What Video Games Did You Play This Week? (2026 Edition)

@wonderfly

I also found out about this remake of an old mystery horror game.

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The 7th Guest Remake (PS5, Xbox Series X/S, PC, Nintendo Switch)​
 
What video games did you play this week?
6/8/26:




New Releases this week:



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NBA THE RUN
(coming to PlayStation 5, Xbox Series X/S, and PC)



So what have you played this week?!?
 
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I felt like checking out more PS2 platformers, so I've been playing Sly Cooper and the Thievius Raccoonus. Like when I played Jak and Daxter on the PS5, the jumps and movements could also feel stiff in this game with the inability to move the camera vertically not helping, though at least it felt better than Psychonauts. Sly could perform double jumps, but he didn't get much of a vertical boost from it, so it was better as a horizontal boost. It's pretty ridiculous for him to be unable to jump when simply falling off an edge unlike other platformers. He could do already a double jump in midair, so why was being unable to jump when not making an initial jump impossible? The horizontal camera movement was also inverted from what I'm used to, but thankfully, there was an option to invert that movement. I also found out the original PS4 port of Jak and Daxter did have a way to invert the horizontal camera, but it wasn't exactly an intuitive method.

The game has been about Sly getting keys to unlock the boss lairs so he could take back his family heirloom, which was the book Thievius Raccoonus, from the opposing gang The Fiendish Five. Well, the pages of the books since the members of the gang kept pages their shares. As with these kinds of games, there were plenty of collectibles, which were bottles in this game. After all the bottles of a level were collected, Sly could open a vault to find another stolen page and learn a new technique, so there was some motivation to find the collectibles. However it was somewhat annoying to limit all new moves to the triangle button with the trigger buttons alternating between each of them. Why do I have to choose between a dodge roll, a dive attack, and mine planting for a single button? On that note, the mine wasn't as useful as I would've liked because the it took too long for a mine to get planted as Sly had to slowly take off his hat and drop it on the ground. At least it did have some uses when there were multiple enemies with flashlights patrolling an area.

Anyways, the game has been enjoyable, and the boss lairs had varied settings from pirate ships to casinos to swamps. The levels being short meant finding missing bottles wasn't a problem, and I was able to unlock the vaults that allowed Sly to survive going into water (he still couldn't swim, but at least he wouldn't lose a life) and later survive falling into bottomless areas. Beating bosses also unlocked new abilities like rail grinding or landing on top of small points. Invisibility was a notable ability and allowed Sly to not get detected by lights and lasers, and at first he couldn't move while invisible, but a vault power-up later let him walk very slowly while invisible. I think that was a good drawback to give such a useful ability.

One notable boss fight was with the alligator Mz. Ruby has been great as the showdown was - as the game put it - like "Simon Says" with pressing certain buttons at the right time to match the rhythm of her music (I suppose a rhythm game, but I haven't really played those kinds of games), and the music could be pretty catchy. Some levels had a cop named Carmelita chase Sly by firing shots from an electric gun at him, and Sly apparently liked flirting with her, but nothing suggested she felt the same way and just saw him as a criminal. The chases could be fun, but the forced camera angle could be terribly annoying at times since the game wanted to leave the cop visible at the expense of making the path directly ahead of Sly less visible. Sly himself did prefer to steal from other criminals because there was no challenge or satisfaction when stealing from the average Joe, and this reminded me of a vigilante getting chased by cops despite catching villains (or other criminals in Sly's case). At least Carmelita did arrest the gang members who were defeated, and I'm surprised a game that was presumably rated E or E10 featured newspapers explicitly objectifying her.

The final boss battle against Clockwerk was also great, and I'm thankful the game itself allowed the option to invert the movements for guns and the jet pack. Also notable was his world being entirely comprised of minigames with Bentley himself being playable at one point in an Asteroids-eqsue minigame. Afterward, Sly kissed Carmelita, and the latter was actually infatuated for a moment before noticing she was handcuffed, so she's gonna chase the main characters again for the next games. I wonder how she would've felt if Sly Cooper simply left her there instead. She might've been less inclined to chase the thieves if she gave into her feelings. I also wonder how she'll feel about the thieves in the sequel(s). There was one vault I couldn't unlock until I beat the final boss, and that new ability let me freeze enemies for a few seconds. I suppose that would be extremely useful, but now there was nothing left to use it on, and I'm not sure this would be useful in the time trials.

It did remind me of Spyro since there was a hub with loading-screen entrances to levels, though there was nothing to collect in the actual hub. It was a little odd for the entrances to have loading screens between areas when Jak and Daxter didn't, but whatever. More annoying was the game still having lives when Jak and Daxter already and completely ditched that feature. The worst that would happen after losing all lives was restarting a level from the beginning instead of a checkpoint, and the levels were short, so getting back on track wasn't a problem. That's why I still think lives are unnecessary outside of arcade games. Also, there were a number of minigames from racing with Murray, a pseudo-FPS game to help guide Murray through a level (this one was interesting since Murray himself was vulnerable to the shots and explosions), and Sly going on a boat to shoot enemies. The minigames were fun, and the lack of collectibles in those levels meant they were straightforward and never felt intrusive.

Now to complete some time trials for a trophy. Hopefully, the aged movement of the game won't make that feel like too much of a chore.
 
Looks like @wonderfly hasn't been able to post the new releases for the week, though I'm not sure there are a lot of noteworthy new releases at the moment.

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The Adventures of Elliot: The Millennium Tales (PS5, Xbox Series X/S, Switch 2, PC)

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EA Sports UFC 6 (PS5, Xbox Series X/S)

The following actually released a while ago, but I feel like giving it a shout-out, and it's also a gacha game.

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Neverness to Everness (PS5, iOS, Android, PC release next month)​
 
Yikes, I forgot to make my post on Monday! Sorry about that!

As a heads up, I won't be able to make the post next Monday either (as I'll be away for a period next week), so if you would update this thread next week as well, it'd be appreciated!

"The Adventures of Elliot" is one of my favorite big releases of the Summer, I intend to pick it up eventually....but I think you missed one other new release:



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Denshattack!
Coming to Nintendo Switch 2, PlayStation 5, Xbox Series X/S and PC!
I've got my eye on "Denshattack!"....
 
Yikes, I forgot to make my post on Monday! Sorry about that!

As a heads up, I won't be able to make the post next Monday either (as I'll be away for a period next week), so if you would update this thread next week as well, it'd be appreciated!

"The Adventures of Elliot" is one of my favorite big releases of the Summer, I intend to pick it up eventually....but I think you missed one other new release:



denshattack-1755636755403.jpg

Denshattack!
Coming to Nintendo Switch 2, PlayStation 5, Xbox Series X/S and PC!
I've got my eye on "Denshattack!"....
I did see that game, though I didn't know what to think of it when I was reading about it. Also, even though IGN and Eurogamer listed the release date as June 17, I kept seeing July 15 on the PS store, Nintendo store, and Steam.
 
It looks like I'm playing another PS2-era game in Shadow of the Colossus, albeit the remake. However, there doesn't seem to be any real differences between the 2 versions outside of graphics, more customization for the controls, and added collectibles. I've been curious about the game since its premise was about climbing giants and attacking their weak points, though I can't help thinking that the execution of the gameplay hasn't always lived up to the idea.

I suppose being able to simply climb up any giant who each had their own handholds might make each boss fight feel too similar to each other (even though they have different movement patterns) since the answer to beating each of them would be the same: climb up to and stab a weak spot. Some could fly, a few could swim, there were a few bull-like bosses, and there were the usual humanoid ones. Still, I would've like the game to do a little less of waiting for a colossus to attack and create an opening to climb up on (like one colossus with a stone sword that gets slammed onto the ground, and you have to travel up the sword like a ramp) or have a colossus destroy part of the environment so you could climb higher structures and then land on it. This wouldn't be for the sake of proactivity; waiting for a boss to come to me so I could eventually latch onto it could be pretty damn boring. The 5th colossus resembling a bird was especially guilty of this because the only way to grab onto it was for it to swoop down low enough, and it wouldn't always do so just anywhere. There were multiple areas with multiple platforms on the water to stand on, and I would think I had to stand in the middle platform since being closer to a wall would mean there was no room for the colossus's orientation to glide in, but no. The boss would just fly too far above my head to reach, so I had to swim all the way to another area and hope it would eventually fly close enough. Swimming to another area probably took less than a minute, but that still felt too long because nothing was happening otherwise for most of the showdown. The 9th colossus could also be a little dull to fight because I had to lure it to a geyser which would spray water and raise some of its feet off the ground for me to shoot an arrow at. Except it would just shoot electricity out of its mouth at least half the time instead, and I don't know how far away I had to be for it to just follow on foot since it would shoot electricity whether I was directly below or at a farther distance. Again, it was just more waiting for something to happen.

Otherwise, the game has only been about slaying the 16 giants. There were no smaller enemies to kill, no NPCs to talk to, and no residential areas to check out. A sword swing was possible, but it'll never get used because the colossi could only be stabbed. The only other forms of life in the game were the plants and animals. Not too much to do other than check out some scenery and maybe find a shrine. The emptiness of the world was easily felt for better or worse. On one hand, it could feel unsettling to be completely alone, and the various ruins around helped invoke a sense of mystery. On the other hand, riding around on a horse and checking out (mostly) empty nature and ruins in a video game got old pretty fast. There was a photo mode, but too bad there were no customization options or poses. Each boss did feel like navigating a level since there were certain paths to take to get to their weak points, but falling off and restarting could suck sometimes since moving and/or climbing a large distance yet again wouldn't take a short time. One colossus I did really like was the 13th one where I had to shoot its "balloons" below its body so it would fall close enough for me to climb on. It did mostly consist riding a horse and chasing it, but it's not like these giants were meant to be fought directly, and I like when the horse could do more than just be a mode of transport. Another really good one was the 7th colossus which was set in a body of water, and I had to observe its movements so I could reach where it was going since swimming after it was obviously unviable. And I had to avoid the electric spines on its back. And the final colossus was a pretty long marathon where it actually felt like I was traveling through a level to get to a certain area. Again, falling off could kinda suck since it was such a large boss, but traveling around its body was able convey a sense of fighting something so much larger than yourself.

Still, I wonder if there should've been more of the option simply climb up a structure and then just jump onto a colossus and figure out how to eventually reach its weak spot. That at least would eliminate the need to wait for the boss to come closer.

The game has overall been minimal, and this was certainly intentional. A guy named Wander who wasn't formally named in the game (I learned his name when looking at the trophies, and the credits confirmed his name as such; I guess he was named as such because he wandered and traveled to the giants) wanted to resurrect a young woman who also wasn't named (credits said "Mono") because... he cared about her. The game never confirmed their relationship with each other, though that probably didn't matter too much since all one needed to know was that he desperately wanted (not necessarily needed) to bring her back to life, and he was willing to kill 16 giants to do so as instructed by a mysterious voice. Obligatory question of whether trading 16 non-human lives for 1 human life was right or not. Whenever a colossus died, the game would accompany the death with tragic music, and I wonder if this was a commentary about killing monsters in video games since those "creatures" would have their own lives and feelings, and they were probably only attacking out of self-defense. However, I have mixed feelings about how this was handled. If I didn't attack them, then there was nothing else to do in the game. Of course, if an alternative was available, then players would almost always choose that instead.

As I went through the game, there was another NPC who showed up in cutscenes (credits called him "Emon") and was accompanied by guards, and they predictably encountered Wander after he killed the last colossus. After each colossus died, Wander would get fused with some black fumes emitted by the colossi (who also emitted them when bleeding), and the mysterious voice ("Dormin" according to the credits) possessed him and became some demonic figure. This resulted in an interesting gameplay segment where I controlled the possessed Wander as a giant who also moved slowly and tried to attack small and fast enemies, so this must've been how the bosses perceived Wander. Mono got resurrected, and Wander was seemingly killed and reborn as a baby with (devilish?) horns. There was also a pretty shocking moment right before the final boss where the horse seemingly fell off a cliff to its death but returned with a limp to a resurrected Mono.

I'm kinda mixed about the minimalist nature of the game because although one could make a lot of inferences about the game, none of that changed the fact that riding a horse in an empty field (and who would move annoyingly slowly in a forest) from point A to B could be pretty dull. I guess I'd say the game was interesting, but not in a positive or negative sense; a neutral sense since I certainly haven't seen another game presented like this.
 
Alright, now that I've watched all of Summer Game Fest, the Sony State of Play, the Xbox Showcase, and the Nintendo Direct, my favorite "Top 10" game reveals (new reveal or new trailer) of the "E3" season are as follows:


10. Fable/Halo: Campaign Evolved (kind of a tie, and I was already sold on these before June of this year)

9. Legend of Zelda: Ocarina of Time Remake: A bit too short of a reveal, but the promise is there.

8. Spyro: A Realm Beyond: Another "too short" of a trailer.

7. Tomb Raider: Legacy of Atlantis: Sold on the concept of a new remake.

6. Orbitals: Love the animation style.

5. Castlevania: Belmont's Curse: Love the "Evil Empire" creative team and the artstyle, and the promise of new 2D Castlevania.

4. Rayman Legends Retold: Sold on the need for a remake, due to the enhancements revealed here.

3. Star Wars: Galactic Racer: It just looks like everything I want from a Star Wars racer game.

2. Final Fantasy: Resonance: A new 2D Final Fantasy game!

1. Alien Isolation 2: It just looks fantastic and I'm intrigued for the story.
 
Unfortunately, Orbitals is out for me because it's co-op only. A shame because I too love the art style.

Mostly been playing Donkey Kong 64 on Switch 2 this week. I still maintain it's a tedious game with all the backtracking (I wish they'd let you switch Kongs on the fly instead of having to find a swapping barrel), but it does tend to get a bit better as you go along, partially because areas that were off-limits are now available with the new Kongs/abilities. So there's some OCD in wanting to take care of unfinished business, so to speak.
 
Unfortunately, Orbitals is out for me because it's co-op only. A shame because I too love the art style.

Mostly been playing Donkey Kong 64 on Switch 2 this week. I still maintain it's a tedious game with all the backtracking (I wish they'd let you switch Kongs on the fly instead of having to find a swapping barrel), but it does tend to get a bit better as you go along, partially because areas that were off-limits are now available with the new Kongs/abilities. So there's some OCD in wanting to take care of unfinished business, so to speak.

So many of the collectibles are mandatory, that you might as well go for 100% completion. If you're able to beat the game, you're already most of the way there.

I'll also give DK64 credit where it was due. Doing away with lives was good design. That was a weak point with Mario 64 and Banjo-Kazooie, and it streamlines things a lot.
 
@wonderfly said he wouldn't be able to post new releases this week, so here's what I found.

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Star Fox (Switch 2)

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Dead or Alive 6: Last Round (PS5, Xbox Series X/S, PC)​
 
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I pre-ordered Star Fox so I'll be playing that.

Not sure if I want to bother re-buying DOA 6 because A) I didn't like the game as much as DOA 5 (for one thing, unlocking outfits is more of a pain in that one) and B) You have to re-buy certain DLC for LR. Plus the original DOA 6 plays just fine on modern consoles, so I almost don't see what the point is.
 
I finally set up my Switch 2, and the first game I decided to play on the new console Metroid Prime: Remastered. The game has been enjoyable enough, and it felt like a Metroid game in 3D. Well, I only previously played Metroid Dread, but both games had plenty of areas that needed upgrades later to eventually access, and there was plenty of backtracking as a result. There was a variety of ammo types to use from the standard ammo to electric shots to ice shots (which traveled noticeably slower than the other 2 ammo types to compensate for its useful freezing trait) to fire shots. Missiles could also be fired as a stronger but more limited ammo type (though upgrades for carrying more were readily available), though the fire shot seemed to deal more damage since it could destroy turrets more easily (at the cost of getting unlocked much later). Each ammo type could be charged for a stronger shot, and there was the option to charge a shot and then fire it with missiles. However, I would've preferred to trigger that shot by holding down the R button as tapping it already fired a missile, so why would holding it down not work? Instead, I had to hold down the A button for a regular shot and then tap the R button, which meant I couldn't move the camera and fire use that kind of attack without resorting to the claw-grip. I don't know the reasoning behind that, but whatever. There was the Morph Ball ability and deploying bombs with it, but I mostly used that for tunnels and pipes. Deploying the bombs into pursuing enemies can sometimes be fun when they run into the bombs, though. I think I would've enjoyed using that more if the bomb killed them in one blast, but whatever again.

One aspect of the game that stood out was Samus starting out pretty strong right at the start of the game. Notably, the first boss I encountered was hardly a threat, and I wondered what was up. Turns out, she quickly lost all her equipment shortly after. The game had a feature to scan the environment for trivia and backstory about the game world, and enemies (including bosses) could also be scanned to learn their weaknesses. One boss battle I liked was a rock monster who needed its weaknesses to be seen through the thermal visor, and destroying those weak points caused it to release thermal energy which would then necessitate using the normal vision to fight it normally.

The game's biggest drawback was easily the sheer amount of backtracking, and this wasn't help by the same enemies quickly respawning after being away for a short while. I'm not against backtracking in games if it managed to be fun, but in this game, I've been very frequently going though the same small areas or corridors and fighting and/or avoiding the same respawning enemies. Well, new and stronger enemies might respawn instead since I've been progressing through the game by getting new equipment, but that just meant it would take longer to traverse previously visited areas. Not helping matters was the lack of checkpoints as save points served as the only checkpoints in the game. It didn't look like it was too easy to die (I've been playing on normal difficulty, and a hard difficulty would unlock after beating the the game on normal) as enemies generally don't hit too hard, but dying can really suck since that meant needing to remember what unsaved upgrades might've been previously acquired and - well - more backtracking. And there was also the fact that 12 artifacts needed to be collected to finish the game, and this sometimes meant returning to a familiar area just to get to that one small room I couldn't previously access. As such, there wasn't as much of a sense of progress as there should've been. There was also a ton of platforming in this game like in the other games in this series, except the game didn't execute this kind of gameplay well since I couldn't exactly see the ground directly below in first-person, and playing by staring at the ground throughout the game didn't make sense. I wouldn't have minded this as much if there were fewer platforming sections or if those areas could be a little closer to compensate for the different perspective since most platforms needed a full jump to be reached. I'd sometimes just miss a jump (even with double jump) and fall all the way to the bottom, and the bottom was sometimes filled with something hazardous. At least I could go into Morph Ball mode to get to see the edge of a platform, but that usually made jumps more tedious than they should be.

I wonder if the other 2 Metroid Prime games will eventually become playable on Switch.
 

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