told to fight and that’s exactly what she does. There are lore reasons for her languid disposition, but it doesn’t change the fact that nearly every interaction she has falls flat. In one scene, she robotically asks one of her traveling

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