New Trailer for 'Never Grave: The Witch and The Curse' - Metroidvania Action Like Hollow Knight
The Witch and The Curse" (NGWATC), formatted as requested:
Never Grave: The Witch and The Curse - A New Frontier in 2D Action?
The gaming world often basks in the glow of official announcements, and the recent State of Play presentation was no exception. Among the usual suspects and surprise reveals, the spotlight fell on a new entry in the beloved (Galaxy Cave) genre, courtesy of the developers behind the popular title Palworld. Titled Never Grave: The Witch and The Curse (hereafter referred to as NGWATC), the announcement trailer didn't just confirm its 2026 arrival (March 5th) across PS4, PS5, and PC via Steam (with Chinese language support already available on Steam), but it also hinted at a potentially fascinating gameplay loop.
From what we can gather, NGWATC is positioned as a 2D action adventure, placing it in that sweet spot where classic rhythm-based exploration meets dynamic combat. The core concept involves wielding a cursed hat – a familiar trope, perhaps, but crucially, it's presented as an integral part of the experience, likely tied into solving puzzles or influencing abilities. Players aren't just passive observers; they need to actively read the room, anticipate enemy moves, and learn to parry or dodge effectively. This isn't just button-mashing; it's about reading the situation and reacting swiftly.
Combat seems to offer a satisfying blend of direct offense and magical application. You've got swords and presumably other melee weapons to keep the rhythm games satisfied, alongside the potential to unleash spells. The mention of using the environment to your advantage suggests that clever platforming or finding cover could be just as vital as landing that perfect combo. The environments described – relics, botanical gardens, subterranean complexes – sound like they could host diverse encounters, from crawling through dark, echoing corridors to navigating vibrant, alien landscapes. This immediately evokes comparisons to titles like Hollow Knight, particularly in the way exploration and environmental interaction are likely to be core pillars.
One of the most intriguing aspects highlighted is the dungeon randomization. The idea that each descent into the game's world could offer a unique layout isn't just a gimmick; it's a way to ensure longevity. This mirrors systems seen in other successful rogue-like or metroidvania hybrids, constantly forcing players to adapt their strategies. It raises questions about whether this randomization extends beyond mere corridor generation – are item placements, enemy spawn rates, or even boss encounters tweaked accordingly? If so, it could significantly contribute to the replay value. Think about the challenge of mapping a familiar structure versus figuring out a newly generated one; the latter always feels more precarious and exciting. Beyond just the layout, the inclusion of diverse traps and vertical traversal challenges points to a game that wants to be more than just a simple hack-and-slash. It needs players to stay alert, use vertical space, and master the game's traversal mechanics to overcome its obstacles.
Regarding platform availability, the multi-platform approach feels sensible. While PC via Steam offers broad accessibility, having it on the PS5 ensures it can reach players who prefer dedicated console hardware. The PS4 version is also confirmed, which is interesting. It suggests the developers are targeting a wide audience but might be prioritizing the next-gen experience for the flagship platform. The PC release, complete with Chinese language support, also hints at a potentially global launch strategy, which is often crucial for these niche indie titles to find their audience. Hopefully, the Steam page provides more details on pricing, system requirements, and perhaps some early gameplay mechanics to help players gauge their interest.
Looking forward to March 2026, NGWATC seems poised to be another entry in the rich tapestry of 2D action games. While it shares DNA with familiar genres, the specifics of its cursed hat mechanic, its random dungeon system, and the integration of diverse environmental interactions could set it apart. It certainly looks like it has the potential to be a substantial experience, blending the atmospheric dread and intricate level design of exploratory games with the fast-paced combat and challenge of metroidvanias. It will be fascinating to see if it delivers on the promise shown in the trailer and captures the magic that keeps the metroidvania spirit alive in the modern era.