On the Radar

On the Radar is a monthly GamesRadar+ series where we aim to dive deep into a game that's just been released. These are the new games that absolutely shouldn't be missed and these packages of articles explain exactly why.
After all, there's so much more to say about the games we're incredibly passionate about beyond the review - and that's where On the Radar comes in. We're talking about these big games as much as you are, and we want to talk about them with you.
Whether it's that one NPC we all love to hate, the quest that made it soar to the top of own our personal GOTY lists, or that one weapon that changed everything - we want to share what we're thinking about the games that matter to us, and hopefully you too.
We're also speaking to the developers of these games too, bringing in their insider intel on how the games, their characters, the stories and the gameplay mechanics came to be.
Want more discussions on your favourite new game? On the Radar has you covered.
Latest about on the radar

Dying Light: The Beast is an ending and a new beginning for Techland, and the action horror series' future has never looked brighter: "We have new ideas, so we need to make them come alive"
By Jasmine Gould-Wilson published
Interview Interview | Game director Nathan Lemaire reflects on The Beast's reception, avid community, and the art of building a legacy

I've been playing horror games for 25 years, but Dying Light: The Beast's gore just out-grossed it all by getting uncomfortably realistic
By Jasmine Gould-Wilson published
Opinion Opinion | Comparing Dead Island 2 and Dying Light: The Beast's approach to gore and viscera reveals a remarkable difference

I love all of Dying Light: The Beast's incredible side quests, but one of them was so powerfully horrifying I thought it was a main mission
By Jasmine Gould-Wilson published
Opinion Now Playing | For Your Mind Only made my jaw drop, and I'm still searching for it to this day

Dying Light: The Beast's dialogue choices are all about character building instead of story-shaping, and it fixes my biggest problem with Dying Light 2
By Jasmine Gould-Wilson published
Opinion Opinion | Sometimes, the most powerful moments of choice are ones with private consequences

Dying Light: The Beast feels like Action Man: The Game, and I can't get enough of Kyle Crane's badass skull-smashing moves
By Jasmine Gould-Wilson published
Now Playing Now Playing | If you thought Beast Mode would make this game easier, think again

Dying Light: The Beast thrives in its smaller map by making every centimeter count, and that makes Castor Woods the best open world in series history
By Jasmine Gould-Wilson published
Opinion Opinion | Techland's risk in going smaller instead of bigger pays off in droves

On The Radar: Assassin's Creed Shadows coverage hub
By Oscar Taylor-Kent last updated
Hub On The Radar | The long-awaited Assassin's Creed Shadows is here to turn back the clock, but now our verdict is out we take the time to revel in all the details, from exclusive access to ask Ubisoft Quebec how it came together, to editorial deep dives into the landmark release

"I created Naoe how I would create a movie character," says Assassin's Creed Shadows star Masumi: "Just very full and honest and a whole human being as much as I can"
By Oscar Taylor-Kent published
Interview Interview | "I put so much of my soul in her": Assassin's Creed Shadows star Masumi on making Naoe a unique protagonist, the big audition, and future possibilities

"The toughest thing is pacing": Assassin's Creed Shadows head weighs in on why the game ends like that, the "difficult" nature of its story, and what's next for the series
By Andrew Brown published
Interview On the Radar | Creative director Jonathan Dumont outlines the challenges of writing a story for a game as open-ended as Assassin's Creed Shadows

Assassin's Creed Shadows was originally envisioned without Yasuke, but Ubisoft wanted the full feudal fantasy: "We were sort of making a stealth tank, and it didn't quite work"
By Andrew Brown published
Interview On the Radar | Creative director Jonathan Dumont discusses the benefits of taking away players' strengths
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