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    Home»Game»The Can’t Miss Games We’ve Played At Gamescom 2026, From Control Resonant To The Witcher 3’s New Expansion And More
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    The Can’t Miss Games We’ve Played At Gamescom 2026, From Control Resonant To The Witcher 3’s New Expansion And More

    BY Game Informer August 29, 2026No Comments0 Views
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    Game Informer

    Introduction

    Gamescom 2026 has arrived, and everyone here on the Game Informer editorial team has a schedule packed with back-to-back appointments. From Control Resonant to other exciting games like The Witcher 3’s upcoming Songs of the Past expansion, we plan to bring you our thoughts as quickly as possible in this roundup. 

    For smaller games and bigger games alike, keep an eye on this story here, and for some games, we might even break out our write-ups into larger previews for you to read. Wherever you click on Game Informer today, you’re sure to find some insightful Gamescom writing, and we can’t wait to bring all the German gaming home to you. Without further ado…

    The Most Dope Games We’ve Played At Gamescom 2026

    Below, we’ll list the games we’ve played in order of when we’ve actually seen them. For easier navigation, use the Table of Contents on the side. 

    About Fishing

    Game InformerAbout Fishing

    By Eric Van Allen

    Developer The Water Museum has been making a mark with their particular brand of games. 2024’s Arctic Eggs was took the physics of frying an egg in a pan to its utmost limits, and About Fishing seems to be doing the same for the leisurely past-time of fishing.

    A mixture of lo-fi PS2-era graphics and well-honed fishing controls made this a joy to demo. The craftiness, tension, and struggle between an angler and their nautical prey might have been enough to impress me; it was easy to get lost in finding the perfect way to drop my hook right in the path of a fish, and the system even encouraged creativity, like hooking a line around a rock in a current to hold it in place for a big catch.

    The narrative teases, though, baited the hook for me. About Fishing has both the fascinating gameplay and standout story beats to make me very, very curious about where it will go. It’s jumped quite high on my watch-list, and I recommend checking out its Steam demo if you’re at all interested in the wave of throwback-styled indie gems.

     Agni: Village of Calamity

    Game InformerAgni: Village of Calamity

    By Wesley LeBlanc

    Agni: Village of Calamity is a survival horror game set in Indonesia, developed by Indonesian studio Separuh Interactive, and based on Indonesian horror films. Agni is looking for a friend who’s gone missing in a remote village, and she runs into strange creatures, Remedy Entertainment-inspired phenomena, and a stalking middle-aged man who wants to chop her body to pieces. 

    It’s not doing anything too different from your typical survival horror game, but the Indonesian setting and inspiration provide a new lens to look through – I’m excited by that and look forward to playing some more. 

    Control Resonant

    Game InformerControl Resonant

    By Wesley LeBlanc

    Let me say right off the bat: I am stoked for Control Resonant as a Remedy-verse fan, but I still have not played the game. Unfortunately, that hasn’t changed at Gamescom 2026, because my preview of a new section of Control Resonant was hands-off. This didn’t inspire confidence in me, especially as Control Resonant marks a big departure for the studio with its melee action combat and RPG elements. However, what I watched the Remedy Entertainment employee play was another exciting look at the game. 

    My colleague and senior associate editor Marcus Stewart did go hands-on with it at SGF and came away with positive thoughts about actually playing the game, so I do still have hope, but alas. Okay, that’s enough about that – here’s what I actually saw. 

    Dylan Faden, the brother of Control protagonist Jesse, is out of the FBC’s containment alongside all of the Hiss the Oldest House tried to keep at bay. There have been plenty of looks at the Hiss’ role in Control Resonant, but for this hands-off preview, Remedy showed off a Manhattan park area covered in a blue mold, complete with various mold enemies, too. Dylan is tasked with finding a Resonant here – the big bosses of the game. 

    Game Informer

    Curiously, Remedy says you will fight the same first and last boss no matter how you play the game, but that all the Resonants you fight in between can be tackled in any order you choose. In this preview, we’re after a moldy Resonant boss, but first, we have to eat some mold to learn more about it. 

    If you didn’t already know, the mold in Control Resonant is “delicious,” according to Remedy, and hard to resist. As such, Dylan passes all kinds of bodies who look dead but are actually paralyzed in a euphoric state (because they’ve willingly eaten the mold). En route to the mold Dylan needs to eat, we pass an FBC Field Content Research facility before shifting gravity so we can climb up a vertical wall.  

    Up ahead, there’s a group of mold enemies. The standard mob enemies are easy to take out, but they’re great for farming Dominance, an effect activated by Dylan’s combat kit that increases damage after killing an enemy. After garnering some Dominance, we tackle the massive garlic bulb-looking enemy skulking about, placing mold mines in the area. This enemy is about the size of an elephant and shoots mold mines and other projectiles out of its “trunk,” for lack of a better term. 

    Here, Remedy explains that the equipped Dual Blades have a critical chance buff, and that the drill transformation for his transforming Aberrant weapon does some serious Falter damage. Every enemy has a yellow Falter bar below their red health bar – Falter is essentially a Stagger meter. When you fill it up, you can perform an execution by pressing L3 (on PlayStation 5). 

    Game Informer

    After taking this enemy out and clearing out the others, we make our way toward the mold Dylan needs to eat. On the way, we see a traffic barrier behaving weirdly, rotating in a glitchy fashion; Remedy says this indicates a nearby world event, but we don’t have time to complete it.

    At this point, I ask Remedy if there are real-world locations from Manhattan in Control Resonant. They say no, and that instead of actual named locations, the places within Control Resonant are meant to feel inspired by the real Manhattan, but with a “twisted” Remedy spin on it. We continue forward, fight some additional enemies, and I see Dylan’s shoulder button abilities on display; R2 deals fire damage by way of Ignite, while L2 uses the Barrage ability, which pummels enemies with rocks to greatly increase Falter damage. R1 is Push, and it’s basically a Jedi force push. 

    I also learn here that there is no parry and no block – there’s just a dodge (and you can perfect dodge to slow down time and deal extra damage). Remedy wants Control Resonant players to be aggressive; that’s why you can only heal by defeating enemies, as they drop blue orbs that add health to your HP bar. 

    A few minutes later and we finally reach the mold for Dylan to eat. He eats it, and we get some strange dialogue choices to select. Remedy says dialogue choices won’t change the game’s ending – there’s only one ending – but that some side quests can have different endings depending on your choices. Plus, your dialogue choices will change how NPCs perceive you. It’s not a Mass Effect-like system or anything like that, but Remedy says you will notice NPC perception in their attitude toward you. 

    Game Informer

    After eating this mold, Dylan has an idea of where the Resonant he’s after is hiding. We find it underground; it’s called the Collective, and it’s a giant pile of mold shaped into various frowning faces. During this boss fight, Dylan can’t do any damage to the Collective. Instead, you have to attack the Collective’s tentacles attached to the walls in the arena. To do that, you need to gravity shift so that you can walk on the walls and hit the tentacles. All the while, the Collective is firing moldy projectiles at you and summoning enemies to slow you down. After damaging all of the tentacles, weak spots open up, and you finally do some actual damage to the Collective. 

    I don’t get to see the fight’s conclusion, but I’m excited to do so myself in the final game. It’s not the wildest boss, but seeing Remedy’s spin on the “attack weak points to defeat the boss” formula is neat. I expect a lot of weird and strange when I play a Remedy game and so far, Control Resonant seems like it’s going to deliver all that and more. 

    Control Resonant launches digitally on PlayStation 5, Xbox Series X/S, and PC on September 24. The physical version is planned for October, and a Mac version will launch later. 

     Cosmo Tales

    Game InformerCosmo Tales

    By Wesley LeBlanc

    Cosmo Tales comes from Czech-based Bohemia Interactive, and after playing roughly 20 minutes or so of it, it’s a game I’m greatly looking forward to. It launches in Early Access next week, on September 3, before an anticipated Q1/Q2-ish 1.0 launch. The pitch is simple: it’s a retrofuturistic 1980s space-age-inspired shooter where you fly around bright and colorful arenas, shooting robots with lasers, rockets, and more. 

    It’s a roguelite, too, so there are pickups to earn after completing each arena bout, like an electrifying Tesla coil, flame-imbued weapons, and more, and you earn XP at the end of each run to further upgrade your various ships. Each ship is based on a car, with many based on the Czech vehicle manufacturer Skoda. The combat and movement are simple, but that’s by design because Bohemia Interactive intends for the game to be children-friendly; the team told me it’s aiming for it to be your 10-year-old’s first roguelite, and I can definitely see what they’re getting at. 

    But don’t let that deter you – it’s a light, breezy, but, crucially, fun time, and it’s all backed by a groovy score. It will launch on PC via Early Access next week, but the team hopes to bring it to PlayStation 5 and Nintendo Switch 2 for the 1.0 launch next year. 

    Crimson Moon

    Game InformerCrimson Moon

    By Wesley LeBlanc

    Crimson Moon is developer/publisher ProbablyMonsters’ take on the Soulslike, but instead of aiming for a massive, grandiose FromSoftware-style game, it’s aiming for a smaller experience; it’s more focused on replayability, especially with a co-op buddy. That’s why the game is only $19.99. That said, the 30 minutes I played reflect the game’s more scaled-down approach and smaller price of entry. 

    The game’s combat feels reminiscent of other Soulslikes, with light and heavy attacks, blocking, parrying, and dodging. You also have special abilities you can tap into to do heavy damage, and an ultimate-like transformation that turns your Crimson Moon acolyte knight into an angelic being with a huge halberd that hits hard. Despite these similar trappings, the combat looks and feels like something more akin to Kingdom of Amalur: Reckoning. The “heavy metal” fantasy visual design reflects that too, with a touch of classic World of Warcraft fantasy. This art design is what I walked away most impressed with – it’s a nice change of pace from the typical dark and brooding gothic feel of the Soulslike. 

    That said, the game’s main appeal is the co-op element, and unfortunately, I didn’t get to experience any of that. But I do know the co-op party sessions begin from the game’s primary hub, and that loot is not shared. If your buddy takes a sword from a chest, it’s theirs. ProbablyMonsters teases that online co-op is in the works and that the team will share more in the future. Despite the emphasis on co-op, it feels like a game built around runs in isolated linear missions, so it should work fine solo. 

    The game feels janky, but the final build may feel better (though it launches next week, so we’ll see). Nonetheless, if you’re looking to spend $20 on a Soulslike you can play with your friend, Crimson Moon might be one to keep an eye on. 

     Hellraiser: Revival

    Game InformerHellraiser: Revival

    By Wesley LeBlanc

    If you told me an upcoming Hellraiser video game adaptation was a first-person shooter, I’d scoff at the idea – it’s quite low on my list of game styles I’d imagine a Hellraiser game to be created in. But, after 30 minutes of hands-on time with its latest build, I can’t wait for more. It’s decrepit, with mangled bodies strewn about what appears to be a luxury apartment home to a deviant cult, and fresh blood and gore painting the walls of its hallways. 

    Combat is pretty straightforward; I used a pistol and shotgun (both with limited bullets) to take down leather-strapped-and-gagged enemies as I searched for a way to get through this apartment’s various doors. In a fun survival-horror twist, LeMarchand’s Box, or the Lament Configuration cube, allows you to grab scissors, knives, and even fire from candles and projectile-throw them at enemies. 

    Halfway through the demo, I was brought to the Labyrinth to solve a simple platform-moving puzzle before I landed in a house.  In this house, which is clearly a nod to Hideo Kojima’s P.T. demo, I move through hallways over and over again, searching for differences and clues to the way forward. It’s clear the protagonist is beaten up about Sunny, his girlfriend, falling victim to the torturous cenobites, and he’s on a frantic search to learn more about them. 

    Hellraiser: Revival launches October 8, and I’m looking forward to playing more of this horror adventure (which will run 10 to 12 hours, according to the developers, making it a perfect game for the Halloween season). 

     Kingdom Hearts Collection I~III on Nintendo Switch 2

    Game InformerKingdom Hearts Collection I~III on Nintendo Switch 2

    By Wesley LeBlanc

    Have you ever played Kingdom Hearts 1, 2, or 3, or any of the various spin-off-but-still-inexplicably-very-important-to-the-story games? If you have, great! Just imagine playing them on a small handheld made by Nintendo called Switch 2. Square Enix isn’t really doing anything surprising or exclusive here for this collection of games – it’s just bringing the Kingdom Hearts series to Switch 2 and making sure they run excellently (they do!). That said, there’s something special about playing them on a Nintendo console after all this time, considering just how many were released for various Nintendo handhelds over the years. 

    If you haven’t played Kingdom Hearts, the Switch 2 is a great place to do so; just as great as playing through these games on PlayStation or Xbox or PC. Kingdom Hearts IV is due out next year so now is the perfect time to get started (or pick back up on) on this adventure with Sora, his friends, and the various characters from Disney and Final Fantasy. 

     Kumarn: The Wandering Spirit

    Game InformerKumarn: The Wandering Spirit

    By Wesley LeBlanc

    Kumarn: The Wandering Spirit is a Little Nightmares-style adventure/platformer game with Thai horror influences from Thailand-based developer WereBuff Studio. You play as a young child spirit stuck in a terrifying, ancient land inspired by supernatural Thai stories. Its movement and platforming aren’t doing anything too different from the aforementioned Little Nightmares formula, but its unique setting spices up what might otherwise be a standard adventure game. 

    Plus, your companion is a cute and chunky lil zebra, and it’s sure to be the game’s fan-favorite character. There’s no word on when it’s launching, but if you’re in the mood for something spooky, with Thai horror figures who stalk and chase after you while their bones crunch in the darkness, keep an eye on Kumarn: The Wandering Spirit.  

    Locator: The Search for Abigail Lidari

    Game InformerLocator: The Search for Abigail Lidari

    By Eric Van Allen

    Sometimes, you get so locked into a demo that you absolutely lose track of time. That happened to me several times over while playing Locator alongside its developer, Empty Exhibit, at Gamescom 2026. Easily billed as Return of the Obra Dinn-meets-GeoGuessr, Locator: The Search for Abigail Lidari has you tracking a lost space explorer through photos, journal entries, and more.

    You get new information in batches, and use pins to plot where you think Abigail took various photos on a topographical map. Basically, you street-view and map-view a path through strange alien lands, all the while trying to solve what Abigail was searching for, what she ultimately discovered, and where all of it led her.

    If you enjoy solving mysteries and getting them proven right in groups of three, Locator’s looking like another fantastic entry in that burgeoning genre. Or, maybe you just like sci-fi mysteries similar to Scavenger’s Reign or Outer Wilds; or maybe you just like the idea of playing a narrative GeoGuessr game. Any of those reasons are reason enough to be looking out for Locator: The Search for Abigail Lidari.

    Mega Man: Dual Override

    Game InformerMega Man: Dual Override

    By Kyle Hilliard

    The first thing I learned playing what is ostensibly Mega Man 12 is that the game is called “Override” and not “Overdrive.” A crucial distinction. The other thing I learned is that the game feels great and is optimistically a worthwhile follow-up to 2018’s Mega Man 11. I played through three stages leading up to a boss fight with Twinkle Girl. The biggest shift from Mega Man 11 is the Dual Override mode which activates when your health is low and gives you some extra fire power after a flashy (but skippable) cutscene. It feels a bit like a last chance, but doesn’t radically give you the edge in the fight. Your health is still low, after all. But emotionally, it feels like a final chance at success in a challenging game, so I liked its implementation. Look out for a larger hands-on preview with more details in the coming days.

     Murals

    Game InformerMurals

    By Wesley LeBlanc

    If you know me, you know I adore Dlala Studios’ Disney Illusion Island – you can read my review here to learn more about why. Murals is a new action game from Dlala that sees the studio spinning up its own take on classic fairy tales, not unlike what Disney has done with the works of Hans Christian Andersen and more. I’m told there are more fairy tales to play through, but my hands-off demo during Gamescom pulled back the curtain on Dlala’s Little Mermaid. 

    The humor is very British, the art is warm, inviting, painterly, and beautiful, and the score, made by returning composer David Housden, sounds grand and amazing (and this demo still featured Housden’s MIDI tracks, so it’s not even the final orchestral arrangements). The combat looks fun and experimental, too, with a clear inspirational nod to Hades. Unlike Hades, which typically gives you free rein in the various arenas, Murals uses some intentional blocking and environmental hazards to keep consecutive arena bouts feeling different. I don’t know if it feels as good as it looks to play, but Dlala has shown prowess in creating characters that feel great to control, so I have high expectations. 

    There’s a lot more going on in Murals, from charming voice performances to some neat Boon-like pickups that change your combat kit (à la Hades) to different weapons to use and some unique spins on classic fairy tales I look forward to learning more about. I’ll be diving deeper into my impressions in a later (separate) preview, so keep an eye out for that. 

    Nekome: Nazi Hunter

    Game InformerNekome: Nazi Hunter

    By Wesley LeBlanc

    Earlier this year, I discovered a trailer for Nekome: Nazi Hunter, which is how I..

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