Monday, March 9, 2026

(PREVIEW) Hands-on With the Upcoming Little Nemo and the Guardians of Slumberland

by Gamatroid 🕹️ 


Explore a dream world as the iconic Little Nemo, armed with toys, candy, and stuffed animals in this cute & colorful Metroidvania adventure. Experience NES-era platformer gameplay in a vast, non-linear world that has been hand-animated frame-by-frame, as you unlock new abilities to progress.

Forget what you know about "dark and gritty" Metroidvanias; this is a vivid, hand-animated journey that reimagines the golden age of NES-style platforming. You explore a vast, non-linear dream world as Little Nemo, trading traditional weapons for toys and pajamas to fend off the encroaching "Oblivion." It’s a gorgeous evolution of the 1905 comic strip’s imagination, designed with the tight, responsive feel of a classic Capcom title.

 GAME FACTS

  • TITLE: Little Nemo and the Guardians of Slumberland
  • EXPECTED RELEASE: March 31, 2026 (PC) / Later in 2026 (Switch)
  • MSRP: TBD
  • DEVELOPER: DIE SOFT
  • PUBLISHER: DIE SOFT
  • PLATFORMS: PC (Steam/itch.io), Nintendo Switch


VIBES

This is a sensory delight—every frame is hand-animated, giving it the fluid feel of a high-budget 90s cartoon. The music is an absolute standout, composed by Peter Berkman of Anamanaguchi, delivering that signature high-energy chiptune sound that makes you want to keep moving. Unlike many modern "hardcore" platformers, the world feels inviting and whimsical, though the precision required for some jumps quickly reminds you of its retro lineage.

Toy-Based Progression: Instead of getting a "double jump" or a "dash," you collect Nemo’s favorite toys and different pairs of PJs that grant abilities. It turns the standard Metroidvania power-creep into something far more charming.

Platforming over Combat: While there are bosses and enemies, the focus is heavily shifted toward movement and environmental puzzles. It feels more like a non-linear Super Mario or Kirby than a traditional melee-focused Castlevania clone.

The "Wake Up" Mechanic: Instead of "death", the developer has implemented a system where being too reckless "wakes you up". Should this happen, Nemo will find himself back in his bedroom, and you can simply head back to bed to continue the adventure. 

 

HERITAGE

While it takes its aesthetic and world from Winsor McCay’s 1905 Little Nemo in Slumberland comics... 

Original Little Nemo Comic (1905)

...the gameplay is a direct love letter to Capcom’s Little Nemo: The Dream Master on NES.



Screenshots from Little Nemo The Dream Master on NES

It captures that specific era where games were defined by "blue skies and iconic zones," but expands it with modern interconnected level design.



IMPRESSIONS

I had a chance to get hands-on with a demo of Little Nemo and the Guardians of Slumberland on Steam and I came away impressed. The graphics look good in still shots but look even better in motion. The controls are tight and the environments are colorful and interesting to play through. Some of the dialog is a bit drawn out but that's a common occurrence in modern gaming (whether retro-inspired or not). 

So far it's all looking good, and it's not nearly as difficult or punishing as the NES original, whether that's a good thing for fans of the original or not. It's important to keep in mind though that this is not a remake of the NES game. It is simply inspired by the same source material, and the choice for it to also be side scrolling is certainly a nod to the NES, but also to the original comic strip.



HYPE LEVEL: 4/5 


The demo proves that the foundation is solid and the presentation is world-class. However, because games like this are so dependent on the complete experience, and I've seen it happen where the demo is better than the full game, I’m keeping my hopes high but my wallet in my pocket until I see how the whole dream comes together.



You can watch my demo playthrough on PC in the YouTube video below:


For upcoming game previews, like this, I've started using a new "Hype Level" approach, which is intended to be a call back to game reviews of old (I'm sure you can guess the inspiration). 



Until next time!

Saturday, March 7, 2026

(PREVIEW) Hands-on with Saint Slayer - an Awesome Looking Blood Soaked 8-Bit Homage to Old School Castlevania

by Gamatroid 🕹️ 



The year is 1698. A mysterious figure named Father Pacer has shattered the peace negotiated after the War of the Grand Alliance, obsessively and violently stealing Catholic relics throughout the Holy Roman Empire. Can the ex-soldier-turned-farmer Rudiger protect his people from a power-mad priest and his horde of monsters and minions? 

Can he become Saint Slayer?


You play as Rudiger, a 17th-century soldier-turned-farmer who picks up a spear to defend the Holy Roman Empire from a relic-stealing, power-mad priest. It’s a blood-soaked homage to the 8-bit era that doesn't just copy the aesthetic, it embraces the beautiful "stiffness" of retro game design.

 GAME FACTS

  • TITLE: Saint Slayer - Spear of Sacrilege
  • EXPECTED RELEASE: 4/20/2026
  • MSRP: $9.99
  • DEVELOPER: Lillymo Games
  • PUBLISHER: Lillymo Games
  • PLATFORMS: Xbox, PlayStation, Switch and PC



VIBES

This is "crunchy" retro-styled gaming at its finest. The high-contrast pixel art creates a grim, gothic atmosphere that feels heavy and dangerous. The soundtrack is a standout, featuring high-energy chiptunes that drive the action forward. 

Controlling your character feels meaningful and there’s no "air control" here; once you jump, you’re committed. This makes the platforming feel like the old school games we know and love, rather than a modern reflex test. 

While most of it seems like a direct influence from old school Castlevania, there will be some differences like:

The Pogo-Spear: Wielding a spear looks to provide a different rhythm than the traditional whip, and the ability to bounce off enemies’ heads adds a verticality that will likely help diversify the gameplay and keep things fresh. 

 

Two-Player Bloody Co-op: It’s rare to find a high-fidelity 8-bit platformer that supports local co-op, let alone one that includes "friendly fire." I'm sure all the times you hit your friend will be "accidental". LOL. 

There may be additional twists but these are two I saw mentioned so far. 


 

HERITAGE

The DNA here is pure old school Castlevania (1986), but the developer, Barry Johnson, has also cited influences from DuckTales for the movement. 



The overall vibe is very much inspired by Castlevania


Elements like the "pogo" ability were clearly influenced by DuckTales

With writing by Colin Moriarty, the game aims to fit into the "modern retro" space alongside titles like Bloodstained: Curse of the Moon or Shovel Knight.




IMPRESSIONS

I had a chance to get hands-on with a demo of Saint Slayer on Steam, and it's looking really good. Graphics appear NES accurate at first, but then you notice an extra level of polish that goes beyond Nintendo's original 8-bit powerhouse, to this game's benefit. 

The controls are tight and the action feels just right. The story is just detailed enough to keep you interested but not drawn out so you're mashing the skip button. Castlevania inspirations are apparent but the game isn't nearly as punishing to play. I had a great time with the demo and you should check it out if you get a chance.




HYPE LEVEL: 5/5 


It is nice to see a developer lean into the limitations of the 8-bit era to create a specific type of experience and challenge. With a demo already showing off impressive polish, a killer soundtrack, and the addition of two-player co-op (with friendly fire!), this is a day-one priority for anyone who still has their NES hooked up to a CRT.

Saint Slayer looks like it’s going to be a masterclass in "stiff" action-platforming. It’s unapologetic about its roots, and for my type of gamer, April 20th can't come soon enough.



You can watch my demo playthrough on PC in the YouTube video below:


For upcoming game previews, like this, I'm trying out a new "Hype Level" approach that is a call back to game reviews of old (I'm sure you can guess the inspiration). 




It's cheesy I know, but... what can you do? lol

Monday, March 2, 2026

(DEALS) My Favorite Video Game Sales of the Week (3/2/26)

by Gamatroid 🕹️ 



Let's face it, gaming can be an expensive hobby. So I try and keep an eye out for great deals whenever I can, and even better if they are retro-related.

In my searches for games on sale this week I came across some pretty great deals you might want to check out. 

I've listed some of my favorites below.

PlayStation Store Deals


$4.99 ($19.99
75% off (sale ends 3/12/26)



$3.99 ($19.99)
80% off (sale ends 3/12/26)



$4.99 ($19.99)
75% off (sale ends 3/12/26)


Xbox Store Deals


$4.99 ($19.99)
75% off (sale ends ??? - no date listed)





$2.49 ($24.99)
90% off (sale ends 3/9/26)



$1.49 ($14.99)
90% off (sale ends 3/9/26)


Switch Store Deals



$1.99 ($19.99)
90% off (sale ends 3/8/26)





$1.99 ($15.99)
87% off (on sale until 3/5/26)




$1.99 ($19.99)
90% off (on sale until 3/5/26)



$1.99 ($14.99)
86% off (on sale until 3/8/26)


Sunday, March 1, 2026

(REVIEW) Resident Evil Requiem is a REturn to Greatness

by Gamatroid 🕹️ 


 
A new era of survival horror arrives with Resident Evil Requiem, the ninth title in the mainline Resident Evil series. Experience terrifying survival horror with FBI analyst Grace Ashcroft, and dive into pulse-pounding action with legendary agent Leon S. Kennedy. Both of their journeys and unique gameplay styles intertwine into a heart-stopping, emotional experience that will chill you to your core.

 GAME FACTS

  • TITLE: Resident Evil Requiem
  • RELEASE DATE: 2/27/2026
  • MSRP: $69.99
  • DEVELOPER: Capcom
  • PUBLISHER: Capcom
  • PLATFORMS: Xbox, PlayStation, Switch 2 and PC
  • PLAYED ON: PlayStation 5


 
Experience the series' classic survival horror through combat, investigations, puzzles and resource management. Gameplay allows you to freely switch between first and third-person views to face the horrors in a way that suits your playstyle.
 



RETRO ROOTS

Resident Evil started way back on the very first PlayStation, and it was the reason I had to get a PS1. Most games before that weren't truly scary, and I was more than ready for the next generation of more mature games.



Resident Evil Requiem is the latest entry in this long running game series, and incorporates a lot of features that intend to bring the series back to its roots. One feature, is the game's inclusion of "mansion-like" environments in a clear nod to the original Spencer Mansion in Resident Evil 1. (I didn't see any dogs jump through windows, but Requiem has it's own share of jump scares.)



The original Resident Evil was cheesy like an 80s horror movie, but it was also creepy, bloody and more mature than anything else we had seen to that point. Gamers who had grown up playing since childhood were now in their teen years, or older, and were more than ready for something less childish.

Check out the image below of the review scores EGM gave it back in the day. Almost everyone loved the first Resident Evil. Only "Andy" seemed to have any issues, and clearly he was a Nintendo fan boy from his Mario RPG review, so what can you expect?




REVIEW


Gameplay & Mechanics

The gameplay is defined by its dual-protagonist system, featuring the seasoned Leon S. Kennedy and the newcomer Grace Ashcroft. This structure creates a compelling mechanical rhythm; while Leon’s segments lean into the refined, kinetic third-person combat seen in the Resident Evil 4 remake, complete with tactical parries and a new, weightier hatchet mechanic, Grace’s chapters pivot toward a tense, first-person survival experience. Her lack of military training necessitates a reliance on environmental manipulation, stealth, and the innovative "Blood Collector" system to manage the terrifyingly persistent Blister Heads. 

Controls feel exceptionally responsive across both perspectives, allowing for fluid movement that never sacrifices the "heft" necessary for horror. The balance of challenge is finely tuned, rewarding players who master the parry timing or the intricacies of the hemolytic injector crafting loop. With various difficulty modes and a plethora of post-game unlocks, the game offers substantial replay value that encourages multiple runs to optimize routes and uncover every secret. 




Visuals & Art Direction 

Resident Evil Requiem is damn beautiful to look at. Visually, the RE Engine continues to push boundaries, delivering a hauntingly beautiful presentation of the Rhodes Hill Chronic Care Center. The technical quality is staggering, with next-level environmental persistence and visceral gore effects that make every encounter feel impactful. 

The art direction leans heavily into the franchise's gothic and industrial roots, using a muted, oppressive color palette that heightens the sense of dread in the derelict hospital wings. This aesthetic is perfectly complemented by the narrative, which serves as a poignant "requiem" for the series' history. 



Story & Narrative

The story is surprisingly emotional, focusing on Grace’s personal search for her mother, Alyssa Ashcroft, while Leon grapples with his own trauma as he hunts the shadowy Victor Gideon. The dialogue feels more grounded and less campy than previous entries, though Leon’s signature wit remains intact, delivered through cinematic cutscenes that are as polished as the gameplay itself.



Audio & Music

The immersion is further deepened by a stellar audio design that turns every creaking floorboard or distant, muffled breath into a threat. The musical score is atmospheric and adaptive, swelling during Leon’s bombastic set pieces and receding into a minimalist, unnerving hum during Grace’s more vulnerable moments. 


Technical Performance

On a technical level, the game is remarkably stable, featuring near-instant load times and high-performance modes that maintain a rock-solid 60fps even during complex boss fights. The user interface remains clean and intuitive, ensuring that inventory management, a series staple, never feels like a chore. 



Innovation & Originality

While the game largely relies on perfected versions of existing mechanics, its innovation lies in how seamlessly it weaves these disparate styles together, setting a new industry standard for dual-protagonist narratives. 


Value vs Price

Even at $69.99, given the density of the 12-hour campaign and the high quality of the production, Resident Evil Requiem offers immense value for its price, standing as a polished, definitive celebration of survival horror. No reason to wait on a sale for this one. Just go get it! 


VERDICT


Resident Evil Requiem is a return to form for the series, which had found great success in its recent Ethan Winters entries, but had gotten away from the core characters we know and love. After the disaster that was Resident Evil 6, and the side stories explored in 7 and 8, it's great to see Leon, the T-Virus and Raccoon City return in such a splendid way. Grace is a great character as well, balancing vulnerability with effectiveness in a way that almost makes me forget about the disaster that was Ashley in Resident Evil 4 (almost). Resident Evil Requiem is sure to please both series veterans and newcomers alike. I'm glad to see Capcom return the series to greatness, and makes me eager to see where they go next.




CRITIC CONSENSUS


For greater context, take a look at our rating versus ratings that other critics are giving Resident Evil Requiem across different popular platforms:


You can watch my beginning gameplay on PS5 in the YouTube video below:



You can read about how our reviews work here




Saturday, February 28, 2026

Enter A.I.sha - Xbox's Next Chapter Will Be All About AI

by Gamatroid 🕹️ 




Ok, I thought I had said all I had to say on the topic of Microsoft Gaming / Xbox's new CEO, Asha Sharma, but then I heard the recent Podcast Unlocked episode from IGN, and some of the discussion was so... optimistic, I felt compelled to point out a few things about Asha's appointment (although I think they were trying to be optimistic and had the best intentions in how they led their discussion).

Just to recap, on Friday, February 20th, Microsoft announced that Phil Spencer was retiring and Asha Sharma would be the new head of Microsoft Gaming. Prior to her new role, Asha was most recently head of Microsoft's CoreAI division, tasked with putting Copilot in as many places as possible. 

Now she's Xbox's new CEO. Coincidence? Not on your life.



Microsoft is sending a very clear message about the future of their gaming endeavors, and while we don't know exactly how it will play out, AI is certain to have a front row seat.

That's the only reason they would put a non-gamer, AI executive, in the captain's chair. There is no other reason.

Just to level set, if it needs to be said, being CEO of Microsoft Gaming is a big deal. It's a top CEO job, and probably highly sought after. You don't get a job like that by mistake. There were a ton of qualified candidates. Microsoft could have even chosen to poach someone from Sony if they thought PlayStation had a winning playbook. Or they could have elevated someone within the current Xbox team. Or they could have hired from any number of places for that role. Believe me, almost anyone would have jumped at the chance. But they gave it to someone who isn't from gaming (that's clue number 1) and someone who is all about AI (that's clue number 2). Cyberdyne's (oh sorry, Microsoft's) message couldn't be clearer.

I'm not a doomer. I just like to make fun of AI using images from Terminator.

AI will be an integral part of the next generation of Microsoft gaming.

If you're wondering what AI integrated into hardware looks like, check out this AI-enabled PC article from Microsoft.

This could be the reason we see a new Xbox sooner rather than later from Microsoft. It didn't integrate AI into the hardware of the Series consoles, but you can bet they will in the next generation, whether we get a meaningful boost in power for gaming or not.

But this isn't really news for anyone who's been paying attention to what's been happening in tech and AI in general. 

AI is the next frontier and every tech company is chasing it. Just last year, Microsoft invested roughly $80 billion into data centers. Just to put that into perspective, the Activision/Blizzard acquisition was $68.7 billion. Where do you think their priorities are?

So AI is a given. It's coming whether we like it or not, and A.I.sha is the perfect CEO to cram AI into the next generation of Xbox consoles and the Microsoft Gaming ecosystem.



But it was coming no matter what, and I don't say this meaning to throw any shade at Asha. She might do an amazing job and truly help usher in the next great generation of Xbox. But trying to pretend AI won't be front and center in the next generation is silly. That would have happened regardless of who the next CEO was.

So how could A.I. being integrated into Microsoft Gaming and the next generation of Xbox hardware look like?

I have some thoughts...

I can see at least 3 key areas where AI could realistically be utilized in the next console generation:
  1. Game development - traditional
  2. Game engine rendering
  3. Game dialogue generation
What do I mean? Let's briefly dive into each one.

A.I. in traditional Game Development

Like it or not, AI can be used in a variety of ways to speed along asset development for traditional games (I'll get into the distinction of what is tradition versus not in a moment). It can be used to:
  • generate textures and select in-game scenery
  • write draft outlines of certain game scenarios
  • refine drafts of game dialog
  • write game dialog
  • generate certain sound effects and select spoken in-game dialog
This of it like A.I. being used to generate all the background, NPC, not core assets used in a video game. For the foreseeable future I see core, important aspects of game development staying human-generated. For example:
  • Core game character dialog and voice acting
  • Core game character models and textures
  • Core environment design and texture mapping
  • Overall game script and roadmap
Basically, all the most important aspects of a game, the things core to the overall experience, will likely continue to be human made for the next generation, but all the ancillary things that are kind of just in the background or used to fill out a game environment, but wouldn't have had a lot of time spent on them anyways, will start to be more and more AI generated.

And sadly, this will result in work-force reductions. Not because they have to happen, or because the people don't have value to add in other parts of a game's production, or that they could then spend even more time on the human-generated parts of the games, but they won't. There is a general expectation that the introduction of A.I. will result in workforce reductions, like there is an expectation when two companies join together that there will be "synergies" and work force reductions. Do there have to be? No. But there will be.

A.I. in Game Engine Rendering

Another area I can see A.I. immediately helping with is direct rendering of environments and assets inside of a game engine, on the fly. Imagine a game like Minecraft, that is already procedurally generated. It creates new game worlds each time you begin, based on rules that its designers created. Now, what if, you had a game like that, but instead of the same rulesets being designed in advance, an A.I. engine had a set of parameters to follow and created new game worlds on the fly as you entered them? What if every tree texture in Minecraft had slight variations so that they didn't all look like cookie cutter elements? What if enemies and NPCs had slight variations so that no two looked identical, but it all mostly still looked like the Minecraft you know and love. A.I. can basically help with that today, and I'm assuming if you built A.I. into the hardware itself, that could run some of these game engine renderings locally, although you might not need to.

Now imagine this in a game where an entire library of base game assets had been created by a human designer, and now A.I. simply iterates on what has been created to produce variations in the game world. In theory, no two NPCs would need to look the same. 

In theory this could be cool, but in practice we'll have to see what kinds of experiences are created. 

A.I. in Game Dialog Generation

Similar to the idea of Game Engine Rendering, game dialog could also be rendered by A.I. real-time as you interact with an environment. Ideally, human writers would create a base script and a lot of samples of dialog for the A.I. to build off of, but then while you are playing the game, it would create unique dialog based on the character you are interacting with and the evens that have occurred in the game so far. This could truly create a different experience for every person playing a game, and create a different experience every time you went back to play a game. Sure, the story would be the same overall, but the unique aspects of character dialog would be slightly different each time. 

Maybe you think this sounds great, or maybe you think it sounds awful and terrifying, but I can definitely see it coming.




I'm sure there are a lot of other areas A.I. could be used in game creation and generation, but based on my own experience, these are the areas I can practically see it working in the near term.

Ideally, all of this will lead to shorter development cycles, lower costs, and faster game releases. This is practically an expectation, and I'm sure Microsoft Gaming will do everything in its ability to ensure it happens. 

So in the end, A.I. is coming to Xbox whether we want it or not. There will be more job destruction along the way, and likely some slop we'll have to put up with in the near term. We'll just have to see exactly how it all plays out.