Skip to main content
GamesRadar+ GamesRadar+ The Games, Movies, TV & Comics You Love
flag of UK
UK
flag of US
US
flag of Canada
Canada
flag of Australia
Australia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Superhero Movies
      • Action Movies
      • Sci-Fi Movies
      • Anime Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Total Film
    • Retro Gamer
    • Newsarama
Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Superhero Movies
      • Action Movies
      • Sci-Fi Movies
      • Anime Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Total Film
    • Retro Gamer
    • Newsarama
Total Film
Gaming Magazines
Gaming Magazines
Why subscribe?
  • Subscribe from just £3
  • Takes you closer to the games, movies and TV you love
  • Try a single issue or save on a subscription
  • Issues delivered straight to your door or device
From$12
Subscribe now
Trending
  • Pokemon Legenda Z-A
  • Golden Joystick Awards 2025
  • New Games for 2025
Don't miss these
Silksong Karmelita boss header image
Action Games It took 8 hours of losing to find my favorite thing about Hollow Knight: Silksong
Phantom Blade Zero screenshot showing two faceless puppets with swords
Action Games Phantom Blade Zero bosses might normally have "Soulslike elements," but on harder difficulties, their AI borrows from fighting games: "He will analyze the situation"
Elden Ring Nightreign Everdark Augur boss
Action RPGs Elden Ring Nightreign's big new challenge is one of the most hated, polarizing bosses in FromSoftware history: "I wish it was longer and he traveled a full zip code away with every attack"
Elden Ring
Action Games Elden Ring Nightreign finally let me get revenge against two bosses that nearly ruined my original Elden Ring playthrough, and victory has never felt sweeter
The First Berserker: Khazan
Action RPGs "I'd rather quit with dignity than drop it down to Easy": Soulslike boss on The First Berserker: Khazan says many players will quit a game before lowering the difficulty, so they had to add and change some options
Godbreakers art of two white and black warriors fighting in a green field
Roguelike Games I found the co-op roguelike I've been looking for: picture Risk of Rain 2 with more melee and MMO raid bosses, and it's no wonder it's one of the biggest games in Steam Next Fest
Baby Steps
Open World Games When does difficulty become un-fun? Dev says their game has moments of "intentional bulls***" but the trick to difficulty is making the player feel it's their fault they failed
Parade Master Lies of P
RPGs How to beat the Parade Master in Lies of P
Peak screenshot showing two climbers trying to ascend an icy rockface as another scout stands at the top waiting - the Indie Spotlight logo can be seen in the top right corner
Co-op Games Forget Elden Ring Nightreign or Expedition 33, the toughest boss fight I've faced this year is a slippery rock face on an empty stomach
Hornet clashes with the pinstress in Hollow Knight: Silksong in a training cutscene
Action Games Team Cherry decided an early Silksong boss wants a nerf, so of course players are debating if it actually needs one while also claiming their 'I beat it pre-nerf' trophies
Vampire Survivors
Roguelike Games "I felt like playing 30 hours of story mode was actually the tutorial": Too many RPGs and JRPGs end after their combat really gets good, Vampire Survivors creator says, which is where the roguelike formula is so great
Elden Ring: Nightreign boss Everdark Libra
Action RPGs Yeah, Elden Ring Nightreign's new giga-boss Everdark Libra is 100% getting nerfed, and if FromSoftware doesn't do it soon I'll delete my best relic
Hades 2
Hades How to beat the Hades 2 Hecate boss fight
Key art for Absolum showing the main party members in action poses in front of an enemy
Roguelike Games Absolum review: "Classic beat 'em up systems pair beautifully with a run-based structure in this fleet-footed, wonderfully varied Hades-like"
Soulgrave listing art of demon girl with red magic
Roguelike Games "Share this to scare Team Cherry": Dev of gorgeous roguelike with bosses "built like MMO raid encounters" declares war on contact damage, quickly adds "Silksong is great, and so is Team Cherry"
  1. Games
  2. RPG

How to build a better boss fight

Features
By Lucas Sullivan published 8 April 2013

What makes these epic fights so fun?

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

The beginnings of giants

The beginnings of giants

Boss battles are video games ultimate test--and there is no greater complexity than those found in MMOs. The road to an endgame MMO boss battle is steep, requiring dozens of hours of leveling, questing, and general death-dealing, all to get to a bare-minimum point of adequate strength and equipment. Other players must also do the same. And on the flip side, that boss must be able to stand a chance against the absurdly unfair odds inherent to a 1-on-20 (or more) matchup.

Weve often wondered what arcane principles could guide the crafting of such a boss--one that carefully treads the fine line between being an unsatisfying pushover and a heinous brick wall of unfair difficulty. To get some answers, weve talked with the fine folks whose job it is to invent the daunting encounters seen in the likes of World of Warcraft, Rift, and EverQuest. By staying mindful of the following principles, theyve created some astounding boss encounters--the kind that demand intense, coordinated efforts with the promise of euphoric victory as reward.

Page 1 of 14
Page 1 of 14
Form follows function

Form follows function

Tank-and-spank fights just wont cut it anymore. The years when raid bosses were simplistic, inert damage sponges are behind us; nowadays, devising an exciting, distinctive concept will make the best foundation for a memorable boss encounter. This is one of the most fun parts--because really, almost anything goes, says Ion Hazzikostas, the lead encounter designer on World of Warcraft. It comes down to a question of what's cool. And you know whats cool? Going toe-to-toe with a gigantic arachnid that has hardened lava for a husk.

When coming up with Ragnaros posse for the Firelands raid, Hazzikostas and his team channeled their inner adolescent pyromaniac. We all threw out ideas--hey, what if there's this huge, fiery spider that weaves webs that are strands of pure fire? Or what if there's a phoenix that bursts out of an erupting volcano? These are things that resonant on a level of That's really cool, and we think we can work with it. That's the starting point, the genesis, of the idea. From there, its simply a matter of ironing out the complementary mechanics that will play off this cool, core idea.

Pictured: Bethtilac, the Red Widow of the Firelands, who players can only take down by scaling up to her scorching web.

Page 2 of 14
Page 2 of 14
except when it doesnt

except when it doesnt

Then again, some bosses take shape before a design team even lays eyes on them. Character art can absolutely have a large influence on mechanics, says Colin Krausnick, an associate designer on Rift. Having abilities that fit the style and look of a boss encounter is more intuitive for people to understand, and leads to a better overall feel [of a fight]. It makes sense that a big boss like Regulos--which Krausnick aptly describes as a hulking monstrosity--would attack using devastating abilities that have a slow startup.

Other times, the logistics of an appealing art design will dictate how an encounter plays out. Larry Boles, a content designer on Rift, recalls the Matriarch of Pestilence as the perfect example. When we were looking for concepts for this boss, one of our artists presented a wonderful picture showing a behemoth creature with a multitude of legs that dwarfed the players that would be fighting her, says Boles. Since a creature with so many moving parts would take a lot of animation resources, we decided to make it a stationary fight and use mechanics that would force the players to reposition themselves around her.

Pictured: The Matriarch of Pestilence, from the Endless Eclipse raid, in all her icky glory.

Page 3 of 14
Page 3 of 14
If you fail to plan...

If you fail to plan...

End-game raids do not favor the unprepared. If your plan is to aggro a boss and just wing it, you may as well throw your gold away now and skip the whole gear-repairing process. But the demanding nature of high-end content creates an addictive gameplay loop of learning, planning, and executing with each new fight. If every encounter was a brain-dead walk in the park, progression would be meaningless. By requiring raid communication, continual reaction, and some strategic forethought, as Krausnick says, theres always something challenging to strive for--plus, you totally score bragging rights for world-firsts.

It's one of the greatest things the MMO genre can offerhaving to come together and function as a single well-oiled machine, says Hazzikostas. The process of both refining your big-picture strategy, and the individual execution of each of the moving parts of that machine to achieve [victory]--that's what keeps people coming back. Part of the fun of raiding is figuring out how something works.

Pictured: Algalon the Observer, found in Ulduar, is thought to be one of the most demanding and rewarding boss fights in WoWs history. The catch: You can only challenge him by plowing through the dungeons hard mode.

Page 4 of 14
Page 4 of 14
...sometimes that's OK

...sometimes that's OK

But not every player feeds off the anxiety of a white-knuckle boss battle, or the bliss of the first kill after investing hours into preparation and planning. Some people want to score epic loot without playing nightly, or see end-game content without expending more effort than a quick wiki consultation. And is that so wrong? After all, the hardcore playerbase is but a small fraction of an MMOs wider audience. Itd be a shame if the majority of players were deprived of cool content because of a slightly lesser time investment.

Thats where systems like WoWs Looking For Raid come in, offering simplified versions of existing bosses. At the cost of dropping less impressive loot, the same encounter designs have been tweaked to facilitate easier play with a pack of strangers, thanks to far more forgiving mechanics or the removal of mechanics entirely. One of the great challenges is coming up with mechanics that are new and fresh for [hardcore raiders], but remain accessible for someone who just got into raiding, says Hazzikostas. If you pour hard work into crafting an exhilarating encounter, its senseless to hide it from all but the top 1% of the community.

Pictured: Primordius, from the Halls of Flesh-Shaping in the Throne of Thunder, is simple enough that most any LFR group can figure out how to defeat him.

Page 5 of 14
Page 5 of 14
Complexity does not equal challenge

Complexity does not equal challenge

So if fewer, simpler mechanics makes a boss fight more accessible, then a multitude of complicated ones should really get the hardcore players going, right? Not quite. Theres a fine line between a challenging fight that feels good and is rewarding, and a challenging fight that is overly complex and punishing, says Krausnick. Nobody has fun if theyre repeatedly dying without making progress, or need to read an exhaustive dissertation before even attempting a fight.

Kyle Vallee, lead designer on EverQuest II, says that boss complication can be a tough thing to assess... In the case of raids, too busy can be frustrating. We can definitely make bosses that are not overly complicated, and still have them be difficult for the intended audience. The more unintuitive hoops you have to jump through in order to progress, the less enthralling it becomes to even attempt jumping through them.

Pictured: Swarmlord Khargroth, from the Primeval Feast, which was overly complicated to the point that Boles admits people just tried to find ways to avoid having to do it in the first place.

Page 6 of 14
Page 6 of 14
but a little complexity can go a long way

but a little complexity can go a long way

Like adding a potent spice to a hearty chili, mixing just the right amount of complexity into an encounter can make it that much more rich and enticing. Complexity is a dangerous pitfall of encounter design, says Boles. The tendency to keep adding more is easy to get into, but theres a [clear distinction] between different and annoying in terms of mechanics. Not every boss fight can nail the Goldilocks-esque just right of complexity, but player feedback has made it clear to designers that elaborate encounter mechanics are best in small doses.

Ultimately, players have finite multitasking capabilities. Just playing their classes [to the fullest of their ability] taxes some of that, says Hazzikostas. If something is unintuitive--if the raid leader has to talk for five minutes to explain how something works before anyone understands it--I think those are signs that we've gone a bit too far.

Pictured: The Spirit Kings encounter from Moshu'gan Vault, which is one of the easiest raid fights on Normal difficulty but one of the most complex encounters on Heroic, requiring high levels of situational awareness.

Page 7 of 14
Page 7 of 14
Familiarity isn't a drawback

Familiarity isn't a drawback

Its the designers job to ensure that encounters never feel stale or rehashed--but that doesnt mean that familiar mechanics are automatically off the table. Theres a definite advantage to players having a good basis of familiar mechanics, says Boles. It gives them a set of expectations that make the game easier to understand. Krausnick agrees that a recognizable design allows players to react appropriately, and feel good about themselves when they execute [the proper response] well.

Simply put, its satisfying to know what you should do, and then being highly competent doing it. Boles recalls the positive feedback he got from players after designing Jultharin, which he describes as one of the most simplistic encounters, from a designer perspective. The boss itself had only three abilities, but the quick decision-making and coordination needed to address his wall mechanic is what really made the encounter shine.

Pictured: Baelon, from the Throne of Fear.

Page 8 of 14
Page 8 of 14
but players should constantly be surprised

but players should constantly be surprised

Just because an encounter mechanic is fundamentally the same as one that preceded it, that doesnt mean it cant feel new and exciting. In fact, countless boss abilities are identical at the most basic level, but the way in which theyre presented and utilized can make a world of difference. Krausnick puts it this way: With the number of mechanics in raid fights generally being quite high, I think its reasonable for players to not want to learn six new things per fight.

The solution? Change the variables of a familiar mechanic. For example everyone knows to get out of the bubble of badness, says Krausnick. But I can change how big that bubble is, where the bubble is placed, how many people the bubble can hit, what effect the bubble has if it affects you, etc. It's the same familiar mechanic, but with different results.

Pictured: Dark Animus, from the Halls of Flesh-Shaping, uses a new mechanic involving a puzzle-based allocation of a mysterious substance.

Page 9 of 14
Page 9 of 14
Always check your work

Always check your work

Of course, if designers created encounters entirely in a vacuum, the finished product would likely be a disaster once it went live. This is where playtesting comes in--and lots of it. By running the designers handiwork through the gauntlet of focus testing by their peers, QA testers, and public test realms, it becomes immediately apparent which mechanics are fun, and which ones really, really arent. Its on us to get our encounters testable and working as quickly as possible [so we can] start the iteration process, says Krausnick. As you mightve already guessed, the best judges of how enjoyable the new content is are the players themselves.

Rigorous testing is also the best way to catch exploits that could unbalance a fight. We look at what tactics [players are using] that we didn't anticipate or think of, and decide whether we need to adjust the fight to account for them," says Hazzikostas. Putting your concept through the QA ringer is the best way to dredge up any unforeseen issues--including what will ultimately end up on the cutting room floor.

Pictured: Regulos, from the Endless Eclipse raid.

Page 10 of 14
Page 10 of 14
There will be cuts

There will be cuts

If you cant kill your baby, then youre probably not fit to be a designer. Sorry, let us rephrase--no matter how much you love the mechanic you came up with, you need to be ready to cut it if your QA team finds its not so fun. When designing encounters, you can't be afraid of drastically changing existing mechanics [or] cutting it completely, says Krausnick. [With deadlines for patch releases] looming on the horizon, we might just have to cut mechanics no matter how near and dear they may be.

But just because your nifty mechanic doesnt work this time around doesnt mean you should ditch it forever. I dont try to force a mechanic to work, says Boles. If I think a mechanic has merit but it just wouldnt work out on the boss I built it on, I'll save it in my personal stockpile. Later on, when I can find a new encounter thats better suited for the discarded mechanic, I'll bring it out and try to work it in.

Pictured: Rallos Zek, from the Plane of War.

Page 11 of 14
Page 11 of 14
Give every class their moment

Give every class their moment

Fights are no fun if youre never in the limelight; much as in life, everyone needs to feel special sometimes. Getting a shot at saving the day, even if you arent the star tank or DPS, can be incredibly gratifying for players. And it keeps things interesting between encounters. Sometimes, says Hazzikostas, we have an idea that we want to do--like the Tsulong encounter recently, or the Dreamwalker in Icecrown Citadel awhile back--that were born from the idea of You know, it'd be kinda cool to have a fight where you win by having the healers heal something...let's try inverting that paradigm, and let the healers be the heroes for once.

But theres no guarantee that said class will even be present during the encounter--so its important to tune an encounter around a class role rather than a single ability. We make a concerted effort to not design around player class abilities, says Vallee. Doing otherwise would risk excluding players who feel like they cant contribute anything to a given fight.

Pictured: Tsulong, in the Terrace of Endless Spring, is a dragon that shifts between night and day phases; the day phase lets healers take the spotlight.

Page 12 of 14
Page 12 of 14
Dont make the player feel powerless

Dont make the player feel powerless

So youve put all this time and effort into crafting a fun boss fight. Whats the fastest way you can ruin it all? Turns out, there are a lot of design pitfalls to avoid, and nearly all involve taking control away from the player via confusion or an inability to react. Beyond the obvious things like undodgeable instakills, says Krausnick, I actively try to avoid adding too much randomness in my encounters. In my mind, nothings worse than someone dying and feeling as if there was nothing that they could have done to prevent it.

Other times, the problems are less obvious, though just as damaging. We're very wary of using extensive 3D movement, says Hazzikostas. Visually, you don't get a great sense of perspective, and it can be very disorienting. Its also important to uphold what Boles calls the overall mood of the game, avoiding reckless abuse of pop culture references and similarly jarring elements that take the player out of the game.

Pictured: Kael'Thas Sunstrider, the final boss of Magister's Terrace, had a Gravity Lapse ability that vaulted the entire raid into zero-g movement, which threw many players completely off-balance.

Page 13 of 14
Page 13 of 14
Bosses down, zone clear

Bosses down, zone clear

By following the aforementioned principles, MMO designers are able to craft the kinds of epic encounters that we know and love. Which boss encounters do you remember most fondly, and did they adhere to the theories of these designs? If youre thinking of getting into game design yourself, it might be wise to bookmark this page--you never know when these nuggets of wisdom from the pros will come in handy.

If you're looking for more, check out Why do we love the games that hate us? and 25 new MMORPGs on the horizon for 2013 and beyond.

Page 14 of 14
Page 14 of 14
CATEGORIES
PC Gaming Platforms
PRODUCTS
Rift World of Warcraft EverQuest II World of Warcraft: The Burning Crusade World of Warcraft: Wrath of the Lich King World of Warcraft: Cataclysm World of Warcraft: Mists of Pandaria
Lucas Sullivan
Lucas Sullivan
Social Links Navigation

Lucas Sullivan is the former US Managing Editor of GamesRadar+. Lucas spent seven years working for GR, starting as an Associate Editor in 2012 before climbing the ranks. He left us in 2019 to pursue a career path on the other side of the fence, joining 2K Games as a Global Content Manager. Lucas doesn't get to write about games like Borderlands and Mafia anymore, but he does get to help make and market them. 

See more PC Gaming Features
Read more
Silksong Karmelita boss header image
It took 8 hours of losing to find my favorite thing about Hollow Knight: Silksong
 
 
Phantom Blade Zero screenshot showing two faceless puppets with swords
Phantom Blade Zero bosses might normally have "Soulslike elements," but on harder difficulties, their AI borrows from fighting games: "He will analyze the situation"
 
 
Elden Ring Nightreign Everdark Augur boss
Elden Ring Nightreign's big new challenge is one of the most hated, polarizing bosses in FromSoftware history: "I wish it was longer and he traveled a full zip code away with every attack"
 
 
Elden Ring
Elden Ring Nightreign finally let me get revenge against two bosses that nearly ruined my original Elden Ring playthrough, and victory has never felt sweeter
 
 
The First Berserker: Khazan
"I'd rather quit with dignity than drop it down to Easy": Soulslike boss on The First Berserker: Khazan says many players will quit a game before lowering the difficulty, so they had to add and change some options
 
 
Godbreakers art of two white and black warriors fighting in a green field
I found the co-op roguelike I've been looking for: picture Risk of Rain 2 with more melee and MMO raid bosses, and it's no wonder it's one of the biggest games in Steam Next Fest
 
 
Latest in RPG
Starsand Island screenshot of dark haired female protagonist looking at flowers
Some Japanese devs played Stardew Valley and loved it, but wanted something more "carefree" – now their anime life sim RPG is tearing up Steam Next Fest, and it's hard to put down
 
 
Phyre stands in front of Seattle in Vampire: The Masquerade - Bloodlines 2
Step aside Duskbloods, Dawnwalker, and Bloodlines 2 – somebody give me a Buffy the Vampire Slayer RPG to commemorate the series' revival
 
 
VTM Bloodlines 2 gameplay reveal
Vampire: The Masquerade - Bloodlines 2 Metacritic score lives up to its messy development cycle, failing to beat the original cult RPG thanks to divided reviews
 
 
Everwind screenshot of warriors in armor
Indie dev hatches the ultimate can't-fail game, combining Minecraft mechanics and Skyrim combat in a co-op RPG that's topping charts at Steam Next Fest for good reason
 
 
Fabien talks with Pandora in Vampire: The Masquerade - Bloodlines 2, a wannabe vampire fan
Vampire: The Masquerade – Bloodlines 2 review: "My dream vampire RPG has been staked – this blunt-toothed sequel is just a boring, linear action brawler instead"
 
 
Light of Motiram
"The damage is done": Sony slams Tencent's "nonsense" response to lawsuit over Horizon Zero Dawn-like Light of Motiram, calling the open-world survival game a "knock-off"
 
 
Latest in Features
Josh O'Connor as JB in The Mastermind
The Mastermind is a brilliantly frustrating anti-heist movie that defies expectations, and it's one of my favorite movies of the year
 
 
A pink-haired trainer faces Yveltal in Pokemon Legends: Z-A.
Pokemon Legends Z-A and Arceus are true successors to the classic Pokemon games I first fell in love with
 
 
All the Helsmiths of Hashut Army Set models laid out on a wooden table
Which Warhammer Helsmiths of Hashut models should you buy for your army? I've made all them, so here's what I think
 
 
Storm, Wolverine, Nova, and Spoider-Man fight bug enemies on the streets in Marvel Cosmic Invasion
I spent an undisclosed but fireable amount of time playing games at work, and here are my 10 Steam Next Fest demos you shouldn't miss before they're gone
 
 
Disney Lorcana Fabled box, boosters, dice, and dial on a wooden surface
If you want to get into Disney Lorcana, Fabled is your golden ticket
 
 
Strange Antiquities screenshot of a cat sitting on the store shelf
I'm just as obsessed with Strange Antiquities as I was with Blue Prince, and it's easily one of the best detective puzzle games I've played this year
 
 
  1. The lighthouse looks across a vista in Keeper
    1
    Keeper review: "One of the most wonderfully bizarre games I've ever played – a stunning slice of magic"
  2. 2
    Vampire: The Masquerade – Bloodlines 2 review: "My dream vampire RPG has been staked – this blunt-toothed sequel is just a boring, linear action brawler instead"
  3. 3
    Ball x Pit review: "Vampire Survivors and Breakout collide in this brilliant roguelike ball basher that struggles with repetition"
  4. 4
    Pokemon Legends: Z-A review: "Fast fluid real-time fights and a world worth exploring make this finally feel like the anime come to life"
  5. 5
    Little Nightmares 3 review: "An overly safe, uneven, and half-baked follow-up where co-op is a hindrance instead of the evolution it should've been"
  1. Tron: Ares
    1
    Tron: Ares review: "Misses out by swapping the Grid for the real world"
  2. 2
    One Battle After Another review: "One of the best studio movies in years and an instant classic"
  3. 3
    The Conjuring: Last Rites review: "Not bold or memorable enough for the Warrens' final chapter"
  4. 4
    Demon Slayer: Infinity Castle review: "Roars past Mugen Train as Demon Slayer's best adventure yet"
  5. 5
    The Long Walk review: "One of the best Stephen King adaptations ever made"
  1. Splinter Cell Deathwatch
    1
    Splinter Cell: Deathwatch review: "A pale imitation of the long-dormant stealth franchise"
  2. 2
    Marvel Zombies review: "A fun expansion of the What If episode with delightful MCU Easter eggs and truly gross R-rated kills"
  3. 3
    Gen V season 2 review: "As strong as the first season, if not stronger"
  4. 4
    Wednesday season 2 part 2 review: "Ortega shines, but it's a zombie who steals the entire show"
  5. 5
    Peacemaker season 2 review: "Darker and sadder than the first year, but there's still a lot of fun to be had with the 11th Street Kids."

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

  • About Us
  • Contact Future's experts
  • Terms and conditions
  • Privacy policy
  • Cookies policy
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement
  • Careers

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...