2026 is shaping up to be an incredible year for gaming, and three announcements from The Game Awards have me already mapping out my schedule. Between Capcom’s horror return to Raccoon City, their ambitious new sci-fi IP, and Crystal Dynamics bringing Lara Croft back to her roots, I’m looking at a year packed with experiences I’ve been craving.
Resident Evil Requiem
Resident Evil Requiem releases February 27, 2026, and everything I’ve seen tells me Capcom understands what makes this franchise work. This isn’t just another entry – it’s a return to Raccoon City thirty years after the missile strike, exploring the overgrown ruins and the Wrenwood Hotel, and Rhodes Hill Chronic Care Center where new horrors have emerged.
What immediately grabbed my attention is the dual protagonist system. You play as both Grace Ashcroft, an FBI analyst investigating mysterious deaths, and Leon S. Kennedy, the series veteran we all know. Grace is the daughter of Alyssa Ashcroft from Resident Evil Outbreak, which already tells me the narrative is going to dig deep into the series’ lore. The developers confirmed that Grace and Leon’s sections are almost equally split, with Grace focusing on survival horror and Leon bringing the action-oriented gameplay.
The perspective switching is a brilliant touch. For the first time in a mainline RE game, you can toggle between first-person and third-person views at any time. First-person is the default for that tense, realistic experience, but third-person gives you that classic over-the-shoulder feel. I appreciate having options – some situations demand the claustrophobia of first-person, while others benefit from the spatial awareness of third-person.
The stalker enemy system reminds me of what made Mr. X so effective. There’s something uniquely terrifying about knowing a persistent threat is hunting you throughout the environment, forcing you to balance exploration with survival. Combined with the chronic care center setting and Grace’s vulnerability as a non-combat specialist, this could deliver the psychological dread I look for in survival horror.
Capcom’s also been vocal about performance. After the Monster Hunter Wilds issues, they’ve confirmed Requiem won’t have the same problems despite using the RE Engine. They’ve optimized it specifically for smooth performance across a wide range of PC specs, and the fact that it runs well on Nintendo Switch 2 gives me confidence. I want to focus on the horror, not on framerate drops during critical moments.
Pragmata
April 24, 2026 brings Pragmata, Capcom’s first new IP in years, and after multiple delays, it’s finally real. I’ll admit I was skeptical – the game was announced in 2020, delayed from 2022 to 2023, then went silent until resurfacing this year. But after seeing the gameplay and reading about the developer interviews, I’m genuinely intrigued.
The premise is straightforward: Hugh, a human in a spacesuit, and Diana, an android made of something called Lunafilament, must work together to escape a lunar research station and return to Earth. What makes this interesting is the dual-character simultaneous control system. You’re not switching between characters – you’re controlling both at the same time.
The hacking-shooting hybrid gameplay is the hook. Diana can hack enemy armor to expose weak points, but you need to solve hacking mini-games while Hugh dodges incoming attacks. Hugh has a jetpack for mobility and firearms for combat, but he can’t damage enemies until Diana breaks through their defenses. It’s a system that engages your brain differently than standard third-person shooters.
The developers mentioned they delayed the game specifically to get this dual-control system right. The balance between hacking and shooting, the timing of switching focus between characters, and making it feel natural rather than overwhelming – that takes iteration. They scrapped a six-year multiplayer prototype to focus on this single-player experience, which tells me they’re committed to making it work.
There’s a free demo on Steam right now called Pragmata Sketchbook. It’s separate from the main story but uses one of the actual game stages with different progression and enemy placements. Capcom released it early specifically to optimize PC performance across different hardware setups and test mouse-and-keyboard controls. That’s smart – better to catch issues now than at launch. I’m waiting for the demo to release on PS5 so I can try it myself and see if this gameplay system actually delivers on its promise.
The sci-fi setting on the moon, the emphasis on environmental puzzle-solving alongside combat, and the narrative mystery of how Hugh and Diana ended up separated from his team all create an atmosphere I want to explore. Capcom’s taking a risk with a brand-new IP, and I respect that they’re trying something mechanically distinct rather than playing it safe.
Tomb Raider: Legacy of Atlantis and My Series Replay Plans
Tomb Raider: Legacy of Atlantis arrives in 2026 as a complete remake of the original 1996 game, built in Unreal Engine 5 by Crystal Dynamics and Flying Wild Hog. This is Crystal Dynamics’ second remake of Lara’s first adventure – the first was Tomb Raider Anniversary in 2007 – but this time they’re “unifying the timelines,” combining the classic Core Design games with the recent Survivor trilogy.
The original Tomb Raider was about Lara hunting for pieces of the Scion, an artifact of immense power, across Peru, Greece, Egypt, and a mythical Mediterranean island. Legacy of Atlantis keeps that structure but rebuilds everything from the ground up. They’ve overhauled the puzzles, added new areas, and reimagined iconic moments like the T-Rex battle into what they’re calling an “epic action scene.”
What excites me is the promise of stylish acrobatics – handstands, wheel flips, that signature Lara athleticism – combined with modern game design. The emphasis on exploration, intricate puzzles, and discovering secrets scattered across environments is exactly what I want from Tomb Raider. This isn’t just a visual upgrade; they’re redesigning the experience to capture that sense of discovery for both veterans and newcomers.
Since I’m going to be playing Legacy of Atlantis, it makes perfect sense to revisit the broader Tomb Raider catalog. I’m planning a comprehensive replay of the series to appreciate how it’s evolved and to refresh my memory before the remake launches.
My replay list includes:
- Tomb Raider Legend – The 2006 reboot that modernized Lara’s gameplay
- Tomb Raider Anniversary – The previous remake of the original game
- The remastered collection of the original six games – The Tomb Raider I-III Remastered and upcoming IV-VI releases give me the authentic Core Design experience with quality-of-life improvements
- The Survivor Trilogy – Tomb Raider (2013), Rise of the Tomb Raider, and Shadow of the Tomb Raider represent the most recent interpretation of Lara’s character and gameplay style
Going through these games chronologically will let me trace the series’ evolution. From the tank controls and grid-based movement of the originals, through Legend’s more fluid traversal, to the Survivor trilogy’s cinematic action-adventure approach, each era has distinct design philosophies. Understanding that progression will make Legacy of Atlantis more meaningful when I can see what they’ve chosen to preserve, what they’ve modernized, and what they’ve completely reimagined.
The Survivor trilogy in particular deserves attention because Crystal Dynamics is unifying those timelines. Knowing how they portrayed Lara’s origin story in 2013 versus how they’re reimagining her 1996 debut will reveal a lot about their current vision for the character.
Three Different Experiences, One Packed Year
What strikes me about these three games is how different they are from each other. Resident Evil Requiem offers pure survival horror with that classic RE tension. Pragmata presents a unique gameplay hybrid in an entirely new universe. Tomb Raider: Legacy of Atlantis reimagines a legendary adventure for modern audiences while honoring its roots.
February, April, and sometime later in 2026 – I’ve got my calendar marked. Add in the Tomb Raider replays I’m planning, and 2026 is going to be a year of exceptional gaming experiences. These aren’t games I’m cautiously optimistic about; these are games I’m genuinely excited to play, finish, and write about.
The anticipation is real, and I can’t wait to dive in.

