Before sitting down to play three hours of the Silent Hill 2 remake at a recent Konami-led press event in London, we were shown a new trailer. Like the previous trailers, it left me skeptical. Although I’m not opposed to the project of remaking Silent Hill 2, I’m wary of any modernizing instinct that replaces the aged, the weird, and even the off-putting with the same glazed genericism of the 2020s AAA game.
After getting my hands on it, I think some of that skepticism is warranted. I also think that the original Silent Hill 2 is a very, very good video game.
In the opening section, James jogging around the streets could be any game with a multimillion-dollar budget that you can pick up on the PS5. Yes, it’s foggy, but other than that it is bland. The switch to an over-the-shoulder camera, the breaking windows to search through drawers for health items, and the white cloth marking places that are interactable all feel unspecific.
Image: Bloober Team/Konami
The latter two mechanics also point to the game being bigger, potentially significantly so. We were told the game is 12+ hours, while the original clocks in around eight. As an example, Neely’s Bar — once a small, flavorful spot with a clue marked on a map — becomes a quest location that involves visiting another new part of the town to pick up an item before running back to solve a puzzle. We were told that these new puzzles add to the lore of the franchise, a promise that will excite some — but I know I am not alone in being exhausted by them.
I don’t think this will do good things for the pacing. Konami PR recommended several times that we spend only an hour in the opening of the game before using a pre-set save point to jump ahead to the apartments section. I did that, so I can’t tell you what lore might have been buried in the Neely’s Bar puzzle. I also can’t tell you how it feels to have to spend a long stretch in the modern version of that town before getting to anything else, but the suggestion that we not do it speaks for itself, to some extent.
Image: Bloober Team/Konami
On the other hand, skipping ahead to the apartments wiped away the generic feeling. They’re claustrophobic, labyrinthine, and tense. Their design highlights some of what made Silent Hill 2 great in the first place but which isn’t common practice in modern AAA games. Gradually exploring with James’ scribbled-on map, for example, feels incomparably better than any game with a minimap or a tagged overhead compass.
This section also brings the remake’s improvements to the forefront. Watching a YouTube video of the original apartments segment after playing, I was taken aback by the difference in the sound design. The original James clunks with every footstep, but he hits enemies with a kind of silent disregard. In the remake, he sounded frightened and horrified when he swung into a mannequin creature. The combat changes aren’t anything stunning, but actor Luke Roberts deserves the credit for selling them.
Roberts and the other voice actors were apparently also key in finalizing the script for the remake, says Maciej Głomb, lead producer at Bloober Team. “These were all professionals,” he says. “So they often had ideas on how to sell a scene or a specific dialogue line. As long as they were in line with the tone we wanted, we usually [trusted] their experience and their proficiency.”
The script has also been reworked slightly to be more “understandable,” says Głomb, and edited with regard to how newer technology such as face motion capture has allowed the team to “show and not tell” certain aspects like emotional beats. But, while many of the mechanics have been updated for the remake, it’s the narrative that Bloober Team is trying to keep “as close as possible” to the original, says creative director Mateusz Lenart: “The characters of the original game, their specific arcs and endings, and what those characters are.”
Image: Bloober Team/Konami
There will, however, be additional endings. “I think that was one of the first requests from Konami, at the very beginning,” says Głomb. The original endings will all be present — “even the funny ones,” although “with our own twist for a little bit of an expansion.” But in new game plus runs, there will be the possibility to get other outcomes. Although Bloober Team wasn’t about to spoil anything directly, Głomb did say that the devs would be “adding something from the different worlds; from the different game,” presumably hinting at overlap with other Silent Hills.
In my last question for Głomb and Lenart, I ask whether they brought any outside inspirations to the remake. Silent Hill 2 is famous for drawing on film — Jacob’s Ladder and the work of David Lynch — and paintings by artists like Francis Bacon. I’m hard-pressed to think of another game with 2024 Silent Hill 2’s budget that reflects that kind of influence, and in particular I want to know if there’s anything in the last 20 years of art that’s contributed to the way the game has been updated.
The answer is mostly no. Lenart mentions the work of Italian painter Nicola Samori and French artist and performer Olivier de Sagazan as having ongoing impacts on his work, beginning as far back as Layers of Fear. But this project has mostly involved returning to the original game’s inspirations. “For the whole team, going back to those movies was the first thing that we wanted to do,” says Lenart. But “there was no need to look for much more,” he says. “We didn’t feel the need to look for modern references because the game is kind of stuck into that era.”
At the time, I was again skeptical of this. As I’ve said, the remade Silent Hill 2 is very much a product of its time in how it’s been modernized. It often looks and mostly plays like any other AAA game; it did not have to. But then I saw Pyramid Head for the first time.
Image: Bloober Team/Konami
Like in the original game, you first run into Pyramid Head lit up in ominous red behind a flimsily barred-off corridor in Wood Side apartments. Unlike in the original game, you already know who Pyramid Head is.
I cannot overstate the dread that I felt at seeing Pyramid Head for the first time. Despite not having played the game before, cultural osmosis had, unbeknownst to me until this exact moment, put a fear of being chased and killed by this creature deep in my bones. I stood there, looking at Pyramid Head through the bars, being looked at through the bars. And then the person next to me coughed, and I almost jumped out of my skin.At its best, Silent Hill 2 (2024)’s biggest inspiration is Silent Hill 2 (2001). And, again, Silent Hill 2 (2001) is a very, very good video game. It is, in the most crystalised sense of the word, iconic. Where the remake can make that iconism work, and draw on what made it that way, it will also be very, very good. That won’t be all the time, but it might be for enough of it.
Silent Hill 2 will be released Oct. 8 on PlayStation 5 and Windows PC.
Disclosure: This article is based on a preview event held by publisher Konami in London, England on Aug. 12. Konami provided Polygon’s travel and accommodations for the event. You can find additional information about Polygon’s ethics policy here.
In a news release, Krafton said it “intends to collaborate with Xbox and ZeniMax to ensure a smooth transition and maintain continuity at Tango Gameworks, allowing the talented team to continue developing the Hi-Fi Rush IP and explore future projects.” Krafton added that it “intends to support the Tango Gameworks team to continue its commitment to innovation and delivering fresh and exciting experiences for fans.”
The move from Microsoft to Krafton will not impact Tango’s existing game catalog, which includes The Evil Within, The Evil Within 2, Ghostwire: Tokyo, and the original Hi-Fi Rush, the publisher said. Hi-Fi Rush is available on PlayStation 5, Windows PC, and Xbox Series X.
Tango Gameworks was founded in 2010 by Shinji Mikami. The studio’s first release, The Evil Within, was a survival horror game in the vein of Mikami’s work at Capcom, where he had overseen survival horror games Resident Evil, Dino Crisis, and Resident Evil 4 as game director. Tango Gameworks became part of Xbox’s stable of studios when ZeniMax was acquired by Microsoft in 2021. Mikami left Tango in 2023.
The studio found great critical success with Hi-Fi Rush in 2023. The rhythm-action game was a surprise release through Microsoft’s Game Pass subscription, and markedly different from the dark and violent games Tango Gameworks had come to be known for.
Microsoft announced in May that it planned to close three studios under the Bethesda Softworks umbrella: Redfall developer Arkane Austin, Mighty Doom developer Alpha Dog Studios, and Tango Gameworks. A fourth studio, Roundhouse Games, had its staff reassigned to other duties.
The Battle Bus arrived in Lego Fortnite as of an August 2024 update, giving the option for limited fast travel between Bus Stations.
Our Lego Fortnite Bus Station guide will explain how to build Bus Stations and how to fast travel — and why you can’t right now.
How to build Bus Stations in Lego Fortnite
Image: Epic Games via Polygon
The Bus Stations you’ll need to summon the Battle Bus to your Lego Fortnite island are a high-level item. You’ll need to have reached the snowy Frostlands biome to build one.
You’ll need:
Those first three ingredients are easy enough to find in Frostlands biomes, but the last one — rift shards — a new and unique. Let’s talk about them.
Where to find rift shards in Lego Fortnite
Rift shards are a unique resource that you can only get by destroying Bus Stations (more on this in a second). Since they’re made out of high-level (Frostlands) materials, you’ll need an epic pickaxe(8 obsidian slabs, 5 frostpine rods) to deal any damage.
To destroy one, you’ll need to find said bus stations.
Where to find Bus Stations in Lego Fortnite
The short answer is that you find Bus Stations by exploring the world.
You’ll find one near your world’s spawn point. Beyond that, all we can say is that they seem exceedingly rare. When you’re close to one, you may hear a low pulsing sound. Better yet, you can look for the blue light on the roof (especially at night).
Why can’t I destroy Bus Stations in Lego Fortnite?
As of August 7, there’s currently a bug that makes the naturally spawned Bus Stations — the ones you have to destroy to collect rift shards — indestructible. Even in sandbox mode. You can destroy any Bus Stations you build yourself in sandbox mode, but there’s currently no solution for survival.
That means that there’s no way to gather the necessary rift shards at the moment. You can still use any Bus Station you find to fast travel to the Rebel Base, though.
We are aware that the Battle Bus may not arrive at the station. We are also looking into an issue where the Bus Stations may appear indestructible. We are actively investigating and will provide an update when we have one. pic.twitter.com/X455oIlVhQ
Baldur’s Gate 3just celebrated its first trip around the sun this past weekend. Have you, by chance, neglected to play the rightful Game of the Year 2023 (I’m not bitter) thus far? Well, if you have a PlayStation 5 and you’ve been waiting for the right time to jump into it, Larian Studios’ masterclass in RPG design is on sale.
This Cool New Retro Console Is A Great Gift For Atari Fans
I tend to buy a lot of games right as they’re coming out so I don’t partake in PlayStation’s Summer Sale that often. But Sony’s cooking with gas this year and there’s still time for you to grab some of the best games on the PS5 for cheap. I’m just trying to scroll through the list right now and keep getting caught up on things I would buy if I didn’t already have them. Star Wars Jedi: Survivor, the entirety of Hades developer Supergiant Games’ catalog, and plenty of other gems are on sale until August 14. But right at the top of the page is Baldur’s Gate 3, which has dropped from its usual price of $70 to a slightly less intimidating $55.99.
Larian’s Dungeons & Dragons RPG captured the hearts and minds of many an adventurer last year, and if you waited an entire trip around the sun to play it, now’s a great chance to do so on PlayStation 5. It’s got a few rough edges compared to its PC counterpart, but it’s still pretty damn incredible. Play it as your own custom character and live out your fantasy dream, smooch a bunch of complex heroes who are just trying to survive literal brainworms, and engage in some of the most complex tactical combat you’ll find on a PS5. If you haven’t jumped on it yet and you’ve got a PlayStation, now’s the time to see what all the fuss is about.
It’s an almost daily occurrence that gamers talk about the crushing weight of their backlog. Especially considering seasonal price cuts like the Steam Summer Sale, these ballooning libraries of games are not getting any smaller, and have caused games to miss out on some genuinely phenomenal titles.
However, the holiday season is hyped up with upcoming releases from the big three console manufacturers. As such, there are already so many titles – from indie passion projects to AAA blockbusters – that have slipped through the cracks. Through combing through the last half-year of titles, we have crafted a list of the top 15 games that you’ve already slept on in 2024.
15. Alone in the Dark
Image Source: THQ Nordic
Alone in the Dark is a franchise that – despite its unshakeable place in video game history – has struggled to find its own place in the market. Its 1992 3D horror design inspired the likes of Resident Evil. However, Alone in the Dark has been rebooted not once – in 2008 – but now twice, in its 2024 adaptation.
Despite the acting chops of Stranger Things star David Harbour, this title was panned by gamers and critics alike. As such, many gamers seemingly decided to give it a miss. Its so-so combat and slower pace were widely disliked. Beyond that, the core puzzle gameplay of the title was widely seen as the title’s saving grace. However, not even some dastardly challenges could save Alone in the Dark from the clutches of its biggest adversary – instability.
“2024’s iteration of Alone in the Dark is a full reboot of the series, loosely adapting the 1992 original … If the Resident Evil series stuck to the original’s survival horror roots during the PS3/Xbox 360 generation, this is exactly what it would look and play like.”
While the game itself was not perfect, not every game has to be a 10 out of 10 experience. However, the state in which it launched was not even remotely excusable. In the months since its May release, THQ Nordic has released multiple patches for the game. These have not only vastly improved stability but actively tackled almost every bug that plagued the game. Beyond that, features such as a photo mode and New Game+ mode have been added to the game.
What remains is a game that is no longer another botched attempt at reinvigorating a leviathan of the horror genre. Instead, players stand in the wake of a powerful statement about the long-standing quality of this quintessential IP.
With the rise of the ‘Cozy Games’ genre, the blending of rural and urban landscapes of Minami Lane is a perfectly portioned dose of serenity, especially considering its $4.99 price tag.
There are no massive narrative shifts, or overly complex systems in Minami Lane. Instead, you are tasked by an anthropomorphic Tanooki with sprucing up the eponymous street. Due to its slow pace and cutesy charm, it’s understandable that some gamers decided to miss it. Players must choose the stores and stalls that occupy the sidewalk while managing the items they sell. Beyond this, players must also decide on the ramen they serve, and the prices everything goes for.
“As a cozy gamer, I immediately put Minami Lane on my Steam Wishlist due to its Japanese-inspired art style and intricate gameplay mechanics … but this entry goes further by customizing the inventory and pricing of ramen shops, bookstores, and boba cafes.”
All of this is in the constant drive to provide the human inhabitants of Minami Lane with what they want. This is so that players can earn good grades and continue to improve the street. With an Animal Crossing-esque use of twinkling motifs and ambiance, it may be a short experience but it is a chance to stop and take a breather at a little slice of the Japanese vista you can call your own.
With the upcoming high-profile release of another two-word titled IP with Astro in its name – Astro Bot – it’s not surprising that many gamers’ minds immediately went to PlayStation’s cutesy platformer. However, those who are able to peel their eyes away from Sony’s much-hyped upcoming release will find themselves in the pixel-perfect world of Astro Pig – a title gamers shouldn’t miss.
This 2D platformer holds a cutesy yet introspective tone similar to games like Celeste. However, while such titles focus on grueling difficulty, Astro Pig is a game that doesn’t ask much more of you than just letting it naturally move forward.
“A 90’s nostalgia inspired lo-fi adventure with a relaxing atmosphere and wholesome story, paced between tiny planet platforming and puzzle-solving.”
Players are tasked with collecting keys to open up the way forward. Yet, while an increase in the challenge does exist, through new gameplay elements like portals and switches, Astro Pig never even begins to approach hair-pulling levels of frustration.
Circumnavigating the individual push-and-pull of a planetoid’s atmosphere is strikingly similar to what Super Mario Galaxy pulled off in 2007. In this respect, Astro Pig is unashamedly alike. Of course; only if Mario Galaxy was 2D, and had a chiptune lo-fi soundtrack, and the titular plumber was a spacefaring pig.
When the gaming landscape shifted from the fourth to the fifth generation, games turned from 2D experiences to polygonal affairs. It stands to reason then, that if golf enthusiasts hope to inject the sport with more creativity then all that is needed is another dimensional leap.
In that sense, 4D Golf is less of a sports title and more of a puzzle game. The game does include traditional and fictional obstacles to overcome, such as divots and moving surfaces. However, the main roadblock for golfers is navigating the fourth dimension.
“4D Golf is a mind-bending golf game unlike any other because it’s set entirely in a 4-dimensional space. Complete fun and unique golfing challenges as you gain hands-on experience of the 4th dimension and beyond!”
While it may sound overwhelming, Code Parade is well aware of its title’s steep learning curve. As such, it gives the player the ability to easily spot the hole and their own ball through keyboard prompts. As a result, things shouldn’t get too mind-meltingly complicated all at once.
Words simply won’t be able to properly explain the process of playing golf in 4D, but don’t miss out on this reality-bending sports game – especially if playing Golf With Your Friends was starting to become a little samey, then be prepared to take a leap into a new dimension.
KinnikiNeko: Super Muscle Cat is a title that – even just by looking at some key art – you’re already halfway to enjoying its unique charm. Its Sailor Moon-esque intro cinematic is cheesy enough to instill an immediate sense of bonkers enjoyment.
Gamers interact with the anime-inspired world by playing as a blue cat. This eponymous feline can then be transformed from its cat form into that of a glistening bodybuilder. This allows for some genuinely creative platforming design as both styles of play afford varied approaches to levels that complement one another.
“Get ready to enjoy this crazy 2D platformer adventure starring KinnikuNeko! A cat with the body of a bodybuilder who will fight against a big alien army that has invaded planet Earth and captured all its inhabitants.”
Your bulging abs may be competent at prying doors open and boffing enemies. However, you’ll have to transform back into a kitten if you’re to traverse up walls or over plunging chasms. The gameplay is varied enough even just with the two playable forms, but the platforming challenges also give way to autoscrolling levels, rhythm games or even challenging a foe to an arm-wrestle.
Yet, if the anime-inspired absurdity of it all is something you’re not quite sure about, then you’re in luck. Don’t just give it a miss, gamers can play a free demo of the bonkers title that is available on its Steam page.
Prince of Persia: The Lost Crown was not beloved by gamers, as many snuffed their excitement at its adherence to the series’ 2D platforming roots rather than the 3D action-platforming of more recent titles. However, as a AAA experience, it’s seldom going to be lost to time like some of the other titles on this list.
The move of the franchise back to the series’ 2D roots enamored those who played it. The problem is that not many people gave it the time of day, and decided to give it a miss. It may not have been the route many fans wished for the series.
However, its lack of commercial success is a shame, especially as it may impact publisher Ubisoft’s confidence in taking similar creative leaps in the future.
“All in all, the game is a welcomed surprise that still holds onto the original’s core fundamentals. Though it doesn’t look it, it feels like a Prince of Persia game with all of its challenges and unique powers.”
Many 3D Prince of Persia titles forgo much of the series’ puzzle-platforming core in favor of all-out action. In contrast to those third-person titles, effectively every leap in The Lost Crown requires a unique strategy. Retaining the quick loading following a failed jump or combat encounter, the time-warping origins of the series are also still intact for this soft reboot.
As such, if the franchise has ever been of interest to you, and you don’t feel comfortable venturing into the series’ past, then The Lost Crown is a great place in the series to jump into.
It’s a common turn of phrase that ‘the pen is mightier than the sword’. In the challenge to be the best of 23 other writers vying for the top spot, you’ll find out if you have what it takes.
“24 writers, and you’re one of them. Challenge yourself to become the best writer in the world. Write books, create characters, choose endings, team up with rivals, answer letters from readers, and don’t let other authors beat you!”
In Writer’s Rush, players create their own stories by selecting themes, plot devices, and target audiences from a limited selection. Gamers then rattle through the editing and marketing process to out-sell their competitors.
If you feel like writing a gritty noir mystery set in the Renaissance, then that’s doable. If you want to make it a kid’s book, go ahead. Perhaps there may be a hidden market for a 16th-century Bugsy Malone.
Lil Guardsman is a title that can be succinctly described by just four words; a cutesy Medieval Papers, Please.
Players control 12-year-old protagonist Lil who has taken over her drunkard dad’s place at the guardpost at the city’s border. The game’s silly and metanarrative comedy makes sure that while effectively all you are doing is questioning a selection of fantasy applicants day after day, you’re constantly engaged.
“Question humans, elves, goblins, cyclopes, and other fantasy creatures using your powers of deduction to determine who to admit or deny … but be careful: who you let through the castle gates will determine the kingdom’s fate.”
The hand-drawn aesthetic of the title does a lot to convey who the ‘goodies’ and ‘baddies’ are. The challenge then comes in using the varied selection of tools at your disposal. You use these to assess what they are telling you and make sure you don’t miss anything.
Despite the laid-back atmosphere, you do have a limit of three questions, so you’ll have to make the best use of them before you need to give a binary yes or no answer.
Although you don’t have to balance resources to keep your family alive like in Papers, Please, there is still plenty to do in between sections of active gameplay. In your downtime, you can traverse the city’s establishments and even enjoy a few minigames on your well-earned time off.
Like Bushido Blade or Nidhogg, First Cut: Samurai Duel is a game where swords are actually as deadly as they should be.
It may, at first, seem like a weird concept to have to spell out. However, in a sea of titles where enemies can sponge multiple high-explosives to the face, it’s a necessary one. Similarly to games like For Honor, you can attack from any direction but if you and your enemy’s blades cross then your attacks are blocked.
While First Cut: Samurai Duel allows you to parry and dodge, the rest is up to you.
“A high-intensity arcade sword-fighting game where every strike is lethal. Slash, clash, parry, dodge and watch limbs fly in the atmosphere of historical feudal Japan. Choose your move carefully – the first cut is also the last.“
It may take some time to get used to the controls, especially as the game is more than happy to just throw you in the deep end. However, the result of mastering the combat is a truly unique and satisfying experience.
Despite the gore seen within the game, it is a genuinely beautiful title. First Cut: Samurai Duel shows just how expressive and emotive pixels can be in the right hands.
If it sounds like a cut above the rest, then the original game, simply named ‘First Cut’ is available free on itch.io. The full game, First Cut: Samurai Duel – can be found on its Steam Store page here.
6. Still Wakes the Deep
Image Source: The Chinese Room
Still Wakes the Deep was a big win for Microsoft. Coming from a massively popular initial reception, they were able to get this much-hyped eldrich-horror game on their Game Pass subscription service day and date with its worldwide release
The title was seen by gamers as a particularly competent title, with some genuinely spine-chilling environmental storytelling. However, Still Wakes the Deep did struggle to keep its pace moving. While players were seemingly engaged in their first run-through, the title didn’t provide much reason to return to it.
“It’s a great sign that even without the monsters, the game would still stand on its own two feet … you’ll find yourself revisiting some areas over and over again, but the gradual destruction of the Beroa means they often feel unfamiliar.”
The Lovecraftian horrors of the rig, along with the deafening isolation of the North Sea create a Bioshock-like atmosphere. Alongside the Scots tongue of many of its characters, it retains its place as one of the most engaging titles of the last half-year. However, it’s just a shame that not so many gamers have engaged with it as perhaps should have.
It appears that the 2020s are seemingly a hallmark decade ear for claymation to make a comeback. On the feature-film side of things, Aardman is back in the creative pipeline with releases like Chicken Run: Dawn of the Nugget, and a new Wallace and Gromit film coming this year.
A similar amount of creativity and passion is on display from Slow Bros. in their claymation game, Harold Halibut. Although this project is, of course, in interactive form.
“a handmade narrative game … Harold Halibut takes place in a city-sized spaceship that left Earth 250 years ago, but is now stuck underwater on an alien world … also, that part about the game being handmade is pretty literal, as the clay-looking in-game models were actually created by hand”
The slow pace and fixed angles of Harold Halibut are akin to the very best scenes of The Grand Budapest Hotel and Fantastic Mr Fox. Light puzzles and interactivity are the name of the game, as the dense atmosphere of the title starts to unravel around the player.
After escaping a desolate Earth, humanity has crash-landed on a new planet with a choking atmosphere. Yet, after 250 years, tightly wound order starts to fall apart and show the cracks beneath.
There are too many games to count that are absolutely superb experiences that would be a shame to be missed. However, a game that mixes genres and introduces multiple playable instances of the player-character in real-time? Well, that’s definitely something to talk about.
Timemelters isn’t just a third-person defense game, an army-builder, or a time-bending experiment gone wild. It’s all of these things and more.
Set in 16th-century Scotland, where many innocent women were being rounded up and tried for the crime of supposedly being witches, Timemelters doesn’t leave its narrative behind in its dedication to its gameplay. Although, its gameplay is certainly the central focus of the experience.
“a strategy and hero defense hybrid game that allows you to unleash the power within and become a time-warping witch … rewind time and fight alongside yourself, not as an AI, but in a fully deterministic fashion. Plan out truly custom strategies and play to your own style!”
Players can create instances of themselves to distract enemies while your past itself attacks them as they run. Beyond that, players can shift genre from a third-person title. By floating above the battlefield, gamers can bring trees and elemental spirits to life to protect characters or settlements. As such, gameplay changes on a dime to be more akin to a 4X strategy title like Total War.
Considering Senua’s Saga: Hellblade II‘s development team, Ninja Theory, is a Microsoft-owned Xbox Games Studio, to call this game even remotely indie would be a lie. However, it’s seemingly nigh-on impossible that so few people have played this title when it had the opportunity to be played by millions of Game Pass users. It’s extremely disheartening that its AAA release has seemingly just moved right past a vast swathe of them.
As arguably the most graphically impressive title in the video game industry this generation, Hellblade II needs to be seen to be believed. Its slow pace and focus on character and atmosphere may not be for everyone. However, its critical and user reception has been that of admiration and adoration.
As with the first game, audio is – once again – a pivotal sense in Senua’s Saga: Hellblade II. The Furies are voices in Senua’s head, however, they constantly create shades of doubt and self-loathing in the original game. It seems that they too have even matured for the sequel; they not only provide context-dependent combat notification but apply their multi-voiced narration to almost everything Senua sees or does.
“Senua’s Saga: Hellblade II is intense, captivating, and breathtaking. From the moment I began to play, the beauty and quality of this game has enthralled me. It was difficult at times to even consider it ‘just a game’.”
Read Only Memories: Neurodiver is not just a visual novel with puzzle elements, as its genre is almost the least important aspect you can use to describe it.
It’s a visually stunning game with a cyberpunk aesthetic straight out of something like Neon Genesis: Evangelion or Ghost in the Shell. In keeping with this inspiration, many of the core themes of the cyberpunk genre are here, with conversations surrounding body modification, personal freedom, and technological evolution.
“2064: Read Only Memories looked beautiful too, but the next installment features even more detail than the first … this simultaneously gives Read Only Memories: Neurodiver a retro and modern art feel to it, making for some really unique visuals.”
Read Only Memories: Neurodiver lets gamers take control of a psychic detective. In this role, players are tasked with, jumping into memories and combing through the witness’ innermost thoughts. In them, you scour for the truth hidden behind layers of mental blockage.
The cyberpunk, anime-inspired narrative throughline is engaging and has as many twists and turns along the way. While there are enigmatic antagonistic forces at play, they hardly steal the limelight as Read Only Memories: Neurodiver is a game that is as audibly and visually engaging as its genre-defining inspiration.
Point-and-clickhorror is not a niche genre, and not a style of game that ever seems to struggle with creating dark, twisted atmospheres around their slowly maligning narratives.
With a tone and theming similar to other Brothers Grimm-inspired stories, Tales From Candleforth tasks gamers with controlling Sarah. At 16 years old, Sarah is tasked with keeping the family apothecary afloat when her grandmother goes missing. As Tales From Candleforth is imagined as the starting block from which a series of macabre tales are bound, of course, things start to go awry.
“Tales from Candleforth is a collection of fairy tales that were written on top of a forbidden book many years ago to hide its content. Years later, the dark text is bleeding out and onto the pages of the tales, mixing with them and twisting the stories.”
A hauntingly catchy orchestral soundtrack and some genuinely head-scratching puzzles flesh out the gameplay and atmosphere of the title. However, in the end, the priority was clearly on atmosphere and gameplay. In this respect, Tales From Candleforth succeeds valiantly.
As Sarah slowly unravels the world around her, she ventures into the depths of the occult and comes out scarred but stronger from her ordeal.
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After a on consoles to iron out some bugs, is now properly available on and in some regions. You can dive into the free-to-play tactical shooter on the consoles if you’re in the US, Canada, Europe, Japan or Brazil. Riot plans to open up the to console players in other regions down the line.
Riot says it optimized the gameplay for consoles, which included the addition of a new Focus shooting mode that’s a bit like hipfire, but with lower sensitivity for greater precision. There won’t be any support for crossplay between PC and consoles so as to maintain competitive integrity, but you will have access to all your purchased or earned cosmetics and there will be shared progression across all platforms. Riot also notes that there will be parity between all platforms in terms of balance changes and added agents, maps, premium content and other features.
“We believe there are millions of players that would love to play Valorant, but currently can’t, and we hope to change that with bringing Valorant to consoles,” Valorant production designer Arnar Gylfason said in a statement. “We aim to provide them the joy of the Valorant experience and all it entails: a core tactical shooter gameplay focused on mastery and player expression, a team-based competitive environment where match quality and fairness comes first, our amazing ecosystem with a unique style, high-quality cosmetics and a thriving community that values personal and competitive identity.”
This is a significant step for Riot as Valorant is its first live-service game on console — the likes of League of Legends and Teamfight Tactics remain PC-only. However, the publisher plans to bring its upcoming LoL-based fighting game to PlayStation and Xbox as well.
One of the more notable missing elements from the Harry Potter prequel game Hogwarts Legacy was the high-flying sport of quidditch. Publisher Warner Bros. Games will address that exclusion later this year with Harry Potter: Quidditch Champions, a new single-player and online competitive multiplayer game based on the wizarding sport.
Developer Unbroken Games revealed the first gameplay from its Harry Potter quidditch video game this week, showing off some familiar faces, like Ron Weasley and Draco Malfoy. There’s also a glimpse of multiple arenas, including the Quidditch World Cup Stadium.
Quidditch enthusiasts will also be able to create the young wizard of their choice. Unbroken Games shows off the Harry Potter: Quidditch Champions character creator in the video above, highlighting the choices in houses, clothing, broomsticks, and more. Publisher WB Games says there are “no plans for microtransactions in the game at this time,” which hopefully means what you see is what you’ll get, forever.
Harry Potter: Quidditch Champions will be released digitally for PlayStation 4, PlayStation 5, Windows PC (via Steam and the Epic Games Store), Xbox One, and Xbox Series X on Sept. 3. A physical deluxe edition will be available for PS4, PS5, Xbox One, and Xbox Series X on Nov. 8. A Nintendo Switch version is also coming, and will be released sometime this holiday season, WB Games says.
PlayStation Plus subscribers will get Harry Potter: Quidditch Champions (and a Firebolt Supreme Broom Skin) as part of September 2024’s downloadable games. The game will be available to keep from Sept. 3-30, if you have an active PS Plus membership of any tier.
A perfect sequel not only retains the strength of its predecessor but builds on its very foundation. In this respect, SteamWorld Heist II is an example of what can be done when the source has such potential.
Steam World Heist II’s story is more than the sum of its meticulously polished brass parts. It exists beyond the plot beats, the party characters, and the player’s exploration of the world. Thunderful’s strength has always been – through seven genre-bending titles and counting – their unalienable creative commitment and hawk-eyed attention to detail.
Thunderful’s world-building is second to none. Their latest adventure is not reliant on the series’ previous titles, however avid fans will relish every expanded detail. At the end of SteamWorld Dig 2, gamers saw the Earth explode into a fractured litany of shards. Throughout which, the crew of the first SteamWorld Heist game spend their time plundering and prospecting.
It’s on one of these shards of broken Earth that players control Captain Leeway and his crew, as they sail their submarine on the ‘Great Sea’.
The pollution of the Great Sea’s water is causing deadly ‘rust’ to spread throughout its citizens. As Leeway and his crew learn more of the origins and repercussions of the illness, they set out to find a solution. This synopsis is an excellent excuse to go on a steampunk seafaring adventure. However, it’s not what I found most endearing about SteamWorld Heist II’s narrative.
Interacting with the varied peoples of the Great Sea was always a joy. Firstly due to their Banjo-Kazooie-like garbled speech, but secondly due to the sheer amount of enjoyable dialogue they would blather. These interactions are highlighted by the intricate details of the world to create a definite lived-in experience. Details such as steambot-style ‘Girl with a Pearl Earring’ accentuate the absurd alternative history of the series. Beyond that, players can embark on missions to gatecrash a high-society dieselbot soiree and steal someone’s postal delivery. All in all, the world of SteamWorld Heist II feels like a genuine community and interlinked world.
Image Source: Twinfinite via Thunderful
Thunderful’s goals with SteamWorld Heist II are nothing if not ambitious, and this ambition is clear throughout the finished title. However, it can be seen at face value through the fact that players have three multi-layered gameplay elements to play with.
Most of the time you will spend with the game will be in the control of Captain Quincy Leeway. This steambot is the skittish skipper of a submarine that acts as your home away from home throughout the adventure. Submarine combat is more akin to The Legend of Zelda: Windwaker than World of Warships, but it’s still enjoyable enough. Fitting your ship with side and front-facing weaponry, you can automatically engage with enemy vessels while you focus on maneuvering. It’s not a massively intricate system, but it’s engaging enough to find some enjoyment with.
However, Leeway’s control doesn’t just extend to his manning of naval craft. He is the conduit through which players explore the waves and islands of the Great Sea. Although, apart from interacting with NPCs and partaking in some extremely light puzzle platforming, there is very little to do when controlling Leeway.
This is no doubt because combat is delegated to your rag-tag assembled crew. In mirroring the role of a captain, you navigate your crew from mission to mission. Gamers who have played the original SteamWorld Heist will find that the core of combat has not changed significantly. As the practical skill ceiling of the original was so fine-tuned, there was very little to be amended.
The 2D XCOM-style turn-based combat ditches the infuriating intricacies of its source inspiration. Gamers have expressed their frustrations about having a 0.5 percent critical hit chance take out a beloved teammate. As such, the combat of the SteamWorld Heist subseries ditches such a system.
“The missions of SteamWorld Heist II are all handmade, but with random enemy spawns and cover locations you’ll need to stay on your toes”
You move within a set amount of squares per character and aim your weapons. An easy task at first glance, but becoming an almighty task if you don’t have access to a clear line of fire. Some weapons may fire straight, while some may have a velocity and dip that you have to account for. The challenge in SteamWorld Heist II’s combat doesn’t come from RNG but from the skill of the player.
The footsoldiers of the dieselbot dictatorship are the player’s only antagonists in the first throes of the game. However, even just that one faction is varied enough to battle every step of the way. As the plot unfolds, your pool of adversaries expands. This goes so far as to introduce multiple other factions who can fight with one another, and multi-stage boss fights.
Overall, the bosses of SteamWorld Heist II are bulkier than other enemies. However, many are modular and have multiple areas to attack – from massive back-mounted cannons to protective glass cockpits. This culminates in some genuinely engaging encounters. In an almost choreographed rhythm, gamers can circle gargantuan foes to take them down through multiple smaller attacks.
Image Source: Twinfinite via Thunderful
SteamWorld Heist II is a title that is unashamedly focused on creating engaging and intricate characters. From dieselbot infantry units spouting combative one-liners in battle, to the selection of well-rounded party characters and playful NPCs dotted around the world.
Thunderful Gothenburg has managed to capture something that so many games attempt to portray, yet miss time and time again. SteamWorld Heist II makes the antics of Captain Leeway and his crew feel substantial to the world.
NPCs change the way they interact with you depending on your broad strokes progression through the plot. Beyond that, areas of certain watering holes are gatekept until you earn enough reputation. This reputation is required – through completing missions – to become welcomed by the community.
In these dives throughout the Great Sea, Leeway will bump into bots who are happy to join his ragtag group. From a crow-looking gun-for-hire and a Cyclops sniper robot with self-esteem issues, to an explosive weapon specialist heiress named Dame Judy Wrench. Beyond some unique traits, every added member of your team also allows the player to accomplish more every in-game day. As such, players will see immediate benefits with the added manpower before they have to rest up between missions.
For example, you may find that you have to choose between tackling a harder four-man mission, or two two-man missions. However, with added crewmates, you can expand to doing both on the same day. Or, perhaps, even tackling an even more demanding gauntlet.
Through Leeway, the player has complete control over the classes and perks each crewmate should focus on. However, each class – of which there are six – is determined by the weapon in the character’s hands.
As such, if you wanted to utilize the Brawler trait of exploding cover, then you can’t wield a submachine gun. However, SteamWorld Heist II does lend some variety to its class system. Through completing missions you can level up a class, then switch to another and assign ‘cogs’. These cogs are a limited resource per character, yet they can be spent to keep certain traits between classes.
These traits are not the only way combat is shaped by the player. You also have access to a horde of varied items your crew can equip. These can range from a sidearm and added plates of armor, to even a handy grenade. As such, you can equip your crew differently for every style of engagement.
Image Source: Twinfinite via Thunderful
Overall, the original SteamWorld Heist’s combat was so polished that Thunderful simply had to expand it. However, one area the team has largely reimagined is the player’s movement from mission to mission. SteamWorld Heist sees you pilot your submarine in an open-world exploration of your surroundings. This is a massive change from the on-rails Mario World-esque branching paths of the original.
This open world is segmented through some Metroidvania-style natural blockades – such as strong currents pushing you back, or protruding rocks halting progression. This allows for the player to have complete freedom in what missions they wish to tackle, and when. Throughout the title, there were only a few instances of the narrative being funneled through some scripted missions at certain points.
Effectively, SteamWorld Heist II’s open-ended exploration is an extremely potent and refreshing attempt at an open world. That is until it’s not.
The biggest disappointment of SteamWorld Heist II is the game’s disparity between its first and second halves. In the player’s constant pursuit of an end to the clean water shortage plaguing the land, Leeway is constantly exploring perfectly sectioned-off areas of the map. As such, the world naturally unfolds in front of the player at an orchestrated pace.
The player’s submarine upgrades – which act much like Pokemon’s Hidden Machines – create intuitive blockades to your progress. That is until you breach the dieselbots’ sea wall and enter the suffocating expanse of SteamWorld Heist II’s northern half.
Entering the Frozen Fjords, the natural checks and balances to drip-feed the player progression are left behind. As the player can smash through rocks and speed through strong currents, an area of the map almost twice the size of the first half is made instantly available to them.
The game pinpoints certain areas to look at to progress the narrative, but the optional paralysis is undeniable. The Great Sea’s southern hemisphere acts similarly to the Great Plateau in The Legend of Zelda: Breath of the Wild. It readies the player before showcasing the rest of the playable world.
However, Nintendo allowed the player to progress the plot by choosing the order in which they would tackle the four Divine Beasts.
In letting go of the reins too early, the team at Thunderful strips players of all the self-confidence gained through their meticulously crafted first half. As such, players are plopped into this open world and seemingly expected to ignore the tidal wave of possible missions and instead awkwardly shuffle from narrative beat to narrative beat.
The only other option available to players is to either play Russian roulette and choose missions almost at random or to try and push through the expanse and complete some side content. This is a wholly inelegant solution, and in fact, even impacted the way I interacted with some of the final stages of the game.
I was prompted, after multiple hours in the frozen expanse, to embark on a fetch-quest throughout the whole of the oceanic map. Not an entirely original or engaging task, but one I understood. However, the game’s unfiltered overflow of content came to a boiling point when I was then tasked with completing a mission I had already succeeded in. Just so that the game could re-check the box stating that I had accomplished it.
Image Source: Twinfinite via Thunderful
Despite the seemingly scattershot nature in which Thunderful decides the genre of their latest SteamWorld games, there have been some throughlines that connect many of their titles. Of course, there is the world, with its unique blend of a steampunk-western aesthetic. However, not far behind, are the games’ orchestrated scores and recorded soundtracks.
The orchestrated score of SteamWorld Heist II does the lion’s share of the audio legwork. As such, it perfectly accentuates every narrative and gameplay beat of the title. The jaunty trumpets and strings of Douglas Holmquist’s OST chronicle your experience; from seafaring adventures to bombastic combat themes.
However, the musical highlight is certainly the returning talents of Steam Powered Giraffe. The real-life group has previously blended their unique style into the game world in the original SteamWorld Heist. The group is depicted as their ‘singing antique automaton’ personas in-game, with their original music for the game being broadcast to almost every establishment in the Great Sea.
All songs are written from an in-universe perspective, lamenting over sore bolts and creaky hinges. Their talents are even commented on by characters who listen in through their copies of the band’s discography. I will happily admit that I most likely stretched out my play time a significant amount, just so I could finish listening to a song or two.
Image Source: Twinfinite via Thunderful
The core of SteamWorld Heist II is a supremely polished title. As such, I would have absolutely no hesitance in recommending it – even to gamers who are wary of its turn-based combat. That is if the complete SteamWorld Heist II package was as finely tuned as its fundamental systems and world-building.
The combat is demanding yet fair, to a point where the difficulty ranges are varied enough to allow XCOM veterans and genre novices to plunge head-first into its systems. Beyond that, the atmosphere created by Thunderful is a masterstroke of game design and its musical accompaniment is worthy of accolades by the dozen.
Although, while the game’s narrative hums along like a well-oiled machine in the first half, screws begin to come loose. As the narrative expands exponentially in front of the player in the second half, things start to fall apart. While the core of the title is a shoo-in recommendation for any fan of the genre, the collapsing narrative structure is a genuine shame.
However, a selection of the SteamWorld games – unfortunately, apart from the original SteamWorld Heist title – are on Game Pass. As such, it could be a more sensible option to pick up another instance of this beautifully-realized world – just to make sure you’re not going to be treading water.
SteamWorld Heist II
At its base level, SteamWorld Heist II is a supremely polished title. However, while the game’s narrative hums along like a well-oiled machine in the first half, screws begin to come loose as the narrative expands exponentially in front of the player. While the core of the title is a shoo-in recommendation for any fan of the genre, the collapsing narrative structure in its second half is a genuine shame.
Pros
Core gameplay is stellar
Beautifully rendered aesthetic
Second-to-none OST and soundtrack
Varied encounters
Cons
Narrative pacing is massively front-heavy
Game world is left open far too early
Occasional audio bugs
Lack of substantial post-game content
A copy of this game was provided by the publisher for review. Reviewed on PS5, Switch, Xbox, PC.
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If you’re a PlayStation 5 owner who participates in the console’s beta program for testing new features before the rest of the public gets them, you’ll receive access to an update on Thursday that includes some new features for PS5 Remote Play and 3D audio. Both features seem designed for households where multiple people are sharing just one PS5.
I’m a big fan of the Remote Play feature on the PS5, and this specific update is addressing a hyper-specific need for Remote Play users — but if it’s a need you happen to have, it’ll be great news. Basically, this feature lets PS5 owners “adjust Remote Play settings per user and choose who is allowed to connect to [their] PS5 console using Remote Play.” The PlayStation blog includes this handy picture of what it would look like in action, depicting multiple user profiles with a toggle switch that would presumably allow you to shut off each person’s access to Remote Play.
Image: PlayStation
My wife and I both use the PS5 in our house, but I’m the only person who uses PS5 Remote Play; I use it all the time on my Steam Deck. It’s actually even possible to get PS5 Remote Play to work on a Steam Deck if you’re away from your PS5 and not connected to your home internet; it’s difficult to set this up, but it’s feasible. That’s part of why I think this feature could end up being weirdly useful in very specific circumstances, such as households where a lot of people are using Remote Play, including people who are away from home.
It’s kind of passive-aggressive to just turn off somebody’s access to Remote Play when they’re no longer in the PS5’s vicinity, but sometimes, you gotta do what you gotta do. I can’t help but think of those times in my life when I’ve had a breakup and had to change my Netflix password. Obviously that’s a worst-case scenario. More likely, you’d just want to turn off this option if somebody isn’t living with you anymore, but they might still visit you and want to use Remote Play in the future. Again, pretty specific need, but nice to have.
There are also some beta updates coming to 3D audio profiles on the PS5. This is another update that benefits households where lots of different people use just one console; if multiple people each have a set of corresponding PS5 headphones for 3D audio, this update has their names all over it.
According to the PlayStation blog post, this “feature that lets your PS5 console create a personalized 3D audio profile just for you […] You can run through a set of sound quality tests to analyze a vast number of factors to create an audio profile that best fits your hearing characteristics.”
Here’s a video depicting what those sound tests are like and the options that are available. You’d go to go to [Settings] > [Sound] > [3D Audio (Headphones)] in order to make these selections.
Last but not least, the update includes adaptive charging options for PS5 controllers, but only for people who own the new slimmer PS5 model. If that’s you and you’re a beta features participant, you’ll be able to select adaptive charging as an option, which “helps save power by adjusting the length of time that power is supplied to your controller based on its battery level.”
Attention, gamers! It’s Amazon Prime Day, which means it’s your time to grab all the goodies. Amazon Australia has launched its longest Prime Day ever, running from July 16 to July 21. That’s six full days of unbeatable savings, exclusively for Prime Members. If you’re all about scoring amazing deals on top brands, this event is your ultimate treasure hunt. Below, find the best Amazon Prime Day gaming deals to shop right now.
Ready to level up your gaming setup? Well, now’s your chance. Whether you’re a seasoned pro or a casual adventurer, Amazon Prime Day 2024 is packed with incredible discounts. Snag that new console you’ve been eyeing, upgrade your gear, or stock up on the latest titles – all at unbeatable prices.
We’ve got the lowdown on the hottest deals across consoles, PCs, VR headsets, games, accessories, and more.
College football is back in video games for the first time in nearly a decade with the upcoming release of EA Sports College Football 25. And while the game will arrive in a week, the specific release time is a little complicated, and there’s even a sneaky way that superfans can get on the gridiron a few days early.
Here’s when College Football 25 releases in your time zone, and how you can play it a few days early.
EA Sports College Football 25 release time: When does College Football 25 release?
EA Sports College Football 25 officially comes out on Friday, July 19, on both PlayStation 5 and Xbox Series X. EA hasn’t made it clear what time exactly the game will be available, but this post will be updated when that information is announced.
How to play EA Sports College Football 25 early
If you pre-order the Deluxe Edition of the game, you can start your march toward the National Championship a little bit earlier. If you pre-order this version before July 18, you will be able to play the game starting on Monday, July 15, at 4 p.m. ET. Here’s when that is in your time zone:
1 p.m PDT on July 15 for the west coast of North America
4 p.m. EDT on July 15 for the east coast of North America
9 p.m. BST on July 15 for the U.K.
10 p.m. CESTon July 15 for western Europe / Paris
5 a.m. JSTon July 16 for Tokyo
The Deluxe Edition also contains several Ultimate Team goodies, like an Alma Mater Ultimate Team Pack, a Cover Athlete Ultimate Team Pack, and a Bring Glory Home Ultimate Team Uniform, as well as 4,600 College Football Points, the game’s Ultimate Team currency. The Deluxe Edition of the game costs $99.99 on both PlayStation 5 and Xbox Series X.
What to expect from EA Sports College Football 25
College Football 25 marks the virtual return of licensed collegiate football for the first time in a decade, and it looks like plenty has changed in that time. But just because this series has been on a break for 10 years doesn’t mean that College Football 25 is simply going to be a Madden clone. In fact, in the 20-minute gameplay video EA Sports released earlier this week, we can see plenty of unique features, like a highly upgraded option game, new animations, and a unique presentation for some of the most exciting stadiums and environments in college sports, like Penn State’s White Out games.
Along with those unique elements, the game will also feature upgraded versions of EA Sports’ classic game modes like Ultimate Team, Dynasty, and Road to Glory, which will let you take your own customized player and play out their collegiate career, from the earliest days all the way to the Heisman Trophy.
If you’re a trophy hunter, there is no better resource than the catalog offered as part of a PlayStation Extra/Premium subscription. It is a gold mine of fun games with terrific trophy lists just ripe for the picking. For those unsure where to start, we have compiled a list of PlayStation Plus Extra & Premium catalog games with easy trophy lists. Rest assured, we will update this as titles enter and leave the catalog over time.
Cat Quest 1 & 2
Image Source: The Gentlebros
Both Cat Quest games follow a similar gameplay loop, offering the same action RPG experience. There are enemies in the overworld, but the landscape is littered with dungeons of various levels. The goal is to level up and challenge dungeons of increasing level/difficulty for the weapon/armor hidden inside that will raise your stats the best so you can survive tougher areas.
The size of the open world might seem rather daunting at first, but there is a pretty clear path to progression in the games. Every dungeon has its own gimmick as well, so the game remains fresh while you are getting through it. Each Cat Quest game takes around 10-12 hours to get all the trophies, but you can certainly shorten that if you have a second player, as both games offer local co-op.
Dave the Diver
Image Source: Mintrocket
Dave the Diver garnered plenty of attention when it was released in 2023, and for good reason. This laid-back fishing game sees Dave diving further and further into the seemingly infinite depths of the Blue Hole. After Dave has wrapped up his fishing activities, every fish caught can be served at Bancho Sushi. The profits from the sushi then help purchase further upgrades to enhance Dave’s fishing and exploration capabilities.
Surprisingly, the trophy list for Dave the Diver doesn’t require you to catch every kind of fish, making this a much easier completion. Most trophies will come from completion, with the rest easily obtainable through repeat tasks. The only missable in the whole game is in chapter six, where you must eat a ration found while infiltrating the Sea Base.
Horizon Zero Dawn & Forbidden West
Image Source: Guerilla Games
Aloy’s two journeys (so far) also make for nicely easy platinum trophies as you travel through a world populated by machine animals. Though raised as an outcast, events transpire that help her find out more about the nearby tribe and the history of the word itself. Armed with a bow and the ingenuity to make other weapons to take down various robots, Aloy must travel further than she thought possible to track down a strange change affecting the machines.
One of the best parts of trophy hunting in the Horizon games is that you won’t run into any missable trophies, but you have to do just about everything there is. That includes a decent amount of collectibles to find, but these can be shown on the map or found using Aloy’s special Focus vision ability when you get close. They aren’t quick completions, though; you’re probably looking at 80-100 hours combined.
Marvel’s Spider-Man: Miles Morales
Image Source: Insomniac Games
One of the best parts about the first Spider-Man game was that it offered an enjoyable journey as the web-slinger with an enjoyable trophy list. Miles Morales continues this trend and picks up where the first game left off, letting us play as a different Spider-Man with vastly different powers. Whereas Peter is all strength, Miles has special ‘Venom’ abilities to defeat opponents.
Like Horizon, you must finish 100% of the game, as every region has a list of collectibles/activities to complete. The good news about this is that every single thing to do on the map has an icon, so there is very little guesswork. The biggest difference in this game is that you must play in NG+ for the platinum, as you can’t get to the required level 30 on your first go around.
Dredge
Image Source: Black Salt Games via Twinfinite
Dredge is kind of the other side of the coin to Dave the Diver, which is why there was a crossover even in that game. Instead of diving under the water to find fish, you play as a fishing boat caught up in a mysterious region after your previous boat ran aground. You are given several ways to catch the various sea critters, from rods to nets to crab traps. While fishing, you must use your time wisely, as things get incredibly strange after the sun goes down.
Despite having two different storyline ending paths, there isn’t anything missable in Dredge. Just about every trophy will come with time, but the last will likely be catching every single fish in the game. This isn’t as daunting as it sounds, as the game gives a nicely comprehensive encyclopedia. By the end of the game, you can easily equip every type of fishing tool to catch whatever is left. Dredge even includes a passive mode, so you don’t need to be as worried about venturing out too late.
Ape Escape Academy 1 & 2
Image Source: Shift via Twinfinite
Hands down, the best feature in any classic rerelease is getting to rewind through recent gameplay. The Ape Escape Academy games are essentially Mario Party because the gameplay is all minigames. So, by using the rewind, you have a guaranteed way to never lose. Anytime something doesn’t go your way, you can simply rewind, making progressing through the many replays of the games incredibly easy.
With the rewind mechanic in mind, there’s not much difficulty to either game, but they might get rather tedious. Both games have a decent number of varied minigames, but you will see all of them well before you finish the game, so it can get boring. However, perseverance will easily get you the platinum for both games with minimal effort.
Daxter
Image Source: Ready At Dawn via Twinfinite
After three games together, Daxter got his solo debut in a PSP game in 2006 that finally hit the catalog earlier this year. The game retains the series’ traditional platforming and takes place in the two-year gap revealed in the prologue of Jak 2. While searching for a missing Jak, Daxter gets a job as a bug exterminator in Haven City.
Daxter is possibly the shortest platinum on this list, as the whole game can be finished in five to eight hours without much difficulty. Beating the story will net you most of the trophies, and the rest are side stuff you might have done by accident and collecting all Precursor Orbs.
Resistance: Retribution
Image Source: Bend Studio via Twinfinite
Resistance: Retribution was originally released in 2009 and was set between the series’ first two games. It was unique because it let players play with a PS3 controller if they owned Resistance 2. The game takes place in Europe as the resistance is trying its hardest to fight the Chimera advance and the horrific conversion centers adding to their numbers.
The trophy list for the game is extremely straightforward, with most trophies dedicated simply to beating every mission. Besides the mission trophies, dying once and using the game’s many weapons will get you the rest. Considering the rewind feature, you can easily die and reload once you get the trophy.
Pursuit Force 1 & 2
Image Source: Bigbig Studios via Twinfinite
Pursuit Force is perfect for anyone looking for some high-octane action. The titular Pursuit Force is a squad that handles vehicular missions. These can be anything from stopping escaping enemy vehicles or trying to save an important witness who has been kidnapped by those wanting them silenced. In both games, you will be jumping from car to car, shooting drivers and passengers en route to your end goal.
Unlike most other games here, the Pursuit Force games aren’t exactly easy, as later missions can be tough if you make the wrong move and lose too much health. However, utilizing the rewind feature can easily cut down on the danger or help you correct making the wrong move. As you might have guessed, simply beating every mission will get you 90% of the trophies. The rest are easy things like driving in the wrong direction once or failing a mission.
Syphon Filter (Dark Mirror & Logan’s Shadow)
Image Source: Bend Studio via Twinfinite
The Syphon Filter series released two final games on PSP before going entirely dormant. These games keep with the series’ stealth-shooter vibes and provide a pretty good time in the classics collection. If you’re a fan of Splinter Cell, they are definitely worth a play and aren’t nearly as dated as the original trilogy. I do recommend starting with Dark Mirror, though. It was released first, and it might be hard to go back after the improvements made by Logan’s Shadow.
These two have the most simple lists of any game above. You only have to beat every mission and you’ll get the platinum trophy for both. That’s all there is to it. You’re looking at roughly 10 hours each, but they are extremely doable. If you find yourself in a bad situation, you just need to use the handy rewind function.
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To earn the “Timely Assistance Medal IV,” Officer Mewmew tells you to investigate a “suspicious shadow” byWaterfall Soup at night in Zenless Zone Zero. However, there are two nighttime options to pick from, and the target only appears during one of them.
Below, we explain where to find this suspicious shadow in Zenless Zone Zero.
How to find the ‘suspicious shadow’ at Waterfall Soup
The time will need to be set to evening (the symbol with the moon, not the moon and cloud) to find our target. You can change the time by resting on the sofa or by clicking/tapping the time in the top left and selecting “rest.” If you’ve already rested that day, you can spend some time in the Hollow Deep Dive System or Combat Simulations to make more time pass. Completing side quests will also make time pass.
Once it’s evening, head over to Waterfall Soup (the ramen shop pictured at the top of this post) to find a Treasure Hunter Bangboo chilling on the side behind the delivery moped. Interact with it, solve the puzzle, and that’s all you need to do to fulfill Officer Mewmew’s objective.
For your efforts, you’ll get 10 Polychrome, one W-engine power supply, and 5,000 Denny.
A screenshot I took while Remote Playing the Elden Ring expansion this weekend.Screenshot: From Software / Bandai Namco / Kotaku
I used to consider myself a certifiable cloud hater. I’ve never enjoyed my experiences trying to engage with cloud gaming, which allows players to stream their console games to PCs, smartphones, and dedicated handhelds, as well as adjacent remote play technology. In my limited experience, it was always too laggy, made the games look ugly as shit, and needed far too potent a signal to work even passably well. However, I went away this past weekend and didn’t want to lug around either of my consoles, so I gave it an earnest shot again and I must say, I’m pleasantly surprised with how far cloud and remote gaming’s come. – Moises Taveras Read More
Eons ago, I worked a retail job selling gaming headsets (among other things) during the PS3 era. Even back then, I was annoyed that most headphone manufacturers had virtually identical versions of the same headset, distinguished solely by whether they were compatible with the Xbox or PlayStation. The SteelSeries Arctis Nova 5X Wireless may not be the first headset to put this particular nuisance to bed, but it’s my favorite.
The core of this particular problem comes down to how the different console manufacturers handle wireless audio. Bluetooth is the default system for wireless audio on most devices, but there’s just enough of a latency issue that gamers would notice. Especially if you play online competitive games, where split-second timing matters.
Both Microsoft and Sony have their own proprietary wireless audio systems to deal with this problem, but, surprise, they’re not interoperable. Worse yet, it’s usually too expensive to bother adding support for both into a single headset, since most gamers tend to have either one console or the other. Fortunately, the Arctis Nova 5X Wireless has a handy solution to this problem.
Enter the Dongle
The Arctis Nova 5X headset is designed for the Xbox Series X/S (as denoted by the “X” in its name), but the USB-C 2.4-GHz dongle has a small switch that lets it swap between Xbox compatibility and … everything else. You can use this headset with your PlayStation 5, Nintendo Switch, PC, heck even your phone just by plugging this little guy in.
Photograph: Eric Ravenscraft
This isn’t the first SteelSeries headset with this feature—my previous top gaming headset recommendation for Xbox, the Arctis Nova 7X, included the same dongle. However, it’s still uncommon for most wireless gaming headsets to support such a wide array of devices. Most often, the Xbox is the odd one on the compatibility list.
On top of this, the Arctis Nova 5X Wireless has a separate Bluetooth connection, so you can pair it with your phone or other devices to answer calls, listen to music, or put on your favorite podcast. While the 7X can play audio from both Bluetooth and 2.4 GHz at the same time, the 5X only lets you listen to one or the other, though there’s a handy button on the right ear cup to swap between them. In my experience, the handoff was nearly instant. While it won’t help you listen to music while you game, it’s incredibly useful for swapping tasks.
More Power
The Arctis Nova 7X Wireless was a solid contender for a while, but the battery life on the 5X puts it to shame. SteelSeries advertises about 60 hours of battery life on a single charge (compared to less than 40 on the 7X), though that can be cut quite short if you swap to Bluetooth mode. In my testing, I was able to get close to 40 hours of life from mixed use, which is still longer than most (though not all) gaming headsets on the market.
The headset also supports quick charging via USB-C, and it gets an impressive amount of mileage from just 15 minutes of charging. SteelSeries claims that you’ll get six hours of gameplay from such a short charging session. I put my unit on the charger and walked away long enough to make a sandwich and watch a quick episode of a show. By the time I came back, it was close to 50 percent, more than enough to get me through the rest of the day and then some.
The Arctis Nova 5X is also the first SteelSeries headset to support its new mobile companion app. I say “first” not because SteelSeries has promised to support other headsets, but because I badly hope it does. The SteelSeries GG app for PC may be a powerful tool to customize your game’s audio, but I found the companion app simpler and more enjoyable to use.
Waves the size of skyscrapers explode beneath me as I creep across a busted metal beam in the middle of the North Sea, suspended at the base of an oil rig that’s in the process of collapsing. I’m crawling swiftly but carefully, knees sliding on the wet metal and eyes locked on the platform in front of me. Don’t look down.
I look down. The cold sea is boiling just inches from my beam, white spray reaching up, threatening to pull me under miles of suffocating darkness and pressure. Fuck.
The Chinese Room
In Still Wakes the Deep, horror comes in multiple forms. Violent creatures stalk the walkways on thin, too-long limbs that burst from their bodies like snapping bungee cords. Human-sized pustules and bloody ribbons grow along the corridors, emitting a sickly cosmic glow. The ocean is an unrelenting threat, wailing beneath every step. And then there’s the Beira D oil rig itself, a massive and mazelike industrial platform supported by slender tension legs in the middle of a raging sea, groaning and tilting as it’s ripped apart from the inside. Each of these elements is deadly; each one manifests a unique brand of terror.
Still Wakes the Deep is a first-person horror game from The Chinese Room, the studio behind Amnesia: A Machine for Pigs, Dear Esther and Everybody’s Gone to the Rapture. The game is set in the winter of 1975 and its action is contained to the Beira D, a hulking metal maze that offers mystery, a growing familiarity and death at every turn. The rig is filled with a rich cast of characters from the British Isles, most of them Scottish. Players assume the role of Caz, an electrician on the rig whose best friend is Roy, the cook.
The Chinese Room
Still Wakes the Deep feels like a hit from the PS3 and Xbox 360 era, devoid of modern AAA bloat. It’s restrained like the original Dead Space, with a core loop that serves the narrative and vice versa. The mechanics steadily evolve without becoming repetitive or cumbersome. Its monsters are murderous but not overplayed. In Still Wakes the Deep, the horror is unrelenting but its source is constantly shifting — vicious eldritch beasts, the crumbling rig, the angry North Sea — and this diversity infuses the game with a buzzing tension until the breathtaking final scene.
The game is fully voice acted and its crew members are incredibly charming. An undercurrent of good-natured ribbing belies every interaction, and the dialogue is earnest and legitimately funny, even in life-or-death situations. This skillful sense of character development only makes the carnage more disturbing once the monsters board the Beira D.
After the oil rig drills through a mysterious substance deep in the North Sea, a giant eldritch organism takes over the structure, crunching its metal corridors and infesting the bodies of some crew members. Caz is on a mission to survive the creatures and escape the rig — and help save Roy, whose body is fading fast because he can’t get to his insulin.
The Chinese Room
Gameplay in Still Wakes the Deep is traditional first-person horror fare, executed with elegance and expertise. The action involves leaping across broken platforms, balancing on thin ledges, running down corridors, climbing ladders, swimming through claustrophobic holes and hiding from monsters in vents and lockers. There are no guns on the Beira D, and Caz has just a screwdriver to help him break open locks and unscrew metal panels, placing the focus on pure survival rather than combat. Interactive materials tend to be highlighted in yellow, so it’s never a question of what to do or where to go, but rather how to get there without falling prey to the monsters, the sea or the rig.
Each input feels perfectly precise and responsive. Climbing a ladder, for instance, requires holding RT and pressing the analog stick in the proper direction — but if Caz slips, players need to suddenly press and hold LT as well, so he can regain his grasp in a quicktime event. In these moments of sudden panic, squeezing both triggers feels like the natural thing to do. It’s deeply satisfying to clasp the gamepad as tightly as Caz is holding the rungs of the ladder, player and character completely in sync in the aftermath of a sudden scare. Still Wakes the Deep is a prime example of intuitive game design.
The Chinese Room
It’s also just a gorgeous game. I stopped short multiple times while playing Still Wakes the Deep simply to admire the crisp lines, complex lighting and photorealism of specific scenes, but every frame is dense with thoughtful and well-rendered details. The otherworldly structures littering the rig cause Caz’s vision to bubble like a melting film reel, and multicolored circles overtake the screen every time he passes too close to a pustule — it’s disorienting and eerily pretty, much like the rest of the game.
Still Wakes the Deep is an instant horror classic. It’s filled with heart-pounding terror and laugh-out-loud dialogue, and it all takes place in a setting that’s rarely explored in interactive media. Amid the sneaking, swimming, running and climbing on the Beira D, Still Wakes the Deep manages to tell a heartfelt and powerful story about relationships and sacrifice. Caz and Roy have a special friendship, but they also have family back on shore and returning to these people — alive, ideally — is a constant driving force.
The Chinese Room
Still Wakes the Deep is available now on PC, PS5 and Xbox Series X/S, and it’s included in Game Pass. It’s developed by The Chinese Room and published by Secret Mode.
Hoyoverse just wrapped up theGenshin Impactversion 4.8 preview livestream, showing off all sorts of details about the upcoming patch. Most importantly, there were several codes that award Primogems and other rewards shown during the stream.
Our Genshin Impact 4.8 livestream code list provides you with the three stream codes for rewards and explains how to redeem them.
It’s summertime! So that means the next Genshin Impact patch will be the massive summer event, where there’s a limited time map, new skins for Nilou and Kirara, and — if it follows the same pattern as previous summer events — a hint about the upcoming region, Natlan. The stream also showed off Emilie, an upcoming Dendro character who will make her debut in version 4.8.
Genshin Impact version 4.8 livestream codes
The codes are as follows:
You’ll want to redeem these codes quickly, as they expire on July 6 at 12 a.m. EDT.
They not only reward Primogems, but they also give Mora and Adventurer’s EXP to level up your characters.
How to redeem Genshin Impact gift codes
To redeem codes, you can log in and input them on the code redemption website. You can also input them in-game through the settings menu, but copy and pasting them in a browser is much easier. You can also click the links above, if you’re logged in on whatever device you’re seeing this post on.
Once you redeem the codes, you’ll get the rewards via in-game mail shortly after that.
The Abyssal Woods from Elden Ring’s DLC, Shadow of the Erdtree, is a land of horrors and madness. Frenzied Flame followers inhabit the woods and nightmarish creatures skulk about. It can be quite tricky to reach as you’ll need to do a bit of exploration, but should you find its entrance, you’ll be warned to turn back whence you came.
Should you heed their warnings and retreat? Or should you continue on face the madness? Read on to find out how to get to the Abyssal Woods in Elden Ring.
How to get to the Abyssal Woods in Elden Ring: Shadow of the Erdtree
To find the Abyssal Woods, you’ll first need to reach the Ruins of Unte, which is hidden behind an illusionary wall in the Shadow Keep.
Graphic: Johnny Yu | Source images: FromSoftware/Bandai Namco via Jeffrey Parkin
Starting from the Storehouse, First Floor Site of Grace, head down the elevator behind you, which will lead you back towards the main gate of the Shadow Keep.
Defeat or run past the Fire Knight, and turn to the left towards the golden boats. On the left side of the path, you’ll find a ladder leading down to a lower level of the Shadow Keep. Climb down the ladder and walk into the waterfall to reveal a hidden space.
Graphic: Johnny Yu | Source images: FromSoftware/Bandai Namco via Johnny Yu
Go down the ladder ahead of you and follow the path to find a room with the “Domain of Dragons” painting. On the southwestern wall, you’ll spot two torches and a seemingly ordinary wall between them. Hit the space between the two torches to reveal an illusionary wall.
Image: FromSoftware/Bandai Namco via Johnny Yu
Follow the path to find a stone coffin that will take you to the Castle Watering Hole Site of Grace.
From the Castle Watering Hole Site of Grace, head southeast to find a pathway along the rockface, which has the Recluses’ River Upstream Site of Grace. Follow the path and jump over the gaps until you can cross over to the path on your right.
Graphic: Johnny Yu | Source images: FromSoftware/Bandai Namco
Continue along the path and drop off the southern end to find the Recluses’ River Downstream Site of Grace. Look over the eastern edge of the cliff to find gravestones that lead to the bottom of the waterfall. Hop your way to the bottom and head southeast to find another set of gravestones at the edge of the cliff.
Graphic: Johnny Yu | Source images: FromSoftware/Bandai Namco
Make your way to the bottom of the cliff and cut through the woods to the east to find the entrance to the Darklight Catacombs. Progress through the Darklight Catacombs and defeat Jori, Elder Inquisitor to make it to the Abyssal Woods.
At first, Thiollier is just a vendor for poison-related items, but his full story — along with St. Trina’s — will take the rest of your time in the Shadow Realm to play out.
Our Elden Ring DLC guide will walk you through where to find Thiollier and St. Trina, and all the steps you’ll need to take to complete their questline.
Thiollier and St. Trina locations
You’ll meet Thiollier first near the Pillar Path Cross Site of Grace in Gravesite Plain. You can reach him there before you take on Castle Ensis.
Later, after you enter Shadow Keep, you’ll be able to find St. Trina in the Cerulean Coast at the Garden of Deep Purple Site of Grace, and Thiollier will move to be with her there.
Thiollier first meeting in Graveyard Plain
There’s not really a rush to go find Thiollier at his initial location by Pillar Path Cross Site of Grace, but, since his questline overlaps with Moore’s, it’s probably best to get that initial meeting out of the way early before things get complicated. You can get there before tackling Castle Ensis by crossing Ellac Greatbridge, and then just taking the right inside the solider camp.
Image: FromSoftware/Bandai Namco via Polygon
Once you reach the Pillar Path Cross Site of Grace and Miquella’s Cross, chat with Thiollier and exhaust his dialogue.
Check in with Moore after meeting Thiollier
After you have your first talk with Thiollier, head back to the Main Gate Cross Site of Grace in front of Belurat. Check in with Moore and talk to him, and he’ll give you some Black Syrup for Thiollier.
Image: FromSoftware/Bandai Namco via Polygon
Head across to Pillar Path Cross Site of Grace to give the Black Syrup and then ask about the Black Syrup. Choose I’m tired of life next, and Thiollier will hand you Thiollier’s Concoction. This is an item you’ll use with the Dragon Communion Priestess on Igon’s questline.
Break the great rune (and the charm)
Before you can make any more progress, you need to break a great rune that’s blocking your path. You probably haven’t even seen it yet, but it’s time to get it out of the way.
To break it, you need to approachShadow Keep. Just before you reach the front door, you’ll get a pair of messages — “Somewhere, a great rune has broken…” and “And so too has a powerful charm.” These both generally relate to Miquella and the NPCs you’ve met so far. For Thiollier and St. Trina specifically, the great rune was blocking a path you’ll need to head to now.
Reach the Stone Coffin Fissure and defeat the Putrescent Knight
Image: FromSoftware/Bandai Namco via Polygon
All the way at the southern tip of the Southern Shores, there’s a fissure you can climb (fall) down. That’s your next stop. At the bottom, you’ll find the The Fissure Site of Grace at the entrance to the Cerulean Coast and the Stone Coffin Fissure — this is where the rune we broke was blocking your progress.
Image: FromSoftware/Bandai Namco
A bit further along, you’ll face the Putrescent Knight and unlock the Garden of Deep Purple Site of Grace. Once you do, you’ll be right near where St. Trina has been hiding.
Head into the tunnel by the Garden of Deep Purple Site of Grace to meet St. Trina. She’s not very talkative. Don’t do anything with her yet. Instead, leave and then go check in with Thiollier.
Tell Thiollier about St. Trina’s whereabouts
Image: FromSoftware/Bandai Namco via Polygon
Go back to the Pillar Path Cross Site of Grace and speak with Thiollier. Tell him St. Trina’s whereabouts, and he’ll relocate.
Imbibe the nectar
The next part of their questline is a little confusing (and dark). Head back to the Garden of Deep Purple and go chat with Thiollier.
Image: FromSoftware/Bandai Namco via Polygon
Ignore his warnings, and go talk to St. Trina. When you have the option, choose to imbibe nectar. Just like Thiollier said, this will kill you immediately. That’s the plan, though, so trust the process.
Keep respawning at the site of grace and then imbibing the nectar over and over — four times in a row — until you start hearing St. Trina’s voice on the black screen before you respawn.
Defeat Thiollier
Once you hear St. Trina’s words, head back and try to pass the message on to Thiollier. It’ll take two tries, and he won’t be receptive.
Imbibe the nectar (and die) again. You’ll hear a bit more from St. Trina in the darkness.
Image: FromSoftware/Bandai Namco via Polygon
When you respawn, you’ll get invaded by Thiollier. Defeat him to pick up the St. Trina’s Smile talisman.
Pass on St. Trina’s words
Head into the cave and talk to Thiollier again. Drink the nectar again. Die again.
This time, when you respawn and speak to him again, Thiollier will finally hear you out. Pass on St. Trina’s words to him.
Burn the Sealing Tree
Image: FromSoftware/Bandai Namco via Polygon
St. Trina and Thiollier’s questline won’t come to an end for a while. You’ll have to finish Shadow Keep, cross the Rauh Ruins, defeat Romina, Saint of the Bud at the Church of the Bud, and then finally use Messmer’s Kindling to burn the Sealing Tree.
That will open the Tower of Shadow and teleport you to the Enir-Ilim: Outer Wall Site of Grace in Enir-Ilim. Before you explore too far, though, it’s time to check in on Thiollier one last time.
Talk to Thiollier
Head back to the Garden of Deep Purple and talk to Thiollier — he won’t have much to say. Imbibe St. Trina’s nectar again, hear what she has to say now, and then return to Thiollier.
He probably still won’t have anything to say, but this will ensure you can summon him for…
Summon Thiollier to fight Leda and her allies
Image: FromSoftware/Bandai Namco via Polygon
After you make it all the way through all of Enir-Ilim, you’ll come to a large arena where you face off against Needle Knight Leda and her allies — Redmane Freyja, Dryleaf Dane, and, possibly, Sir Moore.
You can summon Thiollier and, if you’ve followed his questline, Sir Ansbach to aid you in the fight.
Thiollier’s fight isn’t over yet.
Summon Thiollier for the final boss fight
Image: FromSoftware/Bandai Namco via Polygon
After defeating Leda, you’ll make your way up to the Divine Gate for the game’s final boss fight. Before you step through the fog wall, there will (might) be summon signs for your allies, Ansbach and Thiollier.
No matter how the fight goes down, rest at the new Gate of Divinity Site of Grace. After, you’ll find Thiollier dead nearby where you can pick up Thiollier’s Hidden Needle and Thiollier’s set of armor. (Ansbach may be here as well.)
Receive St. Trina’s Blossom
Image: FromSoftware/Bandai Namco via Polygon
With the fight done, head back to the Garden of the Purple Deep one last time. You’ll find St. Trina dead as well, but she left you the St. Trina’s Blossom (quite fetching) headgear.