FromSoftware's The Duskbloods is a steampunk vampire adventure coming exclusively to Switch 2 in 2026
The Duskbloods leans into a slightly more Steampunk style too, with what appears to be steam-powered automatons and a Victorian London setting. There are also vampire shenanigans, a man with an axe in a pyjama onesie, a dinosaur, and a rune-covered rodent. In short, there's lots of mystery, lots of violence and some magic, too.
In today's brief trailer, we saw one of the characters leap into a busy Victorian cityscape, shady churches and huge vicious beasts to slay. We also got teases of several characters wielding different weapons and attack patterns.
For now, The Duskbloods doesn't have a specific release date; it will land on Nintendo's new console sometime in 2026.

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles

Elle
42 minutes ago
- Elle
Selena Gomez Reveals Her Surprising Dream Wedding Dessert for Upcoming Ceremony
Every item on this page was chosen by an ELLE editor. We may earn commission on some of the items you choose to buy. THE RUNDOWN Selena Gomez and Benny Blanco got engaged in December 2024, but not yet revealed their wedding plan. Fans have been wanting to know more details about the upcoming event, and the Only Murder in the Building star finally shared some this week. On her Rare Beauty brand's TikTok account, Gomez shared some of her thoughts on the reception, saying she had some ideas for the dessert. Traditionally, a big wedding cake is expected, but Gomez has other dreams. 'My preferred dessert would be biscuits and gravy,' she shared. 'My Nana's biscuits and gravy. That sounds like dessert to me.' She also explained, 'Whenever that day comes, I do know I don't want a big cake. I think I'd want a mini one, for just us, that we can freeze.' Gomez previously discussed the first dance between the bride and groom on an episode of Table Manners with Jessie and Lennie Ware, saying she was probably going to skip it. 'I don't think we're looking at having one of those 'cause they're a little—I feel embarrassed,' she said. But she was hoping to be escorted down the aisle by her grandfather. 'He never got a chance to walk my mom down the aisle,' she explained. 'I wanted to give [my grandfather] the opportunity to have that.' In July, Blanco discussed how planning is going on Jake Shane's podcast, Therapuss. The music producer said that they have both been so busy since the release of their album, I Said I Love You First. 'That's why we both need to chill,' Blanco explained. 'We've both been working so much. We got engaged, and then we were filming music videos for our album. Then it's holidays, then right after the holidays, we had to start all the promo for our stuff, do that. Then she left to film her show Only Murders [in the Building] and then I met her, then we hung out for a week, and then right after that, it's promo. And then I'm writing another book, so then I had to write a book, and then she came back for one day here. And then it was my birthday, and you know.' He continued, 'We're both working on so many things that we hadn't even had time to get into it, but we're so excited. I think this summer we're going to sit down and be like, 'Okay, what are we doing, hun?''


CNET
4 hours ago
- CNET
7 Tips to Follow When Starting Wuchang Fallen Feathers
Wuchang: Fallen Feathers isn't a revolutionary Soulslike title that aims to change the subgenre, but it's catching the attention of many players right now, in part because it's available on day 1 on Xbox Game Pass. Wuchang, however, does have some issues with underexplaining certain mechanics, which is giving players a little trouble. Wuchang makes some changes to the Soulslike formula established by FromSoftware, the developers of Demon's Souls and Dark Souls. Those changes aren't laid out so clearly, and unfortunately that adds a layer of difficulty to the game that doesn't need to be there. If you're struggling with Wuchang, here are some tips to help you beat the game. 505 Games Get the Sword Counter An easy tip to start with is a better explanation of the Sword Counter. It's available in the Impetus Repository (the leveling-up grid), at a shrine, and it doesn't take many levels to unlock. The Sword Counter is the game's equivalent of the parry found in other FromSoftware games. It looks like a standard block, but if you time it right, you'll parry the attack and receive no damage. But that's not all. Next to the Sword Counter node on the grid are two variants that are also worth getting. By unlocking all three, when enemies attack you, you can deflect their attacks and knock them to the ground to sneak in extra hits. Something to keep in mind is that the Sword Counter can only deflect weapon attacks, so enemy punches or kicks can't be parried. Also, with bosses, your deflects may only give you a window to get a free hit or two, but they have greater value in raising the bosses' Obliterate meter, which is a circle that increases after successive attacks. Fill this up, and the boss will be staggered, which will allow for a critical attack to deal big damage. 505 Games Unlocking the upgrades for your weapons Along with the improved attacks, new weapon abilities, and stat increases, the Impetus Repository (the game's name for its skill tree) has nodes to improve a weapon class. You need to unlock the node first and then acquire feathers to upgrade the weapon. The upgrade for a weapon class affects all weapons, so improving longswords by +3 means every longsword in the game will also be +3. You'll need specific items for these upgrades, which are usually found on tougher enemies with red eyes and can sometimes be purchased from the merchants. There are Faint, Brilliant and Radiant Red Feathers needed for upgrades, with Radiant ones being the best of the three. Respec all the time One useful mechanic in Wuchang is the option to respec, or reallocate your upgrades, at any time. If you feel like you're a little weak or there's something you haven't tried yet, make sure to respec -- don't worry, it's free and can be repeated indefinitely. On the Impetus Repository, there's the option to undo an upgrade to just one node, or you can do it for an entire path. If a weapon like the axe has been doing well against bosses but there's one boss who's just too fast to land any attacks, then it's time to respec and try another weapon. There's no shame in doing so. And who knows? The new weapon might end up being your favorite. Wear the right equipment Like in any Souslike, there are different status effects that build up over time, such as Burn or Blight, this game's name for poison. Enemies in certain areas will focus on different status effects with their attacks, like how enemies in colder climates can cause Frostbite buildup. There are consumable items you can use to remove the effect or stop the buildup, but in the case of status effects like Despair and Corruption, if your armor resistance isn't high enough, you can get killed almost immediately from the effect. If you find that happening (and you can tell it happens due to the status effect icon in the middle of the screen), then consider changing your equipment to better resist the status effects you're running into. Armor in Wuchang is very situation-based. Some will offer a lot of slash and stab protection, which is great for bosses with swords or spears, but it may offer no protection against Blight, which means you can be poisoned very quickly. In general, armor that's the best to protect against physical attacks is horrible for status effects, hence you can die almost instantly in certain areas. If you notice that happening, make sure to switch up your armor for the right occasion. 505 Games Explore, explore, explore Like any good Soulslike with quality level design, like Wuchang, there are different paths available and some are easy to overlook. So many side paths in Wuchang seemingly lead to dead ends, but you'd be surprised how many will lead to entirely new areas. Not only can you find powerful items and weapons, but there are entire sections of a map with their own bosses you might have skipped. I missed out on multiple locations as I rushed through the game on my first runs through levels. If you're having trouble with a boss, spend some time to backtrack a bit and explore every nook and cranny in an area. Another point to keep an eye out for is the teleport option at the Shrine. If there's an NPC you should talk to, there will be a small face next to the location listing. These NPCs can give you items or help out with a boss fight, but some won't be right next to the shrine. In general, places you come across with no enemies and something like a fire tend to be locations where an NPC will eventually appear. Just die if you're mad Probably the most interesting mechanic in Wuchang is the Madness effect, which increases global damage that you deal and get dealt in return. Madness can increase or decrease, depending on what enemies you kill, but it increases significantly after dying. Once Wuchang's madness reaches above 90%, the next time she dies, an orb that lies where the death happened will manifest into an Inner Demon, and if it kills you or is defeated, the Madness meter goes back to zero. This is very interesting for longtime Souls players because it acts as a punishment for players that can easily be overcome, and in a way, helps get the frustration out for dying. There is, however, a problem. If you die at the hands of a boss over and over again, the orb will be inside the boss arena and the Inner Demon won't spawn. The result is that Madness, which if above 90% will increase the damage of your attacks while also increasing the damage you take, won't go down. You can try to defeat some enemies to lower it, or make a donation to the statue at the Shu Sanctum, but the Madness meter will still shoot up if you die. If this happens to you, then you need to bite the bullet and just die somewhere else, ideally right near the shrine. When you respawn, you can head to the orb, take down the Inner Demon, and you'll be back to zero Madness. 505 Games Don't forget to emote Across the game, there will be certain shiny spots that aren't signs. It could be a statue, an urn, or a grave marker. Inspect these locations and a message will pop up with a few words in blue. Those words can be "Pay your respect" or "Tai chi." When you come across these spots, pull up the pose, or emotes, menu. You'll see multiple poses, such as worship, examine and a very obvious one, Tai Chi. Assuming the pose at the specific location will unlock a clue about Wuchang's past, or give up an item. Wuchang: Fallen Feathers is out now for PC, PS5, and Xbox Series consoles for $50. Xbox Game Pass subscribers can play the game as part of their subscription.
Yahoo
8 hours ago
- Yahoo
I Dropped $50 on This Rare Gran Turismo Demo and I Regret Nothing
If you're reading this website, you're probably nerdy about something—and I'm willing to bet it's not just cars. Maybe that leads you to hoarding memorabilia or working far too long on a project, never content to put the tools down. Oftentimes, such passions manifest in questionable financial decisions. I made one such purchase last weekend, when I dropped $50 on an old Gran Turismo demo disc with one car and one track, in a race the game won't even let you finish. Why would I do this? The disc I purchased at a gaming convention last weekend is called Gran Turismo 2000, and it was kind of a mystical thing back in my youth. After Gran Turismo 2 on the original PlayStation, developer Polyphony Digital naturally set its sights on bringing the smash-hit franchise to Sony's next-generation console. Its initial efforts materialized in builds of a project called GT2000, which first appeared at the Tokyo Game Show in late 1999, ahead of the PlayStation 2's Japanese launch the following March. GT2000 was shown a few more times at events over the next year: Once at Sony's PlayStation Festival 2000 in Chiba, Japan, in mid-February, and then months later at trade shows in the U.S. and U.K. as well. Those PlayStation Festival attendees, however, received GT2000 demo discs they could load into the PS2s they'd soon have, and this iteration of the game is the only one that has ever made its way into the public's hands. That's what I bought. Whether Gran Turismo 2000 was intended to be the third GT's title is unclear, but once the game slipped into 2001, Polyphony naturally chose a new name: Gran Turismo 3: A-Spec. GT3 went on to be a juggernaut, understood to be the second-best-selling PS2 game ever, at least as of the last time anyone bothered to count. But GT2000 is almost nothing like it, even though it was compiled just 14 months before the final game hit stores in Japan. See, this is why I couldn't pass up an opportunity to own a copy of GT2000. With demo discs of yore, you'd typically get a slice of the full game; depending on when the demo was minted, it might even look or play a little differently from the finished article. But, to anyone who knows Gran Turismo, GT2000 barely feels like an early, work-in-progress snapshot of GT3. In fact, it feels more like GT2—and that's what makes it so special. In GT2000, you drive the Mitsubishi Lancer Evolution V around the Seattle Circuit, a track that first appeared in GT2. There are five opponents: a Honda NSX, FD Mazda RX-7, R34 Nissan Skyline GT-R, Subaru Legacy B4, and Toyota Altezza, always in the same colors. The race isn't limited to laps, but rather a 120-second timer that is just about long enough to pass the finish line once. Then you get a replay, and then you're rudely punted back to the title screen. One song plays as you drive— 'Mirage' by Daiki Kasho—and it's kind of infamous for being obnoxious, but I love it. The car select menu (it's honestly more of a color and transmission select menu, because you can't choose another car) spits you out into a race with no countdown—just a rolling start where you immediately have control over your Evo. The first thing you notice is that the vehicle physics are pretty much a match for GT2's. The Lancer feels extremely light and tossable, and you can fling it into corners and pull off some effortless drifts that would require a bit more finesse with GT3's weightier, more nuanced handling model. GT3 drives well, of course, and certainly more realistically, but GT2's liveliness appeals to the arcade racing lover in me, and I have a lot more fun throwing around the Evo here than I do in the final game. This demo is rough, though. For one, walls don't slow you down much at all. If you turn around at the start and drive through a tire barrier, you can easily break out of the course's bounds. Computer-controlled opponents exit most corners wide and strike the guardrails. And the graphics are hardly stellar. Aside from the physics, this is the other big difference between GT2000 and GT3. The car models resemble GT2 assets with slightly more intricate geometry; their windows are still opaque black, just like on the PS1, while they'd be transparent in time for GT3's release. The Seattle Circuit itself also looks rather flat and simplistic, with lower-resolution textures throughout. Comparing key sections of the track across both games, you can see how Polyphony built far more detail into the environment and trackside scenery in little more than a year. The overpass that the circuit runs beneath after Turn 1, for example, is mostly flat in GT2000. In GT3, we see beams and cables in shadows. Further into the lap in GT2000, we pass Seattle's since-demolished Kingdome. In GT3, the Kingdome is still present, but resides next to Safeco Field, known as T-Mobile Park today. The Mariners' new home wasn't finished in time for the environment modelers to get it into GT2, so it's a nice touch that they were able to go back and include it in GT3. Indeed, GT3 is an objectively better experience, and history has proven that few developers were able to harness the PS2's power as well as Polyphony. And yet, there's something fascinating about seeing what is effectively GT2 running on more powerful hardware at double the framerate and a higher (albeit interlaced) resolution. For all its faults, it almost feels like a GT2 'Plus.' Audiences around the time of the demo's release were stunned by the heat haze effect Polyphony was able to convey in replays. It seems quaint now, but Gran Turismo was on the cutting edge of real-time graphics even then. Little details, like how GT2000's cars accurately reflect the environment they're in, rather than the vague, scrolling light effects you'd see in the PS1 games, represent serious steps forward. And all of it would be further refined for GT3. GT2000, then, is a fascinating snapshot of Gran Turismo at a precise moment in time, to a nerd like me. And, as Digital Foundry's John Linneman pointed out in his fantastic retrospective on the series that you ought to watch if you care about stuff like this, what makes GT2000 all the more special is how Polyphony improved upon it so profoundly in GT3. These days, it's sadly not uncommon for our first glimpse at a game to be markedly more impressive than the final shipping product, but Gran Turismo bucked that expectation in a big way. Personally, snagging a copy of this demo represents something else, for me: closure. I remember gaming magazines talking it up when I was a kid, and when GT3 eventually emerged, I wondered what happened to GT2000. Of course, it was never a secret—the final game literally missed the year 2000, and this disc was never released outside Japan—but these kinds of things carry a lot of weight when you're young. And I'm happy to say that there's been a positive development in my securing a copy of GT2000. Remember how I said that you could only drive the Evo in this game? I shared my purchase with members of the racing-game-centric Discord community I run. One of them goes by the name of Silent—he's the developer perhaps best known for fixing old Grand Theft Auto games so they run better than ever on PC. Silent built upon work done by another Gran Turismo modder years back, named Xenn, and is whipping up cheats that can be used in the PCSX2 emulator to remove GT2000's two-minute time limit and let the player drive any of the game's six cars. Neat stuff! It's unclear how many GT2000 discs Sony pressed for that Festival show, whether in the hundreds or the thousands. Either way, they're not impossible to find, and if I really wanted to, I could've scoured eBay for a copy years ago. Yeah, $50 is a lot, but you might be surprised to learn that it's a pittance compared to what some truly rare or high-demand games command nowadays. I could never bring myself to shell out the cash until the chance presented itself in person. Now that I have, surprise, surprise: I regret nothing. Got any memorabilia you love yet spent a stupid amount of money on? Email me at