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A love letter to Dead Rising 2: Case Zero, one of the best demos of all time (even if it isn't really a demo)
Game Reviews

A love letter to Dead Rising 2: Case Zero, one of the best demos of all time (even if it isn’t really a demo)

by admin October 5, 2025


Last week marked 15 years since Dead Rising 2 made its debut. For my money, Dead Rising 2 is one of the best unlikely success sequels going, but whenever I think of it, I can’t help but remember its prologue even more fondly.

The reason I consider Dead Rising 2 an unlikely success is that, on paper, the odds were stacked against it. For whatever reason Capcom made the decision that it wasn’t going to make a second Dead Rising title in Japan – which meant separating the team behind a break-out hit and creating a new one for a sequel. That was risky enough – but then Capcom also chose to place that team outside of Japan. Any scholar of Japanese publishers knows that such East-meets-West development arrangements are at great risk of unsteadiness. Plus, the first Dead Rising was characterized by a fabulously Japanese vision of an American town, plus US foreign policy and a very Yankee predilection for excess. Could that survive in the West, even being made north of the border, up in Canada?

Equally risky were the swings the game’s developers chose to take. Much of Dead Rising’s winning formula was retained – but the choice to build the game around a hard deadline involving vital doses of an anti-zombie medication, the in-your-face setting of a fake version of Vegas, and switching out beloved protagonist Frank West all stood as ballsy moves. But y’know what? It all works.

A bit Greene around the gills? | Image credit: Capcom

Dead Rising 2 is brilliant. If Capcom’s brass is looking at the performance of Dead Rising Deluxe Remaster and thinking about how to continue the series, they’d be well-minded to simply ignore the third and fourth entries. The second, though? That deserves to not only remain canon, but also deserves a remaster of its own.

A great part of the game’s success is in its design, of course. It’s tightly made, and even those riskier decisions land well. The item-combining ‘combo weapon’ mechanic is exactly the sort of thing that could’ve ended up hamfisted but threads the needle perfectly. With those dues given, one further thing has to be acknowledged: a great deal of Dead Rising’s 2 success must be chalked up to how its prologue carefully primed its most vocal audience, plus a slate of newcomers, for what it was actually set to be.

That prologue, Dead Rising 2: Case Zero, probably wouldn’t exist in today’s market. It also isn’t exactly widely available today – exclusive to Xbox 360 Live Arcade, it can today only be played via Xbox backwards compatibility, while the core DR2 is available more widely. Case Zero is a demo, a prologue, and a stand-alone game all in one – and it’s exactly the sort of thing I wouldn’t necessarily mind seeing more of today.

You can view this game one of two ways. Uncharitably, it is a demo that Capcom made the decision to charge a fiver for. Through a more friendly lens, it’s a brilliant-value stand-alone experience. It tells an original story separate to the main game, making use of mechanics, systems, and weapons from the main game but across a new area with a new storyline that tees up the characters, relationships, and world of the main game. For fans of the original Dead Rising, it was the perfect primer, detailing how both the Dead Rising universe and game itself were changing in a post-Frank world.

Part of the madding crowd. | Image credit: Capcom

By this measure, Case Zero may very well be one of the greatest demos of all time. Yes, it was a demo that you had to pay for – but it had all-original content, and ultimately cost about the same as a Big Mac. It was the perfect way for players to see if Dead Rising was for them – and for returning zombie-slayers to see if the new direction and team was going to work for them without shelling out new-release prices.

Being a Dead Rising product it was also eminently replayable, with multiple endings, many weapons to discover, and even a handful of optional survivors to rescue and side missions to explore. It was cannily released a little under a month before the final game, giving players plenty of time to experience its depth before jumping into the full-blown adventure. The value was there, but the price point was able to remain low because its costs were clearly amortised within those of DR2 proper (plus whatever bag of cash came from Microsoft that secured Case Zero’s Xbox exclusivity).

These days, there’s a lot of talk about us all wanting shorter games at reasonable price-points. We’ve got big publishers experimenting with titles like Mafia: The Old Country, cutting back on blat to get something out quicker that is hopefully no less satisfying. Remembering Case Zero, though, I’d also take more things like this – economically made ‘demo-plus’ setups that are cheap enough for an impulse buy, and original enough to justify one’s wallet opening. I remember it fondly.

I’d also take a Dead Rising 2 Deluxe Remaster. 15 years on, this is the other half of the Dead Rising narrative still worth exploring. After Capcom’s excellent remaster of the first game, it feels a no-brainer – and naturally, Case Zero should be included.



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October 5, 2025 0 comments
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Peak co-devs Aggro Crab unleash co-op forklifty mayhem with Crashout Crew, which'll have a demo soon
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Peak co-devs Aggro Crab unleash co-op forklifty mayhem with Crashout Crew, which’ll have a demo soon

by admin October 4, 2025


Ok, so if you’re one of those high-vis types who can be driven up the wall by health and safety code violations, you might want to look away. Crashout Crew, a co-op chaos-generator all about forklifts, has been revealed by Peak co-developers Aggro Crab, with sights set on a 2026 release preceded by a Steam demo this month.

I told you to look away, high-vis types! Why are you already running to management with a written demand that all heavy machinery can’t be drifted around at top speed and slammed into boxes?

Watch on YouTube

Anyway, forget about them, Crashout Crew looks like a great laugh. You can up to four mates are strapped into forklifts that can boost and drift, with the mission of grabbing various good strewn around a warehouse, and pushing a big red button to jet them off on the right conveyor belts. Failure to do so results in quotas not being hit, and presumably a telling off. As you progress, you can add extra quirks or wrinkles to the action via safety violations, much like in real life.

“After the recent cancellation of Going Under 2, the studio decided to explore the whimsy multiplayer side of game development,” Aggro Crab wrote of how it came to be. “While some of Aggro Crab developed PEAK with Landfall, the rest of the studio locked in to produce Crashout Crew!”

A full release in 2026 is being aimed for, but ahead of that Crashout Crew’ll be getting a demo on October 13th, as part of the upcoming Steam Next Fest. You’ll be able to give the first three levels a go and see if the chaos offered is up to snuff.

Aggro Crab have also made clear that Peak, the co-opper based around going for hikes up big hills developed by themselves and Landfall Games, will still be getting updates. The studio plan to dual wield goofy creations in their quest to ensure that every being on Earth must have at least one chuckle with their colleagues while playing a video game.

It’s a noble cause, and also a formula that’s yielded Peak a considerable amount of success so far. So, let’s see if doubling down will rocket Aggro Crab’s forklift to even greater heights.



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October 4, 2025 0 comments
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Chess meets roguelike dungeon crawler Below the Crown gets an early access launch date and a demo that's smarter than me
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Chess meets roguelike dungeon crawler Below the Crown gets an early access launch date and a demo that’s smarter than me

by admin October 2, 2025



Am I good at chess? I’ll take no for $1500, Alex. But do I love a funky twist on games that are older than time itself? You bet your bottom dollar I do! Enter Below the Crown, a chess video game that is also a roguelike, ,and is also a turn-based strategy game, and is also a dungeon crawler on top of that. It’s a lot! It also works very well, and in a demo that just came out today (alongside an early access release date), there’s a suggestion of something a touch more… unsettling… going on under the hood.


In Below the Crown, you are a wizard who is working to get The Emperor the gold he knows is down in the dungeon below his castle. This wizard version of you places a single king on a chess board in each run, with a selection of other, occasionally remixed versions of classic pieces at your disposal. You slowly add pieces to the board as you try to strategise your way towards taking down opposing kings, adding abilities to your various pieces as you go room by room. Sometimes you’ll be offered the opportunity to buy certain useful cards too, like one that will freeze an enemy piece in place for five turns.


It’s chess! And it’s not chess. The important thing is that the essence of the age-old game is there, that feeling of thinking where you’re going to place which piece where, albeit in a refreshingly different way. Though, it definitely is a game that is smarter than me, at least when it comes to chess, because I really would like to stress I’m pants at actual chess. Still fun though! And then there’s the creepy bits.


In between rounds, you might get asked to do things like placing a marker on a graph that reads loneliness on the Y axis and anxiety on the X axis. Upon beating a run I was asked to rank my pieces based on how I felt about them, and was then questioned on my choices afterwards. Methinks there is a bit more than just retro, roguelike chess going on here, and I’m curious to find out more.


Which I’ll be able to do soonish! As developer Misfits Attic (who also made Duskers) shared that Below the Crown will be launching into early access next month, November 10th. Better keep practicing at regular chess in the meantime so I don’t totally suck at this twisted video game version of it.

You can wishlist Below the Crown on Steam here.



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October 2, 2025 0 comments
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Marvel Cosmic Invasion Looks Cool And Now Has A Free Demo
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Marvel Cosmic Invasion Looks Cool And Now Has A Free Demo

by admin October 1, 2025


Marvel Cosmic Invasion may not have a release date yet, but it does have a demo. The coolest-looking Marvel game in years, and a game many of us at Kotaku are excited to play later this year, now has a small demo up on Steam letting you play the superhero brawler alone or with a few pals.

On October 1, Tribute Games and publisher Dotemu announced and released a free, playable demo for the upcoming Marvel Cosmic Invasion. The demo contains two full levels with boss fights, supports both local and online co-op, and features nine playable characters: Rocket Raccoon, Nova, Phyla-Vell, She-Hulk, Venom, Spider-Man, Wolverine, Storm, and Captain America. Here’s a new trailer for the demo:

Announced earlier this year during a Nintendo Direct, Marvel Cosmic Invasion is a side-scrolling 2D retro-inspired beat ’em up being developed by the same studio behind the extremely tubular and awesome TMNT: Shredder’s Revenge, which was also a 2D co-op brawler. Cosmic Invasion, like Tribute’s past games, is a snappy and action-packed retro throwback. I played the new demo on Steam for a few minutes and immediately had a blast smashing baddies as She-Hulk and Spider-Man. Swapping between the two, which is this game’s big gimmick, was great as it let me switch between Spider-Man’s fast and agile action during some segments and She-Hulk’s heavy hits during fights with tougher foes. I did encounter some performance dips, which wasn’t ideal, but hopefully those issues get ironed out when the game launches…eventually.

While there are nine characters in the demo, that’s not the game’s full line-up. Marvel Cosmic Invasion is set to include a large roster of 15 characters. We know 12 of the 15 characters that will be playable at launch. Three more have yet to be revealed.

Now the bad news for console players: The new Cosmic Invasion demo isn’t available on Xbox, PlayStation, or Switch. This has understandably disappointed many players online, with some jumping into the comments of the trailer above to share their frustration.

Regardless, we shouldn’t have to wait long, as Marvel Cosmic Invasion is set to arrive in 2025. Exactly when hasn’t been announced yet, but there’s not much time left in the year so if it’s not getting delayed, the game is likely weeks away from launching on PS5, PS4, Xbox Series X/S, Xbox One, Switch 2, Switch, and PC.



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October 1, 2025 0 comments
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Sleep Awake, a visually inviting horror game from the lead dev behind Spec Ops: The Line, has a demo out now
Game Updates

Sleep Awake, a visually inviting horror game from the lead dev behind Spec Ops: The Line, has a demo out now

by admin October 1, 2025



It’s been a while since we’ve had a new game from Spec Ops: The Line director Cory Davis. As far as I can tell, the last game he made was 2016’s Here They Lie, a survival horror game. He’s currently working on another horror game in fact, Sleep Awake, which is a horrendous name, though I think it’s doing some interesting things. Weirdly, he’s making the game alongside Nine Inch Nails guitarist (for live shows, anyway) Robin Finck, and while the game doesn’t have a release date, it did just receive a demo.


Lemme tell ya, if there’s one thing you can take away from Sleep Awake it’s that PS3 games are back! Let me define what I mean here so I don’t just sound like I’m trying to press some buzz words for the fun of it. I think a key thing about the PS3 era of games is that there was so much more scope for much more intimately designed, linear spaces, with much more room for detail compared to the PS2, but not quite enough resources to design something completely lifelike.

Watch on YouTube


In a lot of ways, these intricately designed games often just had facades up, they looked bigger and more impressive than they actually were. The upside is that it also often made for interesting art direction, and a better established sense of space. So many big budget games now do look life-like, but the tradeoff is that all of this detail gets lost through the sheer quantity of it.


Sleep Awake’s demo was only short, and very much felt like one long corridor, but it was an interesting to look at corridor. Your classic case of random bits of graffiti and wall carvings to denote story, interacting with random objects that does nothing but let you look at them close-up, data logs with bits of flavour text to build up the lore, it’s all there.


Speaking of lore, or story I suppose, this game is set in a world where there’s some kind of weird illness thingy that whisks people away if they fall asleep, so the protagonist is doing what they can to stay awake at all times, which occasionally leads to some hallucinations.


To be perfectly honest, the narrative didn’t feel all that compelling. As mentioned, the demo was short, and did quite a bad job of bringing me into this world, it felt too jarring and disconnected. There also just wasn’t really anything to actually do apart from walk around, look at some bits, and one very short section at the end where I had to hide from an enemy. I’d be remiss to not mention the fact that the writing was stilted and awkward, and the main character’s performance matched that feeling a little too well unfortunately.


Still, the atmosphere and visuals pulled me in all the same. There’s parts that are intercut with live action footage which, to its credit, actually unnerved me. A real arthouse, ’70s vibe about it I feel I could really get down with. It is certainly going for a unique look, and I felt charmed by its 2009 throwback vibes, even if I’m uncertain of whether it’ll be any good or not.


Still, it’s a curious thing to have a game from someone that designed one of the most discussed games of the 2010s, and someone that plays guitar for Nine Inch Nails sometimes. Worth a punt! You can try it out on Steam.



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October 1, 2025 0 comments
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Wall World 2 Digs Into Steam Next Fest with New Demo
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Wall World 2 Digs Into Steam Next Fest with New Demo

by admin September 30, 2025



[September 29th, 2025] – Alawar is excited to announce that a brand-new Wall World 2 demo is now available on Steam as part of Steam Next Fest, giving players an early look at the next evolution of the hit roguelite tower defense adventure. Following a successful closed playtest earlier this year, this demo marks the first public chance to experience what’s new, what’s deadly, and what’s waiting deep within the Wall ahead of the game’s full release in November.Wall World 2 expands on the breakout success of the original, merging fast-paced turret defense and tense mining exploration with an ambitious new scale. The sequel introduces players to dangerous new biomes, revamped robospider mobility options, and the first glimpses of the strange anomalies spreading across the Wall.Players can dig deep into procedurally generated mines, test new enemy encounters, and begin shaping their ideal robospider through a revamped upgrade system. This is just a taste of what’s to come when the full game launches later this year.

Key Features Include:

  • Mining & Exploration – Unearth rare resources and ancient relics in unpredictable mines that shift with every run.
  • Tower Defense with a Twist – Defend your robospider from surface attacks while managing deep excavation beneath.
  • Expanded Roguelite Progression – Upgrade weapons, systems, and your pilot across runs with persistent gear and tech.
  • Environmental Hazards & Anomalies – Encounter deadly new tile types, chain reactions, and biome effects that keep every expedition fresh.
  • Robospider Customization – Test different traversal modes like legs or treads and mod your spider to suit your strategy.

Whether you're a returning miner or a fresh recruit, the Wall World 2 demo is your invitation to explore the Wall like never before. Try it now through Steam Next Fest until October 20th, wishlist the game, and join the community shaping its future. Wall World 2 launches in November 2025.



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September 30, 2025 0 comments
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Endless Legend 2's demo had its critics - here's how Amplitude are changing the early access build in response
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Endless Legend 2’s demo had its critics – here’s how Amplitude are changing the early access build in response

by admin September 20, 2025



I confess, after reading the comments on yesterday’s Endless Legend 2 early access impressions, I am mortally afeared that I’m one of those accursed “positive outliers” I keep reading about in the Gamer Witchfinder Almanac. Seemingly, a fair portion of you were turned off by the recent Steam demo. You may be interested, then, to read specifics about how Amplitude have changed the game in response to demo feedback.


As detailed in a new Steam post, here’s what they think you liked. Firstly, the Tidefall mechanic, whereby the ocean retreats periodically to reveal extra playable terrain, and the regular Monsoons that sweep the land. “This was a core element of the game, and we were happy to see it having a real impact,” the devs write, adding that they tinkered a lot with the quantity of Monsoons and Tidefalls. Apparently, there were once eight smaller Tidefalls to every game of Endless Legend 2, so many that players began ignoring them.


They also reckon you’re keen on the asymmetrical faction design – “always a focus of Amplitude” – and that you’re mostly enjoying the art and sound, including the map design, characters and jingles for stuff like minor factions, or the weird echoey thudding you might hear during Monsoons.


Now for weaknesses. According to Amplitude, the bulk of the negative feedback concerned the user interface. “A quarter of reviews mentioned UI and only 30% of those comments were positive,” they note. “In reading all your feedback we realize it’s not as simple as making a few changes and we are looking at something larger. There are instances where we displayed the wrong or not enough information. There were UI and text bugs to fix and we think more is needed here, which will take some time.”


In particular, they’re looking at making the city screens more intelligible. “Adjacency, leveling districts, managing population, and having clear decisions on what to build next were all muddy,” the devs write. This is a “flow issue”, apparently, which I guess refers to how your eyeballs and attention move from one UI element to the next in the course of urban management.

Amongst other things, they might change up Districts so that you can select them from a construction list like Improvements, rather than picking a tile to build on first. “This will take time to change and won’t be in the initial Early Access, but we will be sharing concepts with you to get feedback,” the devs comment.


To belatedly update my impressions from yesterday, I haven’t had much of a problem with the UI in the early access build, but there were definitely a couple of moments this week when the verdant tile designs made it hard to discern, say, city centres, or units inside cities. It’s definitely rather busy, which is to be expected for a 4X strategy game with such florid factions and a turbulent expanding map. I also sometimes forgot what right-click and left-click do in different contexts. I don’t consider any of these deal-breakers, however.


Following on from those UI thoughts, Amplitude acknowledge that some players have found the colourful world a little too hallucinogenic. They’ve addressed this in early access by making city foundations clearer, so you know to build there, while getting rid of bugs (not the Necrophage) that caused blurriness, and adding more graphics options. They’ve also reduced the colour saturation of the terrain a little and made the all-important hexagonal grid lines more prominent, while shrinking certain fancier vegetation that players kept confusing with Anomalies.


“It’s a difficult balance between providing a lush, detailed world where you can see the leaves blow in the wind during monsoon, and still not have to strain or be confused when trying to see information you need to play,” the developers observe.


In my impressions of Endless Legend 2, I was most critical of the character writing. Demo players were also iffy about this side of the game. In their Steam post, Amplitude note that there are many more words in Endless Legend 2 than the 2014 original, including reams of character dialogue. “We want heroes to feel personal and deep,” they write. “They may be members of your council, have their own friends and enemies, and they talk directly to you and each other. But this additional granularity also came with issues.


“For Early Access we have updated the presentation of the dialog, we are cutting lines and events to focus on only the best and most suitable,” the devs continue. “In some cases, the wrong character would say something, or a character it didn’t make sense for, which we are fixing.” I definitely picked up on a few instances of the latter, but my overarching problem with the character writing is that the focus on characters doesn’t do certain factions justice. The Necrophage are a horde, not a cast. The Aspect are a reef, not an ensemble. That’s what I find attractive about them conceptually, at least.


Endless Legend 2 launches into early access on 22nd September. It’ll start off with five factions. They’re planning to add a sixth plus multiplayer and custom faction support before the 1.0 release next year. If you end up disliking it please don’t burn my house down.



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September 20, 2025 0 comments
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Capy Castaway Gamescom demo preview
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Capy Castaway Gamescom demo preview

by admin September 19, 2025


At Gamescom’s Indie Arena we demoed Capy Castaway, a cute indie adventure from the team that gave us Pekoe. It tells the tale of a baby capybara and a bird named Corvi who’s helping his friend try to find their parents in the aftermath of a great flood. Booting up the demo, it chucks you straight into its ‘playbox’ type world where you’ll be given quests to do, but it seems most of your time will be spent playing around with the scenery and interacting with different objects. What made the demo so fun was this freedom and it’s something I’ll be looking forward to in its full release.

What stood out to me in my initial exploration of Capy’s world is the list of controls you’re given in the top left corner of the screen. There’s a lot to play around with here, from digging, sniffing, and adorably being able to pick up any item and stacking it on your Capy’s head. Capy’s gameplay is nicely paired with your more agile friend, Corvi the crow. Your companion can do things like help you glide when you jump across gaps and lock on to items to pick them up and carry them back to Capy. We’ve seen this duo of gameplay types before, but with how much there is to play around here it seems like we will be using the variable controls a lot.

The island’s main quest is to take part in the great soup competition, where competitors will add their own ingredients to impress the judges, a giant three headed Goose that definitely won’t eat us if the soup isn’t good enough. It’ll be up to Capy and Corvi to find ingredients around the island and meet the judge’s conditions.  For example, one head will ask for something hot and if you’re unsure you can prompt Corvi to give a description of items you find. Once you find all your ingredients, you can ask Chef Swallow to test the soup and once you’re happy the judging will commence! It’s only a short snippet of a quest and makes it so you explore most of the island and test the controls, so it works perfectly for a demo.

The map we find ourselves in is a neighborhood with feathered residents and several points of interest. My favorites of these were the swing set where you’ll stop to talk to Corvi about the event of the flood and your lost families. Despite Capy being mute, it felt quite somber and made me slightly worried that this game was going to get pretty sad! But who am I kidding, as soon as you gave me a baby capybara to worry about, I think I would shed a tear at anything. From this scene, I now know Capy Castaway will have a heartfelt story to explore and get invested in which is always exciting.

The look and feel of Capy Castaway are also one of its stand-out qualities with its soft colors and doodle-esque drawings of flowers and signs. It feels like I’m chilling on a hazy summer day. This is all contrasted with the devastation the flood has left behind, with abandoned washed-up houses and an abundance of litter scattered around. It’s supposed to be dirty and grimy, but it doesn’t detract from the whimsy. The environment is all wrapped up in a nice bow with a score composed by the wonderful Mark Sparling, known for his work on A Short Hike. The track that loops in the demo is calm and breezy but I’m so excited to see what else is up his sleeve.

Overall, I’m excited by this taste of Capy Castaway. It is literally a bite-sized demo, but it promises chill vibes and a heartfelt story that seems like the perfect cozy package. As coined by its creative director, Capy Castaway will be a playbox type game, where alongside quests, you’ll be distracted by all kinds of fun things to interact with in this washed up world.

For more insight into Capy Castaway’s development and vision, please look out for our interview with Saffron, the game’s creative director, where we will talk about how Toronto is infused into the world and what we can expect in the full version.

For all things Capy Castaway, stay tuned to GamingTrend!


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September 19, 2025 0 comments
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Despite a change in developer, Little Nightmares 3's new demo suggests more of the same, for better or worse
Game Reviews

Despite a change in developer, Little Nightmares 3’s new demo suggests more of the same, for better or worse

by admin September 19, 2025


Little Nightmares 3 has a demo! And if you were worried a new developer might mean big changes for the well-received horror series, this generous playable jaunt through ancient corners suggests – for better or worse – there’s nothing to fear.

Little Nightmares 3 demo

  • Developer: Supermassive Games
  • Publisher: Bandai Namco
  • Platform: Played on PC
  • Availability: Out now on PlayStation, Xbox, Switch, and Steam

This third macabre tale brings an entirely new crew of adorably creepy moppets to put through the wringer; there’s the bird-masked Low, with his trusty bow and arrow, and the spanner-wielding Alone, hidden behind her helmet and goggles. Solo, you’re free to pick either and the game controls the other. But unlike Little Nightmares 2 – which remained a strictly single-player affair despite introducing dual protagonists – optional co-op is supported, meaning there’s now properly room for two on this grim adventure.

Beyond that, though, Supermassive Games (the studio behind Until Dawn and the Dark Pictures Anthology, here taking over from original developer Tarsier) very much appears to be working to a familiar script. That means pint-sized peril in side-scrolling platform adventure form, where pursuit set-pieces against giant grotesqueries are punctuated by physics-based puzzles.

It’s a perfectly solid formula, but Little Nightmares has always been best defined by its distinctive ambience, where the world and its horrors feel like they’ve slithered straight from a child’s imagination. That, series fans will be relieved to discover, is amply evident in the demo; the intimidatingly cavernous spaces and unfathomable heights of its sand-blasted ancient city backdrop – the Necropolis – immediately make you feel very vulnerable and very, very small. And it’s all brought to life with an instantly recognisable visual identity built around suffocatingly thick particles and extreme contrasts of light and dark. Honestly, if someone hadn’t told me, I don’t think I’d ever have guessed this was the work of a brand-new team.

Little Nightmares 3 demo trailer.Watch on YouTube

Unfortunately, the demo suggests that in so closely adhering to a well-established formula, Supermassive has replicated many of the series’ worst habits too. Little Nightmares 1 was already a fussy, fuzzy thing, but it was intriguing enough – and refreshing enough – to carry me through. Second time around and the relentless parade of returning micro-frustrations eventually wore me down, and – if 3’s demo is representative of the full game – many remain.

Image credit: Eurogamer/Supermassive Games

We’ve got fussy platforming where the ability to move in and out of the screen never quite gels with the side-on camera; already I’ve spent far too much time failing trivial tasks – toppling off beams, overshooting ledges, and misjudging jumps – thanks to perspective obfuscation.

We’ve trial-and-error insta-death sequences paired with checkpoints on the wrong side of a dull busywork; a speed-reliant combat sequence at odds with the ponderous controls, plus poor environmental signposting. Twice in the demo I ground to a halt because the lighting, level design, and camera placement heavily suggested the path forward was into the screen when it was actually the opposite, secreted along a shadowy route entirely off-camera. None of this is particularly new for the series, but that doesn’t make it any less of an irritation.

Image credit: Eurogamer/Supermassive Games

The hope, then, is that the good stuff will be plentiful enough to offset the familiar frustration, and there’s still promise in the way Supermassive has captured the series’ grimly fascinating spirit. Even the demo – with its scores of shroud-covered corpses and streets of eerily statuesque dead – manages to suggest so much history without ever saying a word. Granted, the giant doll-baby that pursues you throughout is a bit rote compared to some of the series’ best abominations, but I’m willing to give it a pass based on how the demo ends.

And really, there’s still nothing else quite like Little Nightmares (until Tarsier’s similarly styled kids-in-dark-places adventure Reanimal, at least), so I’m unquestionably onboard for more. Little Nightmares 3’s demo is available now on PlayStation, Xbox, Switch, and PC if you want to try it yourself, and the full game arrives on 10th October.



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September 19, 2025 0 comments
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Jump into Little Nightmares III Today in a Free Demo
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Jump into Little Nightmares III Today in a Free Demo

by admin September 18, 2025


Little Nightmares III, the upcoming game from Bandai Namco, has released a free demo today across multiple platforms. The demo allows you to control characters Low and Alone as they attempt to escape The Necropolis, a desolate desert city frozen in time while being stalked by the mysterious Monster Baby, and can be experienced either solo or through online co-op with friends on the same console (though progress won’t carry over to the full game).

Little Nightmares III, the upcoming game from Bandai Namco Entertainment America Inc., gets a free consumer demo available today on PlayStation 5, Xbox Series X|S, Nintendo Switch 2, PC, PlayStation 4, Xbox One and Nintendo Switch. The demo lets players take on the role of Low and Alone as they try find a way out of The Necropolis, a desolated city stopped in time in the middle of a desert where the threat of the mysterious Monster Baby looms at every corner. Players can try the game solo or in online co-op with friends who have the same console. Progress will not be transferred to the final game.Little Nightmares III lets players follow the story of Low & Alone, two children trapped in the Spiral, a world filled with delusions and dangers that they have to escape. The game can be played either solo or in online co-op with a friend. Little Nightmares III will be available on October 10, 2025, for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, PC, PlayStation 4, Xbox One and Nintendo Switch. For more information, visit: www.bandainamcoent.com/games/little-nightmares-3.

For more news on Little Nightmares III, stay tuned to GamingTrend!


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