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News 27 August 2026 2 min read

Tides of Annihilation Hands-On: Flashy Combo-Heavy Action with a 'Simon Says' Twist

Eurogamer's Connor Makar played the Tides of Annihilation demo at Gamescom 2026. The action-adventure from Eclipse Glow Games features a chaotic mashup of mythologies, fast-paced combat with summonable knights, and reactive boss mechanics that feel like a game of Simon Says.
Author: Флешка PC
Tides of Annihilation Hands-On: Flashy Combo-Heavy Action with a 'Simon Says' Twist

Tides of Annihilation has made a striking impression at Gamescom 2026, emerging as a visually flamboyant and mechanically dense action title that blends mythological references into a chaotic yet thrilling combat experience. While the demo showcased its potential for spectacular combo chains, it also revealed significant design choices regarding enemy mechanics and player guidance that may define the final product's reception.

Tides of Annihilation, developed and published by Eclipse Glow Games, is set to launch in 2026 across PC (Steam, Epic), PS5, and Xbox Series X/S. The game presents itself as a stylish mishmash of worldbuilding, featuring a British protagonist named Gwendolyn who summons Arthurian knights to aid her. This eclectic approach to lore results in absurd visual clashes, such as giant knights battling Egyptian beasts within a ruined museum setting.

The core combat system relies on fast, punchy attack strings that chain together seamlessly. The standout feature is the ability to summon different knights, each offering unique abilities that blend into extensive, VFX-heavy combos. One highlighted example is Geraint, a winged knight whose resource builds up through combos, allowing for explosive aerial attacks reminiscent of high-level melee wizardry.

A notable mechanic described as a "game of Simon Says" involves enemies and bosses flashing specific colors to dictate player reactions. A red glow signals the need to counter-attack, while yellow indicates a jump is required. While effective for timing, this reactive element can feel repetitive over extended play sessions.

Player guidance in the demo was described as heavy-handed, with the game frequently using vocal hand-holding and visual cues like yellow paint on the ground to direct the player along a critical path. This approach, while helpful for newcomers, may detract from the sense of discovery for experienced action fans.

The boss encounters were undeniably spectacular. The first major challenge involved Mordred, a white-haired adversary who could summon spectral goons and warp the arena with each phase. The optional final boss, also named Geraint, transformed from a demonic samurai wielding an electric katana into a dragon-like entity, ramping up both difficulty and visual pomp.

Despite some teetering on the edge of messiness due to its eclectic design, the reviewer expressed strong interest in exploring the swordplay mechanics further. The potential for creating wacky, exhilarating combo chains by combining different knights remains a key selling point. Ultimately, whether the game's mishmashy nature becomes a boon or a bane will depend on how well these elements are balanced in the full release.

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