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Game Reviews

The Beast Is Being Ruined By An Annoying Rain Bug
Game Reviews

The Beast Is Being Ruined By An Annoying Rain Bug

by admin September 22, 2025


I’m really enjoying Dying Light: The Beast, the latest open-world zombie RPG from Techland. However, when it starts to rain in The Beast, the game starts to become a hard-to-play mess that is ruining what is otherwise a damn fine experience. Thankfully, the devs are aware and are working on a patch.

Originally planned to be a big DLC expansion for 2022’s Dying Light 2, Techland eventually realized it was big enough to be its own standalone game. And after playing about 16 hours of the zombie RPG–which is out now on consoles and sees the return of OG protagonist Kyle Crane–I think it might end up being one of my favorite games of 2025. Techland has once again successfully blended horror, parkour, and melee-focused action into something great. Setting the whole game in the gorgeous Swiss Alps also doesn’t hurt. But apparently, in the Alps, they have much more powerful rainstorms than over here.

Last night, while in the middle of a quest to grab some special gas that attracts super zombies, it started to rain. “No big deal,” I thought to myself, unaware of what I was about to experience. When I reached a large refinery containing a secret lab where the gas was located, I fought my way in and discovered that uh, the rain was falling through the building. And making things worse, the game’s lighting tech seemed (understandably) unprepared for such an event to occur, and it became very dark and incredibly hard to see where I was going. I pressed on and discovered the super rain also appeared in cutscenes.

Once I got a big can of the super gas, I took it to a nearby truck and popped it in the back to more easily get it to my destination. Weirdly, the rain outside was gone. Props still looked wet, and I could hear the rain falling, yet nothing was falling from the sky. When I got in the truck I discovered that, as far as the game was concerned, it wasn’t raining anymore, which was awkward as my windshield was still being drenched in water, but the wipers wouldn’t work. The only way I could get the wipers to function was to run over zombies and get enough blood on the glass to trigger them. Eventually, I just drove backwards, as the truck’s rear window wasn’t covered in rain.

©Techland / Kotaku

Techland has a fix incoming for Dying Light‘s indoor rain

After winning a boss fight and returning to a safe zone to complete the quest, I decided to reset the game, which did put a stop to the strange weather. But now I fear the rain’s return. Thankfully, Techland is working on a patch that it plans to push out very soon.

“We’re aware that you’re experiencing issues with Indoor Rain and the Disturbed Day/Night Cycle, and fixing them is our top priority,” said Techland in an update posted to Steam over the weekend. “We already have a fix prepared, but because this bug only appears in rare situations, it takes a lot of extra testing. We’ll continue these tests over the weekend and most of Monday, and if no new occurrences of this issue appear, we’ll release the hotfix to players right away on PC. This is our goal. If, however, we still spot any occurrences of the bug, we might need to go back, adjust the fix, and then re-test it again.”

So that’s good news. But even after the patch, I’ll still be nervous that the super rain will return. Perhaps it’s the same horrible rain we dealt with years ago in the remastered version of Grand Theft Auto: San Andreas? Where will this annoying rain appear next? Is any game safe? We’ll keep you updated on the rain situation as it continues.

Update: 9/22/2025, 12:55 p.m. ET: Just a few moments after posting this, Techland pushed out the rain-fixing patch on PC. The developer says the update is coming to consoles “soon.”



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September 22, 2025 0 comments
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Fortnite launches new Daft Punk Experience, but no the duo aren't getting back together
Game Reviews

Fortnite launches new Daft Punk Experience, but no the duo aren’t getting back together

by admin September 22, 2025


Fortnite is launching a new Daft Punk Experience, but is adamant the robot rock duo aren’t getting back together.

Unlike previous Fortnite concerts – from the likes of Marshmello, Travis Scott, and Ariana Grande – The Daft Punk Experience is instead a “fully interactive playground” in the Discover(y) mode, with multiple rooms in which to enjoy the music and lose yourself to dance.

That includes blasting robots with a soundwave laser in the Robot Rock Arena, remixing songs at Dream Chamber Studios, or making a Lego music video at Around the World. Some form of “afterparty” is also being teased, whatever da funk that might be.

“The band may be no longer, but their music lives on in Fortnite,” reads a new blog post on the experience.

And to really hammer it home, the FAQ directly states: “The band is not getting back together”. So no, you don’t feel it coming – it’s the end of the line.

It also states the experience won’t feature any new music, as all songs have been previously released. Players will be able to make their own mashups though, but good luck making them harder, better, faster, or stronger.

The experience launches on 27th September at 2pm ET (that’s 7pm UK time), but players are advised to join early. It will then be available “for a while” in Discover.

Of course, a Fortnite collaboration wouldn’t be complete without a load of stuff to buy, either individually or as part of the Dark Punk Bundle. It includes song emotes, glittery outfits, and some adorable Lego characters so you too can be a Starboy, as well as other Jam Tracks including the duo’s collaborations with The Weeknd.

Image credit: Epic

Speaking of Lego, the first ever music-reactive build will be added to Fortnite – it’s a lego pyramid that lights up when music is played.

Full details can be found on the Fortnite blog, so you can read up on the experience one more time.

Last week, Epic announced it would be giving Fortnite creators some more digital love by allowing them to sell in-game items on their created islands.



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September 22, 2025 0 comments
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Groku rides in a speeder with his friends.
Game Reviews

Mandalorian And Grogu Gets First Trailer As Disney Hits The Boycott Panic Button

by admin September 22, 2025


Chrome Boba Fett and the little baby Yoda are here to help you forget all about Disney’s complicity in a grim attack on free speech. Out in less than nine months, The Mandalorian and Grogu now has its first trailer, and the next Star Wars movie looks both incredibly unnecessary and also lots of fun.

The film stars Pedro Pascal as the Mandalorian bounty hunter, with his Force-sensitive sidekick Grogu looking as adorable as ever. Set after the TV series, the film finds the pair back in the galactic hotseat, navigating post-war tensions between the New Republic (Sigourney Weaver plays a colonel named Ward) and remnants of the Empire (Jonny Coyne plays an imperial warlord). Also Jabba the Hutt’s son Rotta is in the mix too.

Here’s a brief look:

The whole 90 seconds flashes by in an instant, but in addition to the aforementioned characters you can also catch a glimpse of some alien guy messing people up with an electrostaff and Grogu speeding around with some other cute god-knows-whats (paging Star Wars lore master Zack Zwiezen). But like I said at the top, it looks fun and not mired down in a bunch of Star Wars naval-gazing mythbuilding, which is a good a thing.

The Mandalorian and Grogu is directed by Jon Favreau and co-written by Favreau and Dave Filoni, and marks the first in a fresh slate of upcoming Star Wars movies for Disney. With everything else, including a new Jedi-centric tale with Daisy Ridley returning as Rey completely MIA, it’ll either feel like the start of something new or the death knell for the current streaming-wars-burnout incarnation of the franchise. The movie hits theaters on May 22, 2026, and can’t come soon enough for a company currently facing a boycott from fans and celebrities over the Jimmy Kimmel controversy.



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September 22, 2025 0 comments
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Dying Light: The Beast: Review
Game Reviews

Dying Light: The Beast review

by admin September 22, 2025


Dying Light: The Beast review

Despite releasing as a standalone game, Dying Light: The Beast feels more like a distillation of Dying Light 2’s core loops, neither for better or worse.

  • Developer: Techland
  • Publisher: Techland
  • Release: September 18th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $60/£50/€60
  • Reviewed on: Intel Core i9-13900K, 64GB RAM, Nvidia RTX 4090, Windows 11

It’s hard to talk about Dying Light: The Beast—the latest in Techland’s open-world zombie parkour action series—without talking about its origins. While now living life as a full-priced retail game with a respectable ~20 hour campaign (and one that I enjoyed for the most part), The Beast started out as a planned expansion for Dying Light 2, itself a game that has grown, adapted and reshaped itself over the past few years, much like its genetically feisty mutant monsters.

Already a lengthy game (though nowhere near as massive as Techland claimed before release), Dying Light 2 has grown into something resembling a live-service sandbox, with daily quests, faction reputation grinds, microtransactions, endlessly escalating New Game Plus loops and even an optional roguelike mode. Dying Light 2’s gore has also grown grislier, its parkour more streamlined (no longer limited by your character’s stamina gauge), and there’s even a handful of firearms that you can unlock and collect, flying in the face of the game’s quirky pseudo-medieval post apocalyptic conceit.

Depending on who you ask and what direction the wind is blowing that day, these changes have either redeemed or forever ruined the game, but however you slice it, the Dying Light 2 of today is a different creature to the one Matthew Castle (RPS in peace) bounced off back in 2022. The Beast, therefore, represents a clean break: a chance to establish a new baseline, taking what Techland most wanted from DL2’s teetering jenga-tower of features and concepts, while chucking some of the original game’s weightier baggage overboard.

Image credit: Rock Paper Shotgun/Techland

And so we’re off to the alps, and the scenic nature reserve of Castor Woods, with a dense, old touristy town flanked by small industrial and residential zones, and a mixture of forests and mountain trails surrounding those. Were it not for the hordes of undead, it’d be good place for a relaxing stroll.

Thanks to some impressive lighting, it’s a treat to look at from dawn til’ dusk, although since nighttimes tend to be nearly pitch black and patrolled by nigh-invulnerable ‘Volatile’ super-zombies, they’re best just slept through once you hoof it back to a sealed safe-room. For all the talk about making the night scary again in The Beast’s marketing, I generally just didn’t bother with it, outside a couple of mandatory stealth and chase sequences.

To help navigate the mountain trail are cars, not seen since Dying Light 1’s beefy expansion The Following. Easily found, easily refueled, and able to get you relatively safely from A to B when there aren’t rooftops to run across. But gone is DL2’s glider (great for moving between high rooftops), along with fast travel, which helped in navigating the sequel’s enormous cityscape.

Oddly, I don’t think it’s a particular success or failure (a refrain you’ll hear a lot from me today). Getting around on foot and always having to be aware of enemies is interesting, but the forests and fields outside of the central town here aren’t nearly as demanding to navigate as Villedor’s streets and skyscrapers. The cars let you bypass this less interesting travel, but in so doing, feel like a fix for a problem that needn’t exist.

Image credit: Rock Paper Shotgun/Techland

Another shift I remain largely ambivalent on is the move to more power-fantasy options in combat. The melee brawling is almost identical to where Dying Light 2 stands today, with your stamina gauge used solely for combat actions, where previously it was drained by any kind of rapid or high-exertion movement. I found it satisfying as ever, full of weighty impacts and squelchy audio feedback, and enhanced by some absolutely gruesome locational damage on the undead.

Constant combat is further encouraged by the new option to repair damaged melee weapons in the field, practically for free and nigh-instantaneously. While you can only repair any given melee weapon 4-5 times, it means that by the time you fully expend it, you’ll have found several replacements, effectively making it one more system that you don’t need to particularly care about.

The big gimmick introduced here is the option to go Beast Mode. By fighting in melee, you fill up an anger gauge on your HUD. When filled, you activate Hulk Hands (automatically at first, but manually later, once you’ve killed a few bosses) and gain a few seconds of nigh-invulnerability, tearing zombies in half with your bare, veiny mitts.

It’s gratifying and incredibly gory, but also basically just a room-clearing smart bomb, or a way to tear off a third of a boss’s health bar without reprisal. An ‘I don’t want to deal with zombies today’ button in a game where dealing with zombies IS the game. Fast travel may be gone, but fast combat is its replacement, and further upgraded by killing bosses.

Image credit: Rock Paper Shotgun/Techland

Still, as an enjoyer of Dying Light 2 in its current incarnation, I also enjoyed my time with The Beast, mainly because it’s more of DL2’s main loop – but leaner. Gone are the multiple factions, reputation grinds and daily quests, along with any other live-service fluff that its parent game picked up over the years. The only number to really care about is your level (determining your basic combat stats), and even then, there were only a couple of occasions when I was told I was probably too weak to continue the main plot, prompting me to go bulk up through a sidequest.

Even Dark Zones, the oft-extensive urban dungeons in Dying Light 2, have been trimmed down to slightly larger-than-average interiors that you can clear of zombies and scour for crafting resources. You don’t need to wait for nighttime to sweep through them here, either. This game just does not want you hanging around any location longer than necessary, and while I do miss the longer, more involved dungeon-delves through the city, I can’t deny that trimming the fat does allow the story, however cornball it is, to flow better.

Speaking of narrative, let’s start with our protagonist, Kyle Crane, returning from the original Dying Light. Originally a blandly cheerful can-do FPS man-voice, he’s spent thirteen years being tortured/experimented on by The Baron, a gleefully mad scientist. After escaping and accepting his new role as a gruffly-voiced pair of veiny forearms, Crane grimly swears revenge, and that he’ll stop at nothing – NOTHING – to achieve it.

Image credit: Rock Paper Shotgun/Techland

And then he decides that the best way to get revenge is to make a lot of friends by helping out the locals, levelling up (to restore his lost strength, obviously), and extracting some mutagenic powerup-juice from any boss monsters he kills along the way, enhancing his Rage Bar powers.

He might look like a PS360-era generic grimdark Revengeanceman, but Kyle’s got the personality of a golden retriever. Other than plaintively calling some women ‘bossy’ and asking others to get to the point, there is little to no indication in dialogue that this man has spent about a third of his life in a super-science torture dungeon. It’s indicative of the kind of problems the series has always had, reaching for both gritty personal drama (usually in the quieter side-quests) and comic book excess at the same time, yet achieving neither. Thankfully, the villain here drags The Beast fully into the realm of camp action-horror schlock.

The Baron is gloriously over-the-top, and Techland knows it, regularly deploying him to liven up cutscenes. An aristocratic evil genius with access to seemingly endless resources, a mountaintop villa, and a vast complex of laboratories. Smugly chewing on the scenery in every scene he appears in, his sole goal in life appears to be creating new and increasingly deadly mutants, almost all of which seem to break containment at some point, slaughtering dozens of his (seemingly endless) horde of gun-toting soldiers, who in turn seemingly exist solely to die and deliver ammo to you.

He’s like Albert Wesker with the brakes cut. Unflappable in the face of all his self-made disasters. Even among zombie horror villains, he seems to harbor a special disdain for the concept of workplace safety. Taking each escaped creature in stride, always bragging that each failure is just a fresh opportunity to field-test a new monster. Even Umbrella Corp would be considering calling in OSHA inspectors after watching this man at work.

Image credit: Rock Paper Shotgun/Techland

It’s that kind of daft energy that carries The Beast. There are a few moments where it tries to deliver some resonant personal drama through side-quest dialogues, but it never quite lands. The Baron is always happy to ham it up, though, and deliver another monster-of-the-week encounter to punctuate the campaign.

Those boss fights tend to be against powered-up versions of the various ‘special’ zombies that you’ll encounter in the open world, and a were dramatic, enjoyable excuse to spend some of those consumable explosives and ammo packs I’d been hoarding. Sadly they’re also slightly let down by a lack of imagination, especially in the late-game, with the downright brolic Behemoth (a very large skinless muscle-monster with Hulk-style ground pounds) being brought back multiple times.

Combat against Behemoths boils down to dodging around a well-telegraphed rotation of attacks until you can hack, slash or punch at its surprisingly rounded, eye-level, musclebound arse cheeks. In the final stretch, you even have to fight several of them at once. A reasonable enough limitation for an expansion, but I’d have loved to see some really freaky, Resident Evil-inspired mutants with far too many limbs and maybe some weak points to shoot, but I guess that’d be getting away from Dying Light’s brawler foundations.

Image credit: Rock Paper Shotgun/Techland

The problem with The Beast is that while its fully ripped, protein-packed, and dehydrated new design is great on paper, I think that some of that fat and padding served a purpose. While not without its flaws (daily quests and weekly grinds were tiresome), Dying Light 2 was a weirdly cozy game, with a world that you could get into the mindset of living in. Were it not for the dozens of other titles demanding my attention, it could have become a go-to comfort game for me, whereas The Beast is all business.

Also, that lush lighting and dense greenery does come at a cost. Even my heavyweight PC (an RTX 4090 is still a brute of a GPU) needed a little help from DLSS and frame generation to hit a consistently smooth framerate at 3440×1440 ultrawide. While the launch-day patch improved the situation somewhat (bringing it closer in line with Dying Light 2), you’re still going to need a hefty machine to see this one at its absolute best, and unlike Kyle, extracting the thermal paste from other people’s PC’s probably isn’t an option if yours is underpowered.

Image credit: Rock Paper Shotgun/Techland

The Beast’s odd position as an escaped, heavily mutated expansion makes it a difficult value proposition, although a much simpler one if you happened to get the Ultimate version of Dying Light 2, in which case you’ve already paid for it at a steep discount. If you got the game this way, why are you even reading this review? Go and play it.

But for those looking at that £50/$60 price tag and hesitating, yes, this is a good Dying Light game, and a fine open-world zombie game in general, full of crunchy combat and simple but satisfying number-go-up loops. Is it the best in the series? Depends how much you disliked Dying Light 2’s slightly overstuffed design, and whether the same mechanics minus the padding sounds like your jam. As for newcomers, I’m not sure if I can really recommend that at full price when its larger and mechanically very similar parent often goes on sale for under £15.

While The Beast was fun to binge through in a few days (around 21 hours, with plenty more side-quests still left to do), I feel like I’ve had my fill of Techland’s specific brand of open-world design for now. But if the zombie parkour itch hits again, I think it says something that I’ll probably return to Dying Light 2’s sprawling cityscape over another scenic alpine excursion.



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September 22, 2025 0 comments
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Silent Hill f Review - A Conflicted Love Affair
Game Reviews

Silent Hill f Review – A Conflicted Love Affair

by admin September 22, 2025


The more Silent Hill f promises change, the more it stays the same; for better or worse. While its ‘60s Japanese setting distances it far enough from previous entries to invite newcomers, fans will feel right at home exploring its foggy, monster-ridden roads. As a horror experience, Silent Hill f’s creepy new threats fall short of being truly terrifying thanks to an overreliance on the same handful of scare tactics. As an action game, the brutally intimate combat, like the weapons you wield, loses its effectiveness over stagnant encounters. The intriguing though sometimes perplexing narrative begs for reinterpretation over multiple playthroughs. Silent Hill f faithfully retains the series’ classic elements with some cool reinventions to deliver a more than respectable horror romp; I just wish it were scarier and, ultimately, more substantial.

Teenager Shimizu Hinako’s troubled life in the small, rural village of Ebisugaoka becomes horrifically altered by the sudden arrival of a sinister fog. Her neighbors have either vanished or been transformed into grotesque creatures. Friends Shu, Sakuko, and Rinko are in grave danger. But the unfortunate fates of the town and Hinako’s friends are merely set dressing for Hinako’s story, a girl whose rebellious nature and trauma are rooted in the rigid gender roles of the time period. This turmoil comes to a head in ways I found both fascinating and mystifying, especially thanks to the strangely helpful presence of an enigmatic masked man.    

 

This may be a strange statement to make about a game so full of horrific and gruesome imagery, but Silent Hill f is beautiful. The art direction is fantastic, juxtaposing unsettling enemy designs with hauntingly gorgeous environments, such as supernatural temples and, most prominently, the cursed, bloody “flowers” gradually claiming Ebisugaoka. Cinematics are wonderfully composed and aided by a powerful and hair-raising score by long-time Silent Hill composer, Akira Yamaoka. I never stopped admiring Silent Hill f as an interactive art piece, no matter how hard it tries to make you look away in terror or disgust.  

Your mileage with gameplay will vary based on which of the two confusingly labeled difficulty settings you choose at the outset. Combat and puzzles have their own challenge settings: Story and Hard. Despite these labels usually representing two polar extremes on the average difficulty spectrum, Story is described as offering the “traditional Silent Hill difficulty” in regards to action; Hard is presented as being the same for the puzzles. I chose this combination with “tradition” in mind for my first playthrough, and while I liked the puzzle difficulty, the action proved disappointingly easy. An overabundance of recovery items means I rarely felt up against a wall or challenged to ration my supplies, something I couldn’t say about, say, Silent Hill 2. Enemies drop fast, and the Sanity meter is virtually a non-factor despite being the combat’s biggest new feature (more on this later). Despite Story promoting a more classic experience, those seeking any sense of challenge should opt for the Hard difficulty for action and puzzles. However, I ultimately wish the game offered a more balanced middle ground (or made it easier to determine what constitutes a “Normal” difficulty).  

Exploring the village is a more harrowing prospect compared to past games, thanks to its narrow alleys and pathways that often funnel players into danger; I appreciate how this prevents me from trivializing threats by casually circumventing them as was possible in older entries. While it’s still possible to evade and flee most encounters, fighting is often the way out. Hinako is brave, but she’s not a trained fighter, so her weighty and clumsy melee-focused combat not only suits her, but nailing light and heavy attacks has a satisfying impact. Breakable weapons add welcome intensity to battles; I like weighing whether it’s worth damaging a powerful bat or axe on a threat. Managing stamina to swing or dodge attacks complements this tension, spicing up the otherwise simple confrontations. I also like how the game forces players to study foes to find openings to nail timed counterattacks that briefly stun targets.

Playing on Hard difficulty forces players to manage Sanity, a meter that drains when using a Focus mechanic that lets you better pinpoint enemy openings to counter. Sanity also fuels a more powerful charge attack at the risk of being interrupted and losing a substantial chunk of this resource, which must be restored by spending Faith, the game’s currency. I enjoy the sense of risk vs. reward that Sanity offers; managing it makes the game tougher without feeling suffocating. A light element of customization comes in equipping special charms that add different perks. While not a major game changer, I do like how this allows me to create simple character builds, like equipping various charms centered on health regeneration.

Regardless of the difficulty setting, the combat loses its luster halfway through the roughly 10-hour adventure due to the disappointingly limited enemy variety. Expect to bash a few slightly different flavors of fleshy mannequins, shrieking multi-headed monsters, a ferocious sound-sensitive beast, and maybe three other enemy types. Whenever I heard a distant groan or a heavy, hair-raising step, I’d get excited about encountering a new horror, only for an enemy I killed or fled countless times to shamble out of a corner. Worst of all, this repetitiveness dulls the scares; I stopped dreading the dangers ahead because I knew it’d be something I’d confronted many times, and I was well used to their ambush tactics (some of which can be pretty cheap). The few proper bosses, such as a nightmare-inducing demonic shrine maiden, offer more refreshing and entertaining tests of your skills and bravery.

Puzzle-solving features a greater variety and is more consistently enjoyable. I enjoyed Silent Hill f most when it settled into comfort-food survival horror exercises of finding clues to locate various keys to open doors while exploring creepy interiors, such as an abandoned middle school. The generally well-designed puzzles creatively tested my logic and observation skills, though exploring a foggy farmfield by identifying the correct scarecrows using vague clues grew frustrating due to its unclear rules. Environmental puzzle-solving, especially in more otherworldly areas, maintains an air of freshness the combat lacks. I always looked forward to seeing what strange riddle Silent Hill f had up its sleeves.  

Silent Hill f’s tricky-to-discuss story, despite boasting a few powerful and even emotionally upsetting moments, left me scratching my head more than anything. Though it leverages themes such as feminism, domestic abuse, and, possibly, addiction well enough for its symbolism, the second half takes an admirably wild turn for the (even more) bizarre. Without delving too deeply, Hinako’s sense of reality and identity becomes distorted in ways that, while clearly designed to feel disorienting, still left me walking away wondering what exactly was happening and to whom. Whether by design or because I’m too dense to “get it” is up for debate, and while subsequent playthroughs may clear the fog, I shouldn’t feel so lost on the first (and for likely some players, the only) go around.  

 

Hinako’s friends feel underutilized, and the game heavily relies on written diary entries to flesh them out in a questionable case of telling rather than showing. Her best friend, Shu, is the most underserved ally despite his significance to Hinako’s life. The somewhat compact runtime means things escalate pretty quickly to the point that supporting character arcs end abruptly, making them feel more like pawns than I’d like. I firmly believe horror games should be on the shorter side to keep their scares from growing stale, but even I was in disbelief at how relatively quickly Silent Hill f ramps up to its big finale, especially when the combat encounters still felt like they were in first gear. While the first playthrough grants the same canonical ending for everyone, five optional conclusions await in New Game Plus, where your actions influence the finale to add some nice replayability.

Silent Hill f is a curious beast. Despite my misgivings, it’s a good Silent Hill game and an enjoyable survival horror adventure in general. The game nails its oppressive and creepy atmosphere, and it boasts a killer presentation from visuals to audio. The combat is faithful to past games while adding cool, effective wrinkles, but for how heavily it’s emphasized, the game fails to have players engage with it any differently than they had in the opening hours (save for one mid-game twist). Perhaps my biggest gripe as someone who loves to be scared is that you’ve seen the extent of how Silent Hill f plans to frighten you within its first half; beyond that, it’s diminishing returns with very few surprises. I like Silent Hill f, but I was prepared to have a love affair with it, and I’m left feeling as foggy as its quiet, ill-fated village. 



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September 22, 2025 0 comments
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Silent Hill F Review - Spirited Away
Game Reviews

Silent Hill F Review – Spirited Away

by admin September 22, 2025



In my restless dreams, I see that town. I see its fog-drenched foothills and derelict buildings. I see its dead-end alleys and blank-faced inhabitants. And though it’s not the same haunt that ensnared Harry, Heather, James, and the others–the same town that’s siren song broke many a man while simultaneously building one of the most iconic horror game franchises in existence–Silent Hill f’s Ebisugaoka is still a place that demands your attention; a place that, once you’re there, you never truly leave. Or perhaps more aptly, it never leaves you.

The same can be said for Silent Hill f itself. Although the game distances itself from previous entries in the series–most notably by trading in its Lynchian-meets-Boschian ambience and small-town America setting in favor of slow-burning Japanese horror and the humid foothills of Honshu–its overall experience is every bit as memorable as those offered by its predecessors. And yet Silent Hill f is not merely a somewhat-divergent continuation of a beloved series; it’s an evolution, offering several gameplay improvements while also paving a new path forward. With its brilliant writing, well-designed and strategic gameplay, engaging combat, and spectacular visuals, Silent Hill f firmly establishes itself as a phenomenal work of psychological horror and among the best entries in the Silent Hill series.

Though Silent Hill f’s setting is, to be cliche, very nearly a character in itself, at the center of the game’s story is Shimizu Hinako, a young high school student who is violently thrust into a disturbing version of her hometown. In the game’s opening moments, it’s made clear that Hinako’s relationships are rife with tension. As a young woman growing up during the late 1960s, much of this tension stems from her resistance towards being a “proper” young woman, much to her parents’ dismay. In her journal, she writes that her father is the very definition of a patriarchal husband–demanding, severe, and domineering–while her mother is passive to the point of cowardice. For a long time, Hinako’s older sister, Junko, was the only person she could rely on for companionship and protection. This changed, however, once she got married and left home, leaving Hinako alone and drowning in resentment.

The events of Silent Hill f kick off shortly after yet another fight at home. Following the argument, Hinako leaves to find someone–anyone–whom she can talk to. As she makes her way through the eerily quiet Ebisugaoka, we are introduced to her three closest friends: Sakuko, Rinko, and Shu. In typical teenage fashion, Hinako’s relationships with these three have an underlying sense of unease, though it’s not immediately clear why. And yet, teenage drama quickly becomes the least of her concerns once a fog-shrouded monster begins to hunt her down, leaving flesh-devouring spider lilies, chrysanthemums, and red streams of rot in its wake.

Hinako is forced to then navigate the narrow alleyways and abandoned buildings of Ebisugaoka as she attempts to avoid the infestation and the grotesque creatures who accompany it. And yet, this is only half of the harrowing experience Hinako endures. At certain points throughout the game, Hinako is thrust into a spirit realm, in which a disarming young man referred to as Fox Mask guides her through strange temples and dark trials.

Though this premise is plenty peculiar, Silent Hill f is in some ways a bit more straightforward than previous Silent Hill titles. Well… at first, anyway. At the very least, it’s not quite as uncanny. Rather than stumbling into suffering strangers who speak in riddles, SHF uses those closest to Hinako to heighten intrigue and tension–to alarm and unease. Whereas previous Silent Hill games always felt a bit like David Lynch’s take on a Hieronymus Bosch painting–alienating, dreamlike, and horrifying–Silent Hill f feels more like a collaboration between surrealist filmmaker Satoshi Kon and horror manga legend Junji Ito. I wouldn’t dare to say one is better than the other, even if my personal preferences skew me towards the latter, but I will say that Silent Hill f moved, unsettled, and awed me in ways few games can.

Regardless of whether Hinako is trudging through rice fields, roaming the halls of her former middle school, or traipsing alongside Fox Mask in the spirit realm, the world of Silent Hill f is stunning and atmospheric. Though I’ve never been to Kanayama–the real-life Japanese town that inspired Silent Hill f’s Ebisugaoka–I was extremely impressed by the way Konami managed to replicate a rural Japanese town. I certainly won’t claim to be an arbiter of authenticity, but as I wove through alleys and watched concrete and chainlink give way to worn-wood homes and dampened dirt paths, I was reminded of the time I’ve spent near Nagano, or south of Osaka: places where nature and culture coexist in such a surreal but beautiful way. As I moved through Ebisugaoka, I felt as though I could taste the humidity; as though I could smell the forest floor.

The spirit realm, on the other hand, feels appropriately unknowable–steeped in history and reverence. When you walk through its temple halls, it feels as if the world should be eerily quiet, ultimately making the rattling chains of four-legged enemies, chattering of dolls, and Akira Yamaoka’s phenomenal compositions all the more impactful. Yes, composer Yamaoka returns for Silent Hill f, and while he naturally retains his ability to build tension at the drop of a hat, Silent Hill f also might just show off how beautiful and consuming his work can be, too. I was impressed by how he makes SHF sound like a Silent Hill game while also giving it its own identity and celebrating its new setting, placing traditional Japanese instrumentation, guttural singing, and haunting choirs alongside his signature industrial sound.

Yet fidelity and sound aren’t all that contribute to how artistically profound Silent Hill f is. Among the more crucial elements are the game’s haunting visuals and nightmarish creatures, both of which disturb as much as they fascinate, and accomplish the game’s mission of exploring the space where the gorgeous and grotesque meet. Boss designs are consistently remarkable, drawing upon traditional Japanese attire, weaponry, and folklore to elevate them, while your standard enemies–from hewn mannequins to feminine monstrosities whose bodies are covered in pulsing, pregnant bellies–are every bit as unsettling. Expect to see flesh fall, bones snap, and plenty of viscera during your time with Silent Hill f, as well as cinematic cutscenes that feel utterly otherworldly.

More important than being both visually and audibly remarkable, however, is how Silent Hill f’s locations serve the game’s narrative and themes. Prior to Silent Hill f’s release, Konami stated that Silent Hill should be viewed as a state of mind rather than a physical location, hence why some games in the series–including SHF–don’t take place in the East Coast-inspired town. That said, if we are to view the locations these protagonists explore as metaphors for the human psyche, I can’t imagine a more suitable world than the one crafted here.

Ebisugaoka’s alleys cut through the town like neural pathways–twisting, turning, connecting, and coming to abrupt ends. Both the town and the spirit realm disorient just as much as they dazzle, heightening this sense of confusion and loss. They also revel in contradiction. Throughout the game, we witness gorgeous grotesquery as flowers and gore consume the town in equal measure; we stumble across sacred places that feel utterly profane, and watch as the supernatural and otherworldly collide with the lush and natural. Much like Hinako and Silent Hill f itself, this world is not meant to be entirely understood.

Naturally, this sense of mystery also heightens one of the Silent Hill series’ most notable features: its puzzles. Throughout Silent Hill f, there are roughly a dozen puzzles to solve, with a particularly important one sprawling across the entire game and requiring at least one playthrough to be completed before you can start it. Others are more straightforward, and task you with things like deciphering a coded language, finding and correctly placing medallions, or navigating complex hallways by pulling levers to open and close doors.

By and large, these are all engaging and just the right level of difficulty on the game’s Hard mode, its default puzzle difficulty. After completing the game once, you’ll also gain Lost in the Fog difficulty, which adds a bit more of a challenge, though I didn’t find it to be too extraordinary a jump. That said, one or two of these puzzles stand out as far less enjoyable (and more convoluted) than the others, ultimately dragging on a bit too long for my liking and resulting in my facing off against a grating number of enemies.

Fortunately, Silent Hill f alleviates some of the annoyance these moments stir up with remarkably fun close-quarters combat. Compared to previous entries in the series, Silent Hill f is more action-oriented, relying on executing perfect dodges and parrying at the correct time to dish out damage to enemies. Though the studio has shied away from comparisons to soulslikes, there is an undeniably familiar feeling as you bounce back and forth between light- and heavy-attacks before quickly dodging out of harm’s way. And whereas some horror games stumble when they lean too far into action, Silent Hill f manages to do so to great success, creating a fluid and engaging system that enhances the game rather than detracts from it.

That said, it’s not perfect. At times, I felt enemies were not quite as responsive to my attacks as I wished and lacked proper feedback. Other times, I found myself a bit frustrated by how the game’s tight corridors, quickly depleting stamina bar, and imperfect controls created situations where I was unable to do anything as an enemy continuously wailed on me. This didn’t happen too often, though, and considering horror games aren’t known for having particularly jaw-dropping combat, I didn’t mind those few moments of unreliability and overwhelm. In some regards, it served as a reminder that Hinako is just a high school girl, not a military-trained operative you might find in Resident Evil 3’s Raccoon City.

And while combat is more fluid than ever, this doesn’t necessarily mean it’s easy or that you should engage with every enemy you encounter. Keeping in line with former Silent Hill games, there is no real incentive for you to take on enemies you’re not required to kill to progress–no items are dropped, and no experience is given. In fact, choosing to do so can come at a detriment, as combat can be quite challenging and will always cost you more resources than you net, including your weapons.

Yes, in addition to your health, stamina, and sanity, you’ll want to pay attention to your weapon’s durability as you play, as weapon degradation is back. While this might sound like a lot to monitor, in execution it works extremely well, and greatly heightens the stakes and sense that Hinako’s survival must be won.

In addition to weapon degradation, Silent Hill f’s permanent-upgrade system also adds another layer of strategy and resource management. Throughout Ebisugaoka and the spirit realm are shrines Hinako can visit to enshrine select objects, including some of those used to heal or regenerate sanity and stamina. Enshrining an object converts it into Faith, which can then be used to draw an omamori–a talisman granting Hinako a random boon–or to permanently upgrade one of her stats. This adds an interesting element of choice, as you must consider whether you should hang on to your various healing items to use in battle or convert them into faith for permanent upgrades.

Trading in your items for upgrades is made even more tempting by the fact that both Hinako’s stat upgrades and omamoris carry over to New Game Plus, greatly heightening their usefulness and making subsequent playthroughs easier. And while you might not typically be the type to replay a game on New Game Plus, Silent Hill f makes an extremely compelling case to reconsider your stance.

Although a playthrough of Silent Hill f takes around 10 hours to complete, you’d be remiss to call it a 10-hour-long game. Within the game there are five endings, one of which you are locked into the first time you play, and it was only after unlocking two of them that I began to feel as though I somewhat understood what was happening to Hinako and her hometown; that I began to grasp that each playthrough should not be viewed as a separate experience, but as part of a whole.

As such, playing through Silent Hill f multiple times feels absolutely essential to the overall experience. For those of you familiar with the game’s writer, Ryukishi07, this might come as no surprise, as his other works are known for doing precisely this and often use their first ending to raise questions rather than answer them; Silent Hill f is no exception. Thankfully, fantastic gameplay, the ability to skip old cutscenes, plenty of new content each playthrough, and dramatically different endings–complete with different bosses–make playing through the game multiple times an exciting prospect.

Yet the most compelling reason to replay Silent Hill f is simply to experience every bit of its brilliant, horrifying, and, oftentimes, deeply cathartic story. Though I won’t dive too deep into the ideas and themes of the game in order to preserve the experience for others, suffice to say I was blown away by the mastery in which Silent Hill f explores gender roles, agency, isolation, identity, relationships, and womanhood, as well as by the way it perfectly balances clarity and ambiguity to create something profound and reflective. Among AAA titles, there are few games that dare to broach the same topics developer NeoBards Entertainment does in this title–and far fewer that handle them with even close to the same amount of grace, nuance, and conviction.

Perhaps this isn’t surprising, considering that nearly every part of Silent Hill f is crafted with the same level of care and skill. And yet, that doesn’t make anything about this game and what NeoBards has achieved any less impressive. Silent Hill f is not just a return to form, it’s a remarkable evolution; it’s a visual spectacle, a mastercraft in psychological horror, a work of narrative brilliance, and a new benchmark for the Silent Hill series.



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September 22, 2025 0 comments
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Silent Hill f review | Rock Paper Shotgun
Game Reviews

Silent Hill f review | Rock Paper Shotgun

by admin September 22, 2025


Silent Hill f review

Silent Hill f marks a big change for the survival horror series with a new setting, time period, and combat focus, but it still delivers strong scares and a lot to think about – even after you’ve stopped playing.

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Release: 25th September 2025
  • On: Windows
  • From: Steam
  • Price: $70/£70/€80
  • Reviewed on: AMD Ryzen 5 4500, Nvidia GeForce RTX 3060, 32GB RAM, Windows 10


Is there anything left that Silent Hill can offer us? Last year, I felt the answer to that question was a resounding no. The series’ comeback game The Short Message, a short teaser of a horror experience, landed far, far away from my tastes, and last year’s Silent Hill 2 was a remake of a game that needed one perhaps less than any other. This year is different though, because it has a true, full-sized, and most importantly new entry to bring this question back to the forefront. And Silent Hill f is a game that has, annoyingly, put me in my place.


The game’s series-first setting, 1960s Japan, feels quite well positioned to deal with some pretty big themes outside of the usual guilt and grief – in particular, gender inequality. Going into it, this is probably what made me the most nervous. Having now played it, that anxious feeling has quietened, as I think what it does have to say is in part worth saying in the first place, but also worth engaging with – even if I have some caveats. An intriguing turn of events for Silent Hill revival sceptics like myself.


Silent Hill f starts us off with teen girl protagonist Shimizu Hinako bailing on an argument with her alcoholic, abusive father to go see some friends, including Shu, her male (that’s important) best mate. That classic fog starts to roll in soon after her arrival, another friend turns into flowers, and a monster gives chase, sending the remaining lot of them into a surreal, twisted version of the place they call home. Same shit, different country.


Immediately, I felt surprised by how it did all feel like ‘a Silent Hill game’. For one thing, Hinako is introduced with precious little context for her life and backstory: she’s just thrust into the mess of it all and forced to deal with whatever trauma she’s been keeping bottled up. It’s a similar trick to the one Silent Hill 2 pulls early on, withholding details on why James has come to town, and Silent Hill f is certainly successful at spinning the intrigue on who Hinako is and why she’s in this position herself.

Image credit: Konami / Rock Paper Shotgun


Its more important accomplishment, though, was having me Scooby-Doo-style spinning my legs in the air in an attempt to run away in terror. SHf’s monsters, beasties, and physical manifestations of [insert interpretations here] were truly horrid to look at, and worse to have snarling up in your face. Some of them move erratically, which makes their violent lunges harder to predict, and while bigger enemies are slower and more lumbering, they still move with an domineering sense of threat. All of which makes the more Souls-influenced melee combat interesting, if still likely to prove divisive.


Hardware ed James, for one, wasn’t the biggest fan when he played at Gamescom last month. I don’t know if any tweaks were made since then to tighten up the bludgeoning, but I had no problems with it myself. Missing a swing generally felt like my fault, the impact of steel pipes and axes always landed with a satisfying thunk, and nothing – be it my arsenal or the fog’s monsters – felt imbalanced for an action-horror adventure.


It’s just.. it is quite actiony. You have a stamina meter, which depletes with weapon swipes as well as dodges, though perfect dodges will restore that stamina while slowing down time. Combined with a parry-ish move that stops enemies in their tracks so you can launch into a counterattack, the fighting is rarely bad, but it never feels very Silent Hilly (Shilly?).

This isn’t the Resident Evil 4ification of Silent Hill either, to be clear. Hinako doesn’t do any sick flips, and not once does she parry a chainsaw. I’d even say I enjoyed the combat more often than not. But still, I’m not sure at home it feels within a world like Silent Hill’s, especially considering Hinako is a teenage girl with no apparent combat training. It’s something I ended up justifying in my own head: Hinako is quite an angry teenage girl, as many are and should be – the world is not known for being kind to that particular demographic historically – so why shouldn’t she get to exert some of that rage?

As it happens, the reasoning behind Hinako’s rage is something that Silent Hill f manages to explore with both zero subtlety and a surprisingly amount of nuance, whether it’s focusing on Hinako herself or exploring why her dad is such an abusive drunk. Ultimately, Silent Hill f isn’t about dash-dodging around yokai: it’s about expectations of gender.


See, there are two other things to know about Hinako. The first is that she has an older sister, Junko, whose youthful kindness and playfulness faded away once she got married – not that it hurt her position as their parents’ favourite daughter. The other is that Hinako is seen as quite masculine by her friends and family. She’s a bit rough and tumble; she doesn’t care for dolls, but she does like playing Space Wars with her platonic “partner” Shu.


Now, I’m not saying that in the year of 2025 we’re entirely free to express ideas around gender as and how we like, but it certainly was a damn sight worse in the sixties, and Silent Hill f doesn’t shy away from that. It’s immediately apparent that there’s an expectation placed upon Hinako that she must fit into society and, just like her sister, eventually find a man to settle down with – notions she wholly rejects. Shu’s just her partner, people.

Image credit: Konami / Rock Paper Shotgun.


Even so, they’re notions she can’t seem to escape, even when she’s repeatedly plucked from the ‘real’ world to another, more mystical one, as this is a realm where tradition reigns supreme. There are torii gates. There are old lanterns. There are Zen gardens and Shinto temples. At my most cynical, this is where Silent Hill f’s presentation of its new setting seems to teeter on the edge of Thing, Japan a little too precariously. It’s not without purpose, however. The trials that Hinako endures here certainly feel tantamount to being forced to fit into society, and it’s something that I think that might even strike a chord with gender non-conforming folks out there.

I don’t want to spoil too much of what textually happens, because Silent Hill has always been its best when you’re interpreting its themes for yourself. Likewise, it’s hard to examine the effects of writer Ryukishi07’s signature approach to structure without giving too much away, even if it’s executed wonderfully. But for me, it’s a game about figuring out who you are when the people close to you (and society at large) have such narrow expectations for you. There’s even an eyebrow to be raised here at Hinako’s mother, a parental figure you’d think, or hope, would be more protective than she is shown to be in such a world. Nuance! All of this is a powerful thing to feel and experience in a game, and a fresh one for Silent Hill specifically.

Watch on YouTube

I still hold complicated feelings on Silent Hill f. There’s a big part of me that wanted to resist it, simply because of the industry’s current overreliance on wringing out (and recycling) existing series. And yet here I am, constantly thinking about it, what it’s saying, dealing with how I’ve been confronted with messy emotions and upsetting realisations. It is, in fact, interesting, and games being interesting is more important to me than how they fall on a simple good/bad scale.

So yes, Silent Hill does still has something to offer, and right now I can’t stop thinking about the game that provides it. Or talking about it! I’m excited for my partner, a fellow Silent Hill lover, to play it, so I can dig into its themes with them. And then grab my friend, who’s only just got into the series, and do the same with them.

There’s nothing I love more in life than a piece of art that triggers a desire for discussion, and in the face of my own assumptions, Silent Hill f has done that for me. Its combat, its new setting, or even its subject matter might not do that for you, but the bottom line is, it turns out that even after all these years, Silent Hill can still strike up an exciting conversation.



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September 22, 2025 0 comments
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Amazon Wants You to Ditch Your Old Laptop and Upgrade to the New MacBook Air at a Record Low
Game Reviews

Amazon Wants You to Ditch Your Old Laptop and Upgrade to the New MacBook Air at a Record Low

by admin September 21, 2025


Apple’s latest MacBook Air (launched in March) has been among the company’s most popular laptops for some time now, but price has usually been the stumbling block. On Apple’s website, this MacBook Air with the M4 chip in its base configuration (16GB of RAM and 256GB SSD storage) starts at $999.

But today, Amazon has knocked everyone back by lowering the very same model to an all-time low price of $799. It includes the same warranty, the same box-fresh product and even more convenient delivery and return arrangements.

See at Amazon

The Lightest MacBook Just Got Serious Power

The new M4 chip is at the heart of it and brings faster performance across the board. For everyday use, it makes juggling multiple apps smoother and faster. But it also goes into denser ground like photo and video editing or even graphics-intensive games. On top of that, Apple’s new Intelligence features which rely on the M4 to make writing assistance, automating operations and privacy-first AI capabilities possible.

While the performance boost is significant, design is still focused on portability: Winging in at over 2.7 pounds and under half an inch thick, this MacBook Air is meant to slide into a bag and almost disappear until you need it. Battery life is another bonus with up to 18 hours on one charge. That means you really can make it through a whole workday without having to plug in. It still has the same MagSafe charging port that’s so fashionable again, plus two Thunderbolt 4 ports, a headphone jack, Wi-Fi 6E, and Bluetooth 5.3 support. For extreme users, you can even connect up to two external monitors.

The screen is also somewhere where the Air does better than you might guess at this price: The 13.6-inch Liquid Retina screen displays a billion colors and has amazing brightness and contrast. Text is razor-sharp for everyday use like reading and writing. But when streaming TV shows or looking at photos, the color accuracy is actually superb.

Apple has also put major work into the camera and audio system, changes that are more vital than ever with so much of life happening on video calls. The 12MP camera with Center Stage keeps you centered and properly focused and the three-microphone array ensures voices sound loud and clear. Four built-in speakers handle audio with support for Spatial Audio, and thus music or conference calls can sound surprisingly immersive.

What should seal the deal for many is the value angle. At $999, the MacBook Air M4 is already positioned as Apple’s most balanced machine between performance and portability. But at $799 on Amazon, you’re essentially getting premium performance, build quality, and the ecosystem advantages of macOS at a price that undercuts many Windows ultrabooks with weaker specs. Throw in Amazon’s delivery speed and return policy, and it’s difficult to argue full price up front from Apple’s website at this point.

The MacBook Air has long had the reputation of being the Mac for everyday use. With the M4 chip now inside and a historic price cut dropping it under $800, the 2025 MacBook Air feels like a golden moment for upgrading.

See at Amazon



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September 21, 2025 0 comments
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Lego Harry Potter Castle
Game Reviews

LEGO Is Offloading the Harry Potter Hogwarts Castle for Early Prime Day, Now Selling at a Steal

by admin September 21, 2025


Harry Potter and Star Wars have always been LEGO’s biggest hits, and that’s no accident. These sets click with fans in a way few things do: they’re beautifully designed, instantly recognizable and tap into stories that people love to revisit.

Out of all of them, the Hogwarts castle and grounds set is one that really captures the magic. It’s sitting at a 4.8 out of 5 rating with nearly 2,000 reviews, which should tell you just how much people enjoy it. And the timing couldn’t be better: right now on Amazon it’s down to $136 from $169, the lowest price it’s ever been. With early Prime Day deals already dropping, this one could vanish quickly if stock runs out.

See at Amazon

Creating The Magic of Hogwarts at Home

There’s something special about seeing Hogwarts assemble before your own eyes, piece by piece. It’s not just the castle – it’s the grounds and the castle, in LEGO detail for the very first time ever. With 2,660 pieces, you’ve got a project that’s in-depth without being overwhelming. When finished, it’s more than 8.5 inches tall, 13.5 inches wide, and 10 inches deep, a near-perfect balance between stand-out large and fit-as-a-book small.

And the details, those details – those create the magic. The Great Hall, the Astronomy Tower, the greenhouses, bridges, courtyards, the Boathouse on the Black Lake—it’s all there. Hidden spots bring more surprises: the Chamber of Secrets, the Potions Classroom, the Winged Key room, and the giant chessboard chamber. Out on the lake you’ll notice the Beauxbatons Carriage and the Durmstrang Ship, while the Whomping Willow (complete with a flying Ford Anglia) adds another nod to the films.

And then of course, is the actual enjoyment, which is building. Sets like these are built with adult fans in mind and give you a project that you can get your hands on, recharging while creating. It’s the kind of build that feels almost meditative: you settle in, sort the bricks, and step by step construct one of the most iconic landmarks from the Wizarding World. And when you’re done, it isn’t just a pile of bricks, it’s a model that looks fantastic on display and instantly sparks conversations.

What makes this deal even sweeter is the price point. At $136, you’re getting a set this detailed for less than many similar adult-oriented LEGO models which often climb past $200. With the number of pieces, the design quality, and Harry Potter set popularity in mind, this is one of those offers that does not sit around.

See at Amazon



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September 21, 2025 0 comments
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A PS4 trophy list for 2007's Tomb Raider: Anniversary has leaked online
Game Reviews

A PS4 trophy list for 2007’s Tomb Raider: Anniversary has leaked online

by admin September 21, 2025


A trophy list for a PS4 version of 2007’s Tomb Raider: Anniversary has popped up online.

While we’ve heard nothing official about a Tomb Raider: Anniversary re-release – let alone confirmation of a third remastered collection – the achievements are available on the PlayStation trophy tracking site, True Trophies.

The history of Tomb Raider – 20 years of Lara Croft.Watch on YouTube

Odds are, however, this is probably just a port rather than the next instalment of Aspyr’s remaster efforts, not least because there are substantially fewer trophies than we would expect from a modern remaster, and as the redditor who spotted the leak posits, we’d probably see trophies for Legend and Underworld, too, if Anniversary was part of wider collection.

As the OP explains it, “the style of this leaked list tracks with other games released for Sony’s classics catalogue, e.g. the small number of trophies and the design of the images. If it were Saber’s remaster, it would likely have a large, expansive list of things to do, and the images would be in the same style as TR1-6 were”.

Anniversary leaked for PS4
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That doesn’t mean Aspyr isn’t working on a new remastered collection, of course, only that this probably isn’t it. We’ll probably find out for sure one way or the other soon, though.

Tomb Raider is one of the most storied franchises in gaming history. Debuting almost 30 years ago, Lara Croft’s first adventure was one of the pioneers of early 3D gaming, and turned the fearless explorer into an instant icon. Here’s how to play the entire Tomb Raider franchise in order, either by release or chronological date.

Françoise Cadol, the actor who voiced the French version of Lara Croft in all of Tomb Raider games from their inception to 2008, recently revealed she was taking legal action against Aspyr Media for the apparent AI-generated use of her voice in the Tomb Raider 4-6 remasters.



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September 21, 2025 0 comments
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