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The Coolest Games We’ve Played During Gamescom 2025

Hollow Knight Silksong First Level Gameplay

Gamescom 2025 has begun, and I’m on site in Cologne, Germany, checking out more than two dozen new and upcoming games, ranging from Hollow Knight: Silksong to The Outer Worlds 2 to 007 First Light and beyond! I’ll be doing individual write-ups for many of these games, but I’ll also be writing condensed quick-hit thoughts on the coolest games I’ve played so far, and you can read them right here (so bookmark this page, folks!). 

The Most Dope Games We’ve Played During Gamescom 2025

Below, you’ll find a running list of the games I’ve played during Gamescom 2025. They’ll be listed in reverse-chronological order, so the latest game I’ve played will be at the top and the first game I played will be at the very bottom!

Hollow Knight: Silksong

Hollow Knight Silksong First Level Gameplay

It’s real, y’all. Hollow Knight: Silksong exists and is playable, and I checked out the game’s very first level, Moss Grotto. After a brief cutscene that shows Hornet trapped in a Cinderella-like carriage (that she then breaks out of), I take control. Immediately, Hornet is much faster than the first game’s protagonist, both as she platforms around and with her attacks. She has a new ability called Bind (used by pressing B on an Xbox controller) that heals her. However, you can’t spam this ability as it requires using a bar on screen that must be full. 

It recharges over time and by defeating enemies, and I found it pretty easy to get it full for another Bind. Platforming around Moss Grotto feels a lot like 2017’s Hollow Knight, though Hornet is more nimble and can mantle up cliffs and platforms. The enemies here are easy to defeat, and it’s not until I fight the demo’s boss, Moss Mother, that I’m challenged. It’s a fun fight, but still mostly easy. 

With the demo and my hands-on time with Silksong behind me, I’m excited to see what else awaits me in the full game. If this first level is any indication, it’s going to be a great Metroidvania, much like the first game. That said, I’m not convinced it’s going to break through the hype and make a mark on the genre like the first game did. I’m also not convinced it needs to, though. 

For more, read my full Hollow Knight: Silksong hands-on thoughts here

Pokémon Legends: Z-A

Pokemon Legends: Z-A Release Date October 16 Presents Switch 2 Nintendo Edition

Pokémon Legends: Z-A is not just a sequel to The Pokémon Company’s latest spin-off/experiment to its traditional Pokémon series, but also the first Pokémon game launching on Nintendo Switch 2. Though I’m not convinced the experience will be great on Switch, after 30 minutes of hands-on time with it on Switch 2, I’m starting to believe this will be the best Pokémon games in years.

My demo consisted of two parts: three trainer battles within a nighttime-exclusive battle zone, and a fight against a Mega-Evolved Absol. Stay with me here: Pokémon Legends: Z-A’s combat reminds me most of Final Fantasy XII, something I suspected more and more as I heard more and more about its combat. It’s real-time, but rather than mashing buttons to attack, you select moves in real-time that your Pokémon performs, then, while waiting for that move’s cooldown to complete, use other moves. All the while, I’m dodging and running to get my Pokémon out of harm’s way and utilizing stat-affecting moves to prime the opponent’s Pokémon for my next move.

It’s an exhilarating change to the Pokémon formula, and its MMO-like cooldown-focused combat reminds me of Final Fantasy XII’s hybrid combat that fell somewhere between real-time and the timed combat of its MMO predecessor, Final Fantasy XI. I like switching Pokémon on the fly, using my knowledge of effectiveness to bring the right one out from my party, and I especially like sneaking up on unaware trainers to start the fight with a big advantage. These battles were simple, but I can already see how the challenge could ramp up in the full game.

In fact, I got a taste of that challenge in a 1v1 fight between my Lucario (capable of mega-evolution) and a Mega-evolved Absol. Not only did I have to balance my attack moves with my defensive ones like Protect to avoid fainting, but as the trainer, I had to dodge out of harm’s way to prevent Absol from hurting me. This battle against Absol felt like an MMO boss fight where I had to pay attention to its moves and react and counter appropriately. Absol even had an AOE attack that blanketed the arena in damage after a brief charging period I could interrupt with a super-effective attack. This fight wasn’t easy – I actually lost my first go – but it’s a level of challenge I’m happy to see in a Pokémon game. I can’t wait to see what else awaits in the final game this October. 

Read my full hands-on preview thoughts here

Keeper

Keeper gamescom 2025 hands-off preview impressions double fine productions

I didn’t get to go hands-on with Keeper, but after a 30-minute hands-off preview of it, with developer Double Fine Productions’ Tim Schafer no less, I wish I did. Set in a fantastical Salvador Dali surrealist world where humanity is no more and nature has taken over, Keeper is about a lighthouse with legs. And a sea bird named Twig. There’s also a village of tiny lil guys that are actually clocks, a mystical area where pink pollen lowers your gravity, and so much more. 

But I only saw snippets of this across three gameplay segments. At the heart of each is vibes and atmosphere, and according to Schafer, that’s the heart of the game. There’s no combat. There are some puzzles, but they short and sweet. There’s no dialogue. Instead, Schafer and Co. want you bask in the ambiance of Keeper. I’ll gladly do it, because that ambiance is great so far. 

I’m excited to see how the core gameplay – walking around this island to reach its mountainous peak while using the lighthouse’s light to illuminate objects – transforms across the game’s runtime. Fortunately, I don’t have to wait too long, because Keeper is out on October 17. 

The Blood of the Dawnwalker

Rebel Wolves is a studio made up of former CD Projekt Red devs who worked on Cyberpunk 2077 and critically (for The Blood of the Dawnwalker), The Witcher 3: Wild Hunt. I mention this because The Blood of the Dawnwalker feels like another timeline’s Witcher, except instead of fantastical monsters to hunt and execute, it’s vampires. 

Protagonist Coen is a Dawnwalker, which means he can tap into vampiric abilities at night and magic during the day. The day/night cycle is core to Dawnwalker, as Coen only has so many days to save his family. Every quest he completes has a time notch associated with it, and upon completing quests, Coen’s timeline gains a few notches, slowly decreasing the amount of time he has left to save his family. I’m not quite sure how this works in full, but it’s an interesting gameplay addition I’m excited to see more of. 

The combat itself is… very Witcher, except it’s not just swords; Coen can utilize his vampiric claws and other vampire abilites (like sucking the blood of enemies to regain health). During the day, when he’s not tapped into his vampiric abilities, Coen can use magic, like speaking with the dead to learn critical information about quests and more. 

If you watched gameplay of Dawnwalker, didn’t know what it was, and called it Witcher, I wouldn’t blame you. A lot of what it’s doing is clearly a result of former Witcher devs creating a new IP. But with its vampiric twist, day/night cycle, and time restraint, it’s clealry charting its own course through medieval times. It still has a ways to go – it’s not set to launch until next year – but it’s one I’ll absolutely be keeping an eye on. 

Knights of the Fall

Knights of the Fall comes from Airo Games and is one of publisher Bohemia Interactive’s five games in its Bohemia Incubator project. Though my hands-on time with Knights of the Fall was just an early look at what the team has planned for this game, its unique blend of 2D sidescrolling with tactical, combo-heavy combat has me intrigued. 

There wasn’t much story to my quick demo – I believe it’s set in a post-apocalyptic Japan that’s been decimated by a sci-fi phenomenon that has caused grotesque monsters to inhabit spaces once home to humanity. You play as a lone soldier of sorts, handy with a katana and a wrist-mounted gun. Using this gun, you can stun enemies, which opens them up to become victims of your gravity gadget. You can pull stunned enemies toward you and decapitate them, push them into other enemies (especially useful if they’re an explosive enemy), or let them fly past you, opening you up for an easy escape. 

That was my main method for taking down enemies, though utilizing the katana’s three-hit combo and parries did well, too. In my short demo, the protagonist was after some long-forgotten logs, left somewhere in a house. I explored various houses in search of these logs, running into different enemies along the way. I enjoy the game’s slower, more methodical pace in the 2D sidescroller space, and its unique art style makes it stand out even more. 

Airo tells me there’s still lots of work to be done – it hopes to release a demo or playtest of sorts for the public next year to try it out – but after my hands-on time with the game, Knights of the Fall is one I’m going to keep an eye on. 

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