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A WWII solider yells orders.
Game Reviews

Call Of Duty Fans Spiral After Activision Reportedly Passed On Spielberg

by admin September 6, 2025


The new video game movie gold rush is finally seeing Call of Duty get adapted for the big screen, but we still don’t know who is writing or directing the military shooter’s Hollywood debut. According to Puck News, Steven Spielberg was lobbying for the job but Activision turned him down. The three-time Oscar winner wanted full creative control that the publisher reportedly just wasn’t willing to give. Call of Duty fans are in shock.

“This has got to be one of the biggest fumble in video game movie history,” reads one of the top threads on the Call of Duty subreddit this morning. “Imagine turning down the guy who made Saving Private Ryan to go with the studio responsible for the Halo show,” wrote another.

Multiple movie studios were pitching Activision on handling the film adaptation of the top-grossing annual franchise, including Universal whose package included Spielberg as the director. According to Puck News, the publisher, now owned by Microsoft, balked at the “Spielberg Deal” which would have given the Schindler’s List director “top-of-market economics, final cut, and full control over production and marketing.” So Activision ultimately went with Paramount instead, which released the slick, feel-good military thriller Top Gun: Maverick in 2022.

As fans have pointed out, there’s an incredible irony in a series like Call of Duty passing on a collaboration with Spielberg. The original Call of Duty was a direct response to the Medal of Honor series, which Spielberg produced the first three games for. Activision than hired away the guys who made Medal of Honor: Allied Assault to form Infinity Ward and make its own WWII shooter. Moments from Saving Private Ryan like the Normandy landing scene helped inform the DNA for what a classic Call of Duty action set-piece even is. And then, nearly 25 years later, Activision turned around and said, “no, thank you”?

Video game movie adaptations are fraught enough as it is without turning down someone you can rely on to at least have a clear and cohesive vision for what it’s going to be on top of being one of the safest bets in Hollywood. Paramount may be able to deliver a silver screen windfall for Activision regardless, and I’m sure there’s no shortage of high-profile directors who will share creative control with the publisher for enough dollar signs in their contract. But some Call of Duty fans will probably never forgive the company for not taking a risk on what could have been.



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September 6, 2025 0 comments
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More action than RPG, Vampire: The Masquerade - Bloodlines 2 struggles to convince after a few hours' play
Game Reviews

Vampire: The Masquerade – Bloodlines 2 to refund all PS5 Premium Editions following backlash over paywalled clans

by admin September 6, 2025


From next week, anyone who pre-ordered their Vampire: The Masquerade – Bloodlines 2 Premium Edition via the PlayStation Store will be refunded.

Community developer DebbieElla told players the refunds were coming as part of recent “adjustments”, and confirmed we’ll get “all the details” on the changes on 17th September.

We weren’t allowed to direct capture the preview build but we were supplied some b-roll to fit a video together with instead.Watch on YouTube

As we reported last week, Vampire: The Masquerade – Bloodlines 2 publisher Paradox is rethinking its plan to charge for two of the six playable clans in the game following community feedback. The news came after publisher Paradox announced the release date for Vampire: The Masquerade – Bloodlines 2, 21st October, along with pricing details for the game. It was then we learned the company intended to charge £20 extra to access two clans in the game, via a Shadows and Silk content pack.

According to developer, The Chinese Room, these two clans represented content developed beyond what was originally planned for the game after it inherited development of Bloodlines 2 from Hardsuit Labs. Consequently, The Chinese Room’s reasoning was this was additional content developed for the game, so it would sell it as such at release. But not anymore.

Now, in a Discord post, DebbieElla writes: “We are working hard on the adjustments that we promised, and we will be able to tell you all the details on 17th September. Making significant changes like this involves many moving parts, and we want to make sure that we get it right with this change.

“Anyone who pre-ordered the Premium Edition through the PlayStation Store will be contacted and refunded starting Monday 8th September. You’ll be able to pre-order your Premium Edition copy later again, before the release on 21st October. Please note that this is an intentional first step in our planned course of action leading up to 17th September to deliver the best possible experience for you at launch.”

The post closed on thanking players for their patience, and later messages from DebbieElla confirm this only applies to this particular edition sold for PlayStation – purchases on other platforms are unaffected.

Some are now hoping this signifies all clans may be available in the base game, but as one player points out, however, “taking the clans out of the deluxe editions is the easy part. The hard part is trying to figure out what else they can put in there”.

In his Vampire: The Masquerade – Bloodlines 2 preview a few weeks back, Bertie wrote: “[T]his is a sequel to a cult RPG after all, and one based on a major tabletop RPG to boot. In this case it feels valid to crave a little more role-playing, a little more texture and depth to the game’s people and conversations. And so for now, a question mark remains”.



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September 6, 2025 0 comments
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GMKtec G2 Plus Mini PC,
Game Reviews

Move Over, Mac Mini, There’s a Mini PC Eating Your Lunch for Just Peanuts at Amazon

by admin September 6, 2025


Here’s an Amazon deal that will make minimalist warriors celebrate and Mac Mini loyalists have serious thoughts about crossing over to the dark side, aka Windows. The GMKtec G2 Plus Mini PC delivers incredible value from its teeny-tiny footprint, and easily outpunches its $230 regular price. But Amazon’s practically giving it away now for just $158, a sweet 31% off deal that will have you rethinking your desktop setup.

We’ve seen portable storage drives that cost more than the limited-time $158 price you can now grab the GMKtec G2 Plus Mini PC for, and while it wasn’t very long ago at all that we would shamelessly roll our eyes at a $158 PC, this one brings the goods. It has an Intel Twin Lake N150 processor that can hit up to 3.6GHz on the speedometer, a 512GB solid-state storage drive, and if you have three external 4K monitors that are sitting around in need of a connection, the tiny GMKtec G2 Plus Mini PC can run them all while hiding behind one of them.

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Hide and Peak

One of the major selling points of the GMKtec G2 Plus or any other mini PC is the tiny amount of desk space it takes up. But there’s also the option of devoting no desk space to it — literally. Even if you can spare a modest footprint of 3.42 inches square by 1.55 inches tall, the GMKtec G2 Plus also comes with a vesa mount so you can securely anchor it to the back of an external monitor. With all the wired connections also hiding behind the display, you can make the GMKtec G2 Plus disappear.

What you can’t hide is the performance this mighty mite delivers. That upgraded Intel Twin Lake N150 processor is backed by 12GB of LPDDR5 RAM and an Intel Graphics chip with a frequency of up to 1000MHz to keep things moving along at a brisk pace. If the 512GB of storage isn’t enough for you, it’s expandable to 2TB, or you can use its ample supply of USB ports for external storage.

Immense Bang for the Buck

Is the GMKtec G2 Plus going to replace a high-end gaming PC, or win benchmark contests against the Mac Mini? No. Will it give you more than enough processing power and speed to get all of your work and maybe some light gaming done, and make your browsing a breeze thanks to Wi-Fi 6 and Bluetooth 5.2 connections, or the dual RJ45 Giga LAN ports? Absolutely.

Best of all, the GMKtec G2 Plus Mini PC will get all of that done and be an ultra-reliable everyday desktop PC while stuffing a pile of money back into your checking account compared to the big PC desktops and the Mac Mini. While Amazon’s limited-time deal is still delivering a 31% discount, the GMKtec G2 Plus Mini PC is just $158.

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Hollow Knight: Silksong is being review-bombed in China
Game Reviews

Hollow Knight: Silksong is being review-bombed in China

by admin September 6, 2025


82 per cent of Hollow Knight: Silksong’s Steam reviews may be positive, but it seems the adoration hasn’t been universal, with hundreds of Chinese-speaking players slamming Team Cherry for issues with the sequel’s translations.

It’s been such a problem, in fact, that even though Silksong’s reviews are chiefly either Very or Overwhelming Positive when you isolate by language, Silksong’s simplified-Chinese Steam reviews are sitting on an anomalous Mixed rating.

Perhaps unsurprisingly, then, Team Cherry’s Matthew Griffin directly addressed Chinese-speaking players on X/Twitter overnight, acknowledging the issue and confirming “we’ll be working to improve the translation over the coming weeks”.

Hollow Knight: Silksong Gameplay – The First Two Hours.Watch on YouTube

“To our Chinese-speaking fans: We appreciate you letting us know about quality issues with the current Simplified Chinese translation of Hollow Knight: Silksong,” he wrote (thanks, Kotaku). “We’ll be working to improve the translation over the coming weeks. Thanks for your feedback and support.”

To our Chinese speaking fans:

We appreciate you letting us know about quality issues with the current Simplified Chinese translation of Hollow Knight: Silksong.

We’ll be working to improve the translation over the coming weeks.

Thanks for your feedback and support.

— Matthew Griffin (@griffinmatta) September 5, 2025

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Chinese-speaking players’ feedback suggests Hollow Knight: Silksong’s translation “reads like a Wuxia novel instead of conveying the game’s tone”, is “of rather low quality”, and “really ruins the game experience…”

Consequently, of the 16,000+ reviews left for Silksong by players categorised as playing in the ‘Simplified Chinese’ language, just 44 per cent have left a positive review.

For more on Silksong, Bertie spoke to several developers about the impact its low price will have on other indie games in his feature: Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact. And interestingly, the pirating community is actually urging others to buy the game, rather than pirate it.

And in news unlikely to surprise you as we go into the weekend, Hollow Knight: Silksong has already broken its own concurrent record, hitting 562,814 players on Steam.





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A picture of Michael Scott from The Office shows a space helmet from No Man's Sky superimposed on his face.
Game Reviews

No Man’s Sky Fan Rebuilds The Office

by admin September 6, 2025


The grounded, relatable setting of a certain paper distributor in Scranton, Pennsylvania might be the furthest thing one could imagine from the endless, procedurally generated galaxy of No Man’s Sky, but one virtual space explorer has put some serious digital elbow grease into recreating The Office’s iconic setting. It’s a delight to check out for fans of the show or for those who appreciate some solid base building in Hello Games’ massive space sim.

The replica’s creator, user Ok_Misterpiece_9363, showed it off on Reddit where it’s amassed more than 14,000 upvotes and tons of excited comments filled with Office memes from fans impressed by how faithfully the Scranton-based office space and warehouse has been reproduced.

What’s really neat about this office recreation is how much of the building and the experience of traveling through this space it captures. Having visited many Dunder Mifflin recreations in games like VRchat myself, I’m typically used to just seeing the main floor where most of the show’s action takes place. But this NMS version lets you walk in from the ground floor and, with a quick teleport jump, you can then explore the main office suite, the “annex” area, and even take a quick trip down to the warehouse.

Those who know the fictional office well might be able to spot a few omissions and quirks, however. Intern-turned-fraudster-turned-hipster Ryan is missing his closet office from the later seasons; the conference room leads directly to the warehouse (there’s a corridor behind it instead on the actual set of the show); and speaking of the warehouse, it doesn’t look much like what we’d seen in nine seasons of the celebrated comedy.

These deviations aside, this is an undeniably cute homage to a beloved comedy, filled with references to various memorable moments such as Pam and Jim’s rooftop date, the speedometer race scene from an episode in season five, and more.

If you want to visit galactic Dunder Mifflin yourself, Ok_Misterpiece_9363 has provided the coordinates here.



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September 6, 2025 0 comments
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Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
Game Reviews

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic

by admin September 6, 2025


“There was a big thing where Sony didn’t like the game when we released it,” Until Dawn creative director Will Byles recalls. “They really hated it in fact, and pulled all the marketing. It was really frustrating.”

It wasn’t the reception Until Dawn studio Supermassive Games was anticipating after spending half a decade developing the now-beloved cinematic horror game, but any concerns Sony might have had were quickly forgotten. When Until Dawn launched in August 2015, it was a critical and commercial hit, scaring up a legion of fans and even winning a BAFTA. Ten years later, Until Dawn is now rightfully considered a modern horror classic, fondly remembered both as a bold experiment in storytelling and a hugely entertaining game in its own right – one that still holds its own today. And with its tenth anniversary now here, we sat down with Byles to discover how it all came to be.

1.

Byles’ career had already been an eventful one by the time he joined Supermassive Games in 2010. He’d started out as an artist before moving into theatre as an actor, director, and prop maker, and it was his skill in model making that eventually took him down a different path toward animation, initially under the guidance of Paddington and Wombles animator Barry Leith, then at famed Wallace and Gromit studio Aardman.

It was a journey that would lead to computer animation and, later, a stint at EA, where Byles – then serving as art director on Battlefield – began dreaming about what else games could be. “I could see a future inside gaming that was more than just hardcore design and much more about the aesthetics, the storytelling, the narrative and beauty of it,” says Byles. And then came developer Quantic Dreams’ Heavy Rain.

Until Dawn creative director Will Byles. | Image credit: Will Byles

“There wasn’t anything really like it out there,” Byles recalls. “Sony, quite bravely I think, went: let’s give that a go, [and] it came out and got a great reception.” It was a success Sony was keen to replicate, and so it approached Supermassive, then a second-party studio, with an idea. “They said to [co-founder Pete Samuels], ‘Can you make a game like this as well?’, and Pete said, ‘Not right now, but I know a man who can.'” And that was where Byles joined the story.

Supermassive’s first attempt at an interactive drama was, by Byles’ own admission, ambitious to the point of unworkable. “It was a non-UI [game] where everything you did was basically a choice all the way through. And it had a sort of adaptive way to deal with stuff; if you wanted to open a door, you could just walk up to it. But [there was] a modifier so if you held the stick forward, you’d basically kick it in… But when we built a prototype, you didn’t know those choices were happening, they just were happening all the time. So that invisibility became its own worst enemy… We pitched to [Sony] which they really liked, but they ultimately said, ‘Listen, it’s a bit too complex.'”

Meanwhile, another project within Sony was struggling to coalesce. “They’d already started making it in Sony’s London Studio and it had problems,” explains Byles. “[So Sony said], ‘Given you’re doing this kind of interactive story stuff, why don’t you have a look at that?'” And that was how Supermassive inherited the game that would eventually become Until Dawn. Known as Beyond, it was a first-person horror title designed for PlayStation 3’s Move motion controller that told the story of a masked killer terrorising a group of teenagers at a snowy ski lodge.

“The way you played it was with a flashlight [mapped to Move],” recalls Byles, “and you had a bunch of QTEs and stuff. There were some great things in it, some quite clever ideas, but it was very literal, and the story was a difficult sell… It was very dark. One of the girls had got pregnant by her boyfriend the year before and had an abortion because she’d spoken with some of her friends. And then this boyfriend had decided to kill everybody who was involved in it. So [Sony] gave us this and said, ‘Listen, please just rewrite this and do something with it because it’s not working [and] we’d really like to push this to another level.’ So I rewrote the whole thing.”

Until Dawn as it would eventually look five years later. | Image credit: Eurogamer/Supermassive Games

Supermassive’s work on Until Dawn, then still planned for PS3, began in 2011, with Byles drafting a 100-page story treatment charting the game’s journey – minus the branching narrative that would come to define it – from beginning to end. “If that works then that’s a starting point,” he explains. “But if it’s not an engaging story, you start again.” The essence of London Studio’s original idea, though, remained. “It was definitely not [a case of] throwing the baby out with the bath waters,” says Byles. “There were a few names we kept, the balance of eight teenagers, the teen horror… And I personally really like [the mountain] aesthetic. But we really pushed it to a very different level, to a self-aware sort of Scream style… where we started off as one thing, this teen slasher, but switched it around so that’s not the thing at all.”

Byles describes Supermassive’s vision for Until Dawn as a “deliberately pitched” teen horror. “Once it’s up and running,” he elaborates, “it starts to kind of unravel a little bit. A lot of it was designed to really foil your expectations, [so] we intentionally made all the characters very primary coloured to start off with, like a sort of teenager’s facade. [At that stage in life], your biggest worry really is about who you are; we wanted everyone to be at the pinnacle of self-actualisation with all their own little demons and [then, as their survival instincts kick in] start pulling bits away [until they’ve] become a more realistic, genuine person. There was a lot of that, trying to start it off from this position of not ridicule but certainly, ‘We know we’re not a serious horror film-stroke-game.'”

“It’s very difficult working with a publisher on subjective storylines, because everybody above a certain level has got feedback [and] you really do end up in a committee level of story writing where almost nothing from the original has stayed.”

For Byles, though, Until Dawn’s narrative – which gradually swaps classic slasher tropes for more cryptozoological concerns – wasn’t just about subverting audience’s expectations. “I was actually very deliberate in making sure there wasn’t a psycho hitting people,” he says. “A very lazy way of giving jeopardy is putting somebody who’s mentally ill into a position of killing people… I’ve had close relationships with people who’ve struggled with mental illness and I thought, ‘I’m not going to be part of something that’s perpetuating a level of stereotyping.’ [The character of Josh] is suffering badly from the trauma of losing his sisters and is reacting to it in a way that’s maybe not quite proportional, but he certainly isn’t murdering people.”

Another storytelling rule the team adopted came not from movies but rather Byles’ frustration with Heavy Rain. “There’s a bit in the typewriter shop,” he explains, “where you’re playing as the detective and they murder somebody. It happens outside of you knowing it and from then on you don’t know you’re the murderer. And it really annoyed me… that wasn’t just a bit of misdirection, it was an absolute lie. That was being disingenuous. So we had a rule that no player character could know anything of pertinence the player didn’t know.”

Larry Fessenden and Graham Reznick promoting Until Dawn. | Image credit: Will Byles

With the narrative groundwork laid, Supermassive turned to renowned horror filmmakers Larry Fessenden and Graham Reznick to develop Until Dawn’s initial story outline into a full, and more genre-authentic, script. “It’s very difficult working with a publisher on subjective storylines,” Byles explains, “because everybody above a certain level has got feedback. And that ultimately makes things insanely difficult, even more so when it comes to script and dialogue, because you really do end up in a committee level of story writing where almost nothing from the original has stayed; you’ve ended up with this sanitized, bowdlerised version.”

“So, we made a point of going to find film writers, in a way to try and avoid those conversations over the scripts. We just said, ‘Listen, these people make horror films all the time… whatever they come up with, effectively that’s okayed. No one’s allowed to say it’s not unless it’s broken something, unless it’s breaking the law, or whatever. And then we can have a conversation.'” The hope, ultimately, was that the approach would result in a slightly more sophisticated script than those typically seen in video games at the time.

2.

With Until Dawn’s story pieces in place, Supermassive could start building them out into a game. And while its status as an interactive drama meant player choice was already a given, the team was keen to take things further. “We asked ourselves right at the very beginning really, what’s the important thing in a horror movie? And one of the big things is jeopardy. But in video games, you didn’t really have jeopardy because you could just start from where you left off… So we threw in a rule that everybody can live and everybody can die, [and that] you couldn’t go back… because otherwise death was basically just a failstate rather than a story element. We didn’t want any of that. We wanted [the story] to literally change as you went on.”

As Byles recalls, that immediately made choices more consequential, “because if I die and I’m playing Ashley, and I like Ashley… I’m going to be really, really upset… so that whole thing set up a level of consequence and tension we didn’t have [before].”

Until Dawn’s core cast of characters, and their respective performers. | Image credit: Will Byles

But arranging a story around characters who weren’t guaranteed to make it through to the closing credits brought its own complications, which Supermassive approached by developing a narrative structure Byles refers to as the “circles of destiny”. Essentially, this imagines the story as a wheel, with each character’s journey following its own ‘spoke’ from an outer starting place to a converging point in the centre.

“If one of them dies halfway through, the structure is still there,” Byles explains. “All these other spokes are still there. And as long as you meter those out… you can absolutely guarantee you’ll get to the end of the story with at least one or two of those characters just by writing it that way. But that doesn’t mean you haven’t got 50 deaths available up until that point.”

All of which left ample room for different player-driven permutations to Until Dawn’s story, but there were limits. “Ultimately, because you’ve got a finite budget,” says Byles, “the more branching you have, the less you can spend on any one particular branch. So it’s always going to impact the quality and the story. Stories can’t make themselves – they do need to be honed and engineered and worked out – so we had a rule… that if we came up with a really good idea and it was on a branch, the other branch had to be equally as good.”

As it happened, Supermassive’s aborted original attempt at developing an interactive drama for Sony had already taught the team a valuable lesson: that less is more. “We [originally] thought it would be more exciting to have this almost unlimited level of branching, and that’s really not the case,” Byles explains. “People want a really good story that you can control as you go through it… It turns out choices are much more about the appearance of the choice and the feeling you get when you make a choice than the choice itself.”

Byles points to developer Telltale Games’ celebrated The Walking Dead series – and its infamous “X will remember that” prompts – as a great example of this idea in action. “Often they didn’t make any difference,” he says, “but there was the awareness you had as a player like, ‘Shit, that feels like I’ve done something, but I don’t know that I want them to remember that'”. Similarly, Until Dawn’s Butterfly Effect alerts, which would appear in response to certain choices, were designed to imbue player decisions with a sense of weight and tension. “Just going to players, ‘Listen, that’s a thing now’, honestly made such a difference, [creating] that level of expectation and understanding of how consequential things were.”

Some choices are more impactful than others. | Image credit: Eurogamer/Supermassive Games

Not that every choice moment in Until Dawn was equally consequential. “Things happen from all of them,” Byles explains. “It’s just how much happens. I’m loath to say they didn’t [all] matter, but I’m also very aware that [some of them are] cursory. The number of actual Butterfly choices that really made a difference – whether people lived or died because of them – I think was nine in the entire game.”

As the team discovered, though, even choices that appeared minor on paper could weigh heavily on players’ minds. “There’s a funny thing,” says Byles. “As well as the… actual outcome [of a choice], there’s another outcome which we didn’t know about at first but that we now utilise a lot, which is the contextual outcome.”

“If you have a conversation with somebody who has just told you they hate you,” he elaborates, “every part of the conversation that follows is a different conversation regardless. It might be the exact same words and it might be performed in the exact same way, but fundamentally it’s a different conversation because you feel differently about it.”


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Among Until Dawn’s myriad choices, there was one branching path the team assumed only a few players would be foolhardy enough to follow – an assumption that proved almost comically wrong once the game hit shelves. In Chapter 9, shortly after learning Wendigos can mimic voices, Ashley hears her missing friend Jessica calling – and players are given the choice to either stick with the group or splinter off to investigate.

“Within a horror context, you stick with the others,” laughs Byles. “Of course that’s what you do. We thought, ‘No one’s going [to investigate]’, but we’ll put it in there anyway.” Supermassive even offered the option to rejoin the group shortly after, assuming players would soon regret their earlier decision. And finally, for those who’d pushed ahead regardless and suddenly found themselves dealing with a violently banging trapdoor, it implemented one last opportunity to turn back and avoid a messy end. “We thought by that stage maybe one out of a thousand would open that trap door,” recollects Byles. “It was 50/50. It was extraordinary!”

3.

While Until Dawn’s choice and consequence system provided a unique way to manipulate tension, its teen slasher trappings meant Byles – a life-long horror fan – and Supermassive could also delve deep into more traditional cinematic scares. “For years I wanted to make the scariest thing there is,” explains Byles, “and I did a lot of research on horror and fear; why some horror films work and some don’t; what goes on physiologically and emotionally. And it’s such an interesting area of creativity because fear is such an atavistic emotion [and] there’s a whole thing about managing that within a narrative.”

Fear can be manipulated through mood, through suggestion, and through other means – but the horror movie staple is, perhaps, the classic jump scare. “It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that,” explains Byles. “And Until Dawn has its fair share of jump scares – maybe a little too many for my liking; it’s a [method that’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that [but it’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“There’s a thing about fear… where you can’t be frightened for very long,” he continues. “Eyes dilate and all kinds of things happen to your vascular system, your nervous system. Your breathing changes and you go into a fight-or-flight response state, but that can only last a little while… because your adrenaline starts to drop; your body gets tired and wears itself out… So if you try to keep people frightened for 90 minutes [in a movie] or 10 hours in a game, you’ll fail 100 percent. What absolutely works is if you do that then let it fall away; add in levity, a bit of a love story, it doesn’t really matter as long as it’s not horror or frightening. Manipulating that is good fun to try and do, but I’d have a few arguments about that because ultimately it’s a subjective art form.”

In an effort to ensure its scares were hitting the mark, Supermassive eventually turned to science. “Galvanic Skin Response testing measures the electricity conduction in your skin,” Byles explains, “and the wetter it is the more conductive it is. They put a load of electrodes on your hands, and I think a couple on your head. As you play, an alarm sounds if you go into that arousal state of fear… You can literally watch it in real-time; a player will be walking down a corridor and a noise will happen, then suddenly the little graph peaks. And if you go into a really big scare, it goes off the charts. So it’s a really good way of saying, ‘Okay, it’s not subjective, it’s objectively scary amongst this cross-section of people.'”

Motion controls were also used to heighten tension. | Image credit: Eurogamer/Supermassive Games

As Byles recollects, there was one scare the team was particularly proud of, involving Chris, Ashley, and a locked basement door. “We purposely got it to a stage where it’s very, very tense, and [as Ashley opens the door] we stuck in an over-the-shoulder perspective and put players back in control… Only once they’d started moving forward did the actual ghost come out and scream in their face. It got everybody, but it took ages to design it in a way that made sure that [response] happened each time. It was definitely one of the more technical ones.”

Throw in the occasional splash of gore to complement the tension and scares (“Gross had to be the smallest [part of the mix],” says Byles, “otherwise it starts to become gratuitous and loses strength; it just becomes comedy”), and Until Dawn’s horror language had been defined.

Mike and Jessica’s long walk up the mountain. | Image credit: Eurogamer/Supermassive Games

To pull these disparate elements into a cohesive experience, Supermassive homed in on several key mechanics its designers could deploy between cinematic sequences: a choice for players to make, an action scene, or exploration scenes to give the story some breathing room. “It would be, ‘Okay, we’ve got the story, now where should we start putting these things?'”, Byles explains. And over time, the team established a structural rhythm that was intended to keep a balance between its interactive and non-interactive elements, and to ensure players remained engaged. “We tried to keep each [cinematic] sequence less than a minute long,” explains Byles, “less than a page basically, and if you got to two pages, you’d probably pushed it too far.”

As Byles recalls, some of Until Dawn’s more deliberately languid pacing initially proved contentious during development. “There was a lot of resistance to that,” he says, “especially chapter three, when Jessica and Mike are wandering up to the lodge; it takes around 25 minutes and almost bugger-all happens on that entire journey… Ultimately it’s just them having a chat… but we looked at other games like Life is Strange, and whilst it’s not horror, it’s very much about relationships and that’s more powerful than you think. Having access to that within horror became really a big deal. If you don’t care about the people, then you can have as much horror as you like. It doesn’t matter.”

A saucy – but not too saucy! – moment. | Image credit: Eurogamer/Supermassive Games

As for that other classic teen slasher staple, sex, Supermassive moved cautiously. “There’s a lot of underlying innuendo [in Until Dawn],” explains Byles, “and there’s obviously the scene where Jessica and Mike can both get down to their underwear… but we were very aware of the level of exploitative sexism that can happen inside these kinds of stories [even though that’s] part of the point of them, certainly back in the 80s. So we didn’t want to be puritanical about it, but we also didn’t want to be gross – it was a fine line.”

4.

Supermassive’s initial PS3 version of Until Dawn featured many core elements carried over from London Studio’s earlier Beyond – the first-person camera, for instance, and a control system built around pointing a Move-powered flashlight. But the release of PlayStation 4 in 2013 gave Sony and Supermassive an opportunity to take Until Dawn’s horror further, and that started with a shift to a third-person camera – something the team had already been tentatively exploring.

“There was a really annoying thing about being in first-person,” Byles recalls. “Having your light source going down the same axis as your viewpoint means you just get flat lighting; you get no side lighting, no rim lighting, no back lighting, and there’s no beauty to it. Every time we went to a cutscene, it was like, ‘My god this looks so much better’. The snow and the woods and the moonlight and the characters, it all looked great. So when Sony said, “Listen, let’s do this for PS4,” we went, “Okay, [but] we need to do it in third-person,” and they said yes.”

“The hard thing was making sure the player wasn’t lost inside that,” explains Byles, “keeping them oriented in the right way… it’s harder than a follow-cam first-person. Way harder. But there’s something potentially very scary about [a cinematic camera]; if I can frame what you can see, I can organise a scare or organise a level of tension just based on that.” Byles points to a carefully framed moment during Until Dawn’s seance scene, one of the few times a genuine ghost appears on-screen. “Beth is just standing in the background and almost no one sees it because we made a point of getting no one to see it.”

When you know you know… | Image credit: Eurogamer/Supermassive Games

The jump to PS4 would also, albeit more indirectly, herald the birth of one of Until Dawn’s most iconic elements: the unsettling psychotherapist Dr. Hill.

As Byles remembers it, the Hill scenes – where he addresses players directly in first-person, forcing them to make choices relating to their deepest fears – were not in the original PS3 design plan. “We went out to Gamescom in 2014 and we were really aware that the whole choice thing was very divisive,” Byles explains. “People were like, ‘What do you mean by choice? What’s going on with this? You’re not really branching.’ And there was a lot of scepticism around how it would pay off, whether it would make a difference. And the interface, that was a big deal… At the time, as far as I remember, the PS4 still allowed you to use the funny little triangle at the front as a Move controller, so you could make a choice with a joystick or without a joystick.”

Crowds gather to play Until Dawn at Gamescom. | Image credit: Will Byles

With all this in mind, Supermassive built a questionnaire-like level Gamescom attendees would need to complete before delving into Until Dawn’s demo proper. “It was about showing them how to make a choice,” Byles explains, “almost like a tutorial.” And to add a bit of thematic flavour, the team included choices such as whether players were more afraid of spiders or zombies. “[They] made no difference to the game whatsoever,” Byles notes, “but everyone [who tried the demo] thought they did; they thought it was going to slightly adapt their game, to make it more zombie-based if they’d chosen zombies. So, we came home with that feedback and it was like, ‘My god, this is interesting.'”

As it happened, the team had already been contemplating introducing a storytelling element that would enable it to address players directly – specifically to establish the idea that while past events couldn’t be changed in Until Dawn, its choice mechanics made it possible to influence what happens in the future. “And we thought, ‘Okay, this is quite an interesting format; we could tie it into Josh and his mental illness'”, says Byles.

“So it was at that point we decided to kind of fake a first-person perspective where, for a narrative reason, you were talking to a psychiatrist as yourself effectively, and within that you’d be asked a series of questions that would make changes in the game. So you might be attacked with a needle instead of gas if you said you were afraid of needles, or if you say you’re fond of zombies, Dr. Hill literally starts to rot, and he’s almost become a zombie by the end of the game. They were relatively cosmetic, but they were enough.”

Dr. Hill was a relatively late addition to Until Dawn. | Image credit: Eurogamer/Supermassive Games

The shift to PS4’s more powerful hardware also brought Byles closer to fulfilling another ambition. “I’m probably ultimately a frustrated filmmaker,” he explains. “I wanted to make Until Dawn as close to a film as we could get it.” And PlayStation 4’s increased oomph, in combination with Horizon developer Guerrilla Games’ Decima engine, gave the team at Supermassive the space to pursue a more cinematic ideal. “There was a lot of stuff that we could do that we wouldn’t normally have done before,” says Byles. “So, snow was very good, we got a lot of the new shaders that were suddenly able to be developed.”

“There’s a thing you learn in filmmaking very early on which is that you almost always stick a fog machine into a set before filming anything to give it depth,” he continues. “So, making sure everything in Until Dawn had that on a filmic level – the snow, the amount of dust particles – was huge for believability… and just the way we lit it too; even environments that perhaps aren’t the best looking can look amazing if they’re lit in the right way.” Supermassive even went as far as to give each character their own invisible lighting rig, orientated against the camera norms. This essentially functioned as a portable three-point illumination set-up, helping overcome environmental lighting limitations and enhance Until Dawn’s cinematic feel.

One of Until Dawn’s most ambitious elements, though, was its animation. “I decided I wanted to try and push [things] once we went to PS4,” says Byles. “So we talked to these guys called 3lateral in Serbia who’d been [developing techniques that] meant we could do ridiculously good facial animation for the time. Unbelievable facial animation that was as close to a film as possible… it’s 10 years old [now but] it still knocks the socks off a bunch of stuff today.”

Peter Stormare, Wolfie the dog, and a body performer during motion capture. | Image credit: Will Byles

To facilitate that process, Supermassive hired a mostly new cast when Until Dawn moved to PS4, keeping only a handful of actors – including Brett Dalton as Michael and Noah Fleiss as Christopher – from the PS3 version. These were complemented by new additions including Rami Malek as Joshua and Hayden Panettiere as Samantha – who was a well-known face at the time thanks to her role as the cheerleader in hit TV show Heroes. “We pushed for the names,” recalls Bayles, “[Sony] didn’t want names at all… but there was also a budget limit. Peter Stormare [who played Dr. Hill] was really expensive, so we could get him for a day, but we needed some of the people for a lot longer than that.”

“I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.”

Calling on his past experience in theatre, Byles directed Until Dawn’s cast himself. Recording sessions initially took place in LA in 2014, the core group of actors working through 40-50 pages of complex branching script each day. However, practical considerations meant the shoot was limited to capturing facial animation, while body capture happened later in the UK’s Pinewood Studios. These latter sessions utilised different performers, replicating the filmed moves of the original cast. “I now do everything together,” notes Byles, “because it kind of works out better, but in those days it was such a massive ask.”

Byles also believes his experience helped tease out performances that weren’t necessarily typical of games at the time. “Being an actor on stage is really scary,” he explains. “Being an actor in a motion studio is really scary. People don’t get how scary it is… You’re in a white box room studio; you’re in a leotard covered in dots; so unless you’re in good shape, if you’re anything other than buff, they’re not flattering. You’ve got a helmet screwed tightly to your head which can give you a headache and you’ve got to give a performance. It’s a hostile environment… and I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.

Byles directing Rami Malek during motion capture sessions. | Image credit: Will Byles

“What happens on a game shoot is a bunch of different directors turn up; there’s a performance director, there’s the creative director, there’s the audio director, there’s often the art director, and at the end of every take there’s a discussion and a bunch of feedback given by people who don’t really know how to direct actors. It’s really soul destroying for actors if they’re engaged in the part to be told, ‘Can you do it like this?’ Getting a good performance out of an actor is mostly allowing them to give a good performance as opposed to confining an actor to a very specific set of parameters you’ve decided you want.

“So, for instance, the big performance Rami Malik gave where he’s being dragged to be tied up, which is an extraordinary performance, was me just telling him what was going on beforehand and him just going for it. There are games out there that absolutely do it nicely,” adds Byles, “but the majority don’t… so that had never really been done in that way before and it allowed a subtlety of performance.”

Tying all this together, of course, was sound. To complement audio director Barney Pratt’s work, Supermassive turned to Jason Graves – who was working with Larry Fessenden’s Glass Eye film company at the time – to compose Until Dawn’s score. “He’s a great horror musician,” says Byles, “and if you listen to any of his other work, it’s really evocative. We were very much against going down the big orchestral route because… we’d strayed into mythology – the whole kind of indigenous population level of mythology – so we didn’t feel like we wanted to overly westernise it. We didn’t want to exploit it either. There was a definite conscious decision not to make it [sound] old-school Hollywood and in a way make it more like an indie film.”

5.

Eventually – two studios, two consoles, three versions, and half a decade of development later – Until Dawn was ready for release in 2015. But what should have been a celebratory time for the team at Supermassive was, as Byles recollects, hampered by a last-minute loss of confidence at Sony. “There was a big thing where Sony didn’t like the game when we released it,” he says. “They really hated it in fact, and pulled all the marketing… It was really frustrating.”

Byles blames Sony’s sudden change of heart on a mock review of Until Dawn the company had commissioned about three months before its launch. “The person who did the mock review hated interactive narratives and said, ‘This is a 50 at best’,” explains Byles. “And on the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

“On the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

Sony’s lack of marketing didn’t go unnoticed by the public, either. Speaking to Eurogamer shortly after Until Dawn’s release, Sony Computer Entertainment’s then-president of worldwide studios, Shuhei Yoshida, addressed the situation, claiming the company had decided to focus on “big third-party titles like Destiny” in the run up to Christmas and “didn’t see the need to push Until Dawn that much from the platform marketing standpoint”.

Any fears around Until Dawn’s potential proved unfounded. It launched to a positive critical and commercial reception in August 2015, and would go on to be named Best PlayStation Game of the Year at the Golden Joysticks, even winning a BAFTA for Best Original Property in 2016. “When it did come out and suddenly got a good reaction,” Byles recalls, “lots of people [at Sony] came steaming in saying they deliberately did a stealth launch… It was frustrating.” Even Yoshida later admitted to Eurogamer, “I think everybody was caught by surprise by the positive reaction.”

Until Dawn was enough of a success that Sony later resurrected the series for a PSVR prequel, The Inpatient, as well as a non-canonical PSVR arcade shooter spin-off, Rush of Blood. And while Byles never got to revive his original Until Dawn 2 idea, he teases it was planned to feature the Nixie, a water spirit found in Germanic folklore, as its monster.

Supermassive onstage for Until Dawn’s win at the BAFTA Games Awards 2016. | Image credit: BAFTA

As of early 2022, Until Dawn on PS4 had officially surpassed 4m sales, and the public’s ongoing affection for the series has been significant enough to help buoy it toward a revival. Last year saw Until Dawn get the remake treatment on PS5 and PC, courtesy of developer Ballistic Moon, and it received a movie adaptation – one reimagining the game’s core branching story elements as a time loop narrative – earlier this year. There’ve even been persistent rumours, spurred on by the remake’s new endings, that an Until Dawn 2 is in development at Sony’s Firesprite Studio. Supermassive, too, has capitalised on Until Dawn’s success, launching its similarly styled The Dark Pictures Anthology series, and Byles’ own summer camp horror The Quarry.

As to why Until Dawn has endured, Byles – who departed Supermassive in 2022 to found Dial M for Monkey – has a few thoughts. “I look back on it really fondly, and every time I either play it or see it, I’m always amazed at how good it still looks. It’s interesting because I’m working with the literal cutting edge of facial technology at the moment and it’s scary good, but there was a charm to the stuff in Until Dawn that we’re still having a hard time getting.

“I think it was Sony’s most completed game that year, and the number of people who played it not just once but more than once, 10 times, was extraordinary.”

“I think maybe [that’s] partly due to the brewing process. It did take five years to make, even though we made it twice, so there was a degree of maturity in some of the ideas… It was such an effort to make it and such a struggle to put everything new we did in it, and there [were things that] just hadn’t been done before. I think a big part, too, is that it doesn’t take itself seriously… we very purposely went, ‘This is just a bit of fun, come along for the ride’… but done in a really honest way. There’s a kind of truth to it, I think, and we never ever pretended it wasn’t anything but what it was.”

As our conversation comes to a close, Byles shares one last anecdote. “I [went] to do a talk at Middlesbrough University,” he recollects. “I think it was relatively soon after we’d released Until Dawn and I was still very bruised by the negativity that had gone on around it. I went up and there was just love for the game; I was astounded.” And the people that loved Until Dawn seemingly really loved it. “I think it was Sony’s most completed game that year,” he says, “and the number of people who played it not just once but more than once, 10 times, was extraordinary… We started seeing Until Dawn cosplay, tattoos, and I couldn’t believe we’d done something that even on a tiny level had become part of a zeitgeist in a way. And weirdly, as the years go by, it becomes even more so.”



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New Reese's Oreo Cup Is Tasty, But Only If Luck Is On Your Side
Game Reviews

New Reese’s Oreo Cup Is Tasty, But Only If Luck Is On Your Side

by admin September 6, 2025


Over the last few years, it feels like there has been a large increase in the number of limited-time Reese’s Cup variations and gimmicks. Many of these have been bad. But the newest crossover featuring Oreo cookies is the first time I’ve tried one of these oddball concoctions and enjoyed it. But only when RNG was on my side.

Released this month, the new Reese’s Oreo cup isn’t simply a Reese’s cup with some Oreo bits shoved inside. Well, okay, sure, it is mostly that, but the Reese’s cup itself is half milk chocolate and half white chocolate. As someone who is a big fan of the white chocolate Reese’s Cup, I was very happy about this choice. It also makes sense as the Oreo cookie bits, in theory at least, should blend with the white chocolate to create something similar in taste to an actual Oreo cookie.

And then you have the classic Reese’s peanut butter filling, which is fine by me as I love that stuff more than real peanut butter. So does this all come together into a winning creation? Well, you know the answer already, I said it in the first paragraph. But yes, it’s pretty dang good!

The cookie bits add a nice and crunchy texture to each cup, and the darker, more bitter flavor of the Oreo cookie cuts through the peanut butter, so they complement each other in a way that a lot of other gimmicky flavors have been lacking. But that Oreo-ness also doesn’t overpower the entire cup, something that can also happen. (Looking at you, fudge-filled Reese’s Cups.) Instead, the cookie bits and the rest of the cup blend together perfectly. The white chocolate top of the cup also helps add a bit of sweetness and creaminess to the candy, which does sort of recreate the taste of an Oreo that has been dipped in peanut butter. I would know how that tastes, as I’ve done that many times before.

©Reese’s / Oreo

There is an asterisk, though, next to my “Pretty Dang Good!” appraisal of the new Oreo Reese’s abomination. It all depends on how much Oreo is in your Reese’s Cups. I bought four of the King Size version and three of them had a lot of cookie bits and were fantastic. But one had barely any inside the peanut butter, so you were left with a cup that was just half white chocolate and half milk chocolate. Not a horrible fate, but disappointing if you were expecting some Oreo goodness.

For those of you out there who miss the Crunchy Cookie Reese’s Cup from the ’90s, this might be your best bet for re-experiencing that fan-favorite flavor that is no longer sold by Reese’s. From my memory, it’s not quite the same thing, but it’s awfully close. And in the absence of Reese’s bringing it back, this will do just fine for all of you longing for the sweet return of the Crunchy Cookie cup.

One last note: If you do buy some of these, stick ’em in the fridge. The one I stuck in the fridge and tasted a few hours later was even better. I mean, Reese’s Cups in general are better cold, but these in particular taste wonderful. The cold stiffens up the chocolate more and adds even more crunch. It’s nice. I can’t buy any more or I’ll eat them all.



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Layoffs confirmed at Civilization 7 developer Firaxis
Game Reviews

Layoffs confirmed at Civilization 7 developer Firaxis

by admin September 6, 2025


Firaxis is the latest developer to be subject to layoffs.

Posts from affected staff began making the rounds on social media last night, with those who helped ship Marvel’s Midnight Suns’ DLC and Civilization 7 impacted.


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Firaxis writer Emma Kidwell shared on LinkedIn: “I was affected by the layoffs at Firaxis, and am open to full time writing work at your studio. I’m an incredibly adaptable writer who wrote on Civilization VII and Marvel’s Midnight Suns during my (nearly) 5 years at the studio, and I encourage you to keep an eye out for my former colleagues who were also laid off.”

While the total number of staff affected is unknown, publisher 2K gave the following statement to our friends over at RPS:

“We can confirm there was a staff reduction today at Firaxis Games, as the studio restructures and optimises its development process for adaptability, collaboration, and creativity.”

I got laid off from Firaxis today. I helped ship Marvel’s Midnight Suns DLC and Civilization VII, and would love to talk to you about mid level Producer roles.

— maya 🧜 (@lightningfused.bsky.social) September 4, 2025 at 4:30 PM
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This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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Hornet fights enemies in a blue cavern.
Game Reviews

Silksong Review-Bombed Over Terrible Chinese Translation

by admin September 6, 2025


Hollow Knight: Silksong is soaring on Steam. Just 24 hours after release it’s taken over the sales charts, hit a concurrent player peak of over 550,000, and received rave reviews from fans. But not in China. The long-awaited Metroidvania has instead been getting review-bombed by Chinese-language users on Steam who feel the translation this time around is much worse than that in the first Hollow Knight. The head of marketing for the game has already promised to put things right.

“To our Chinese speaking fans: We appreciate you letting us know about quality issues with the current Simplified Chinese translation of Hollow Knight: Silksong,” Matthew Griffin, in charge of publishing for the game, wrote on X. “We’ll be working to improve the translation over the coming weeks. Thanks for your feedback and support.” Despite the good news, his post has been inundated with comments and quote-tweets, many slamming the fact that the game launched without better quality checks for the Chinese localization.

According to localization expert Loek van Kooten, one of the main issues is that Silksong‘s evocative but concise writing has been turned into “a high-school drama club’s Elizabethan improv night” in the Chinese versions. He cites the following as an example of how the prose reads:

With nary a spirit nor thought shalt thou persist, bereft of mortal will, unbent, unswayed. With no lament nor tearful cry, only sorrow’s dirge to herald thine eternal woe. Born of gods and of the fathomless abyss, grasping heaven’s firmament in thine unworthy palm. Shackled to endless dream, tormented by pestilence and shadow, thy heart besieged by phantasmal demons. Thou art the chalice of destiny. Verily, thou art the Primordial Knight of Hollowness.

Van Kooten goes on to point out that one of two of Silksong‘s Chinese translators, listed as Hertzz Liu in the credits, had a habit of gloating about their involvement in the game and leaking small details about the development process over the summer prior to its release this week. The first Hollow Knight, on the other hand, had six Chinese translators,  including one who had also worked on Stardew Valley.

no,you don’t hate localizer enough. we need translator,not a fanfic writer that doesn’t convey author’s original intention,the whole localization industry is a scam https://t.co/5Q8fBB6UiH

— NKRZE (@nekorize) September 5, 2025

Here’s a Valve-translated portion of one Steam review blasting the Chinese verison:

First, the god-awful Chinese translation that everyone is mocking. It’s not just pretentious, pseudo-artistic nonsense—the phrasing and even the localization of place names are an absolute mess. I don’t understand how Hollow Knight’s fantastic, quotable translation turned into this unsalvageable heap of garbage in Silksong. The utterly idiotic localization has even affected the game’s world-building and storytelling, forcing me to guess at character relationships and main plot points. Thankfully, the combat holds up, or else I’d be completely disgusted.

Silksong currently sits at a staggeringly low rating of just 50 percent out of 10,000 reviews in the simplified Chinese category. That would be enough to significantly stunt the game’s Steam rating worldwide, at least in the short-term, had Valve not implemented a recent change that segments Steam reviews by language for exactly this reason. Now review-bombing in one country for region-specific issues doesn’t bleed over into a game’s overall perception globally.

Unlike when Hollow Knight released eight years ago, Chinese language users now make up the largest group on Steam. While poor translations don’t hurt a game for anyone who’s not reliant on them, they can limit a game’s trajectory on the Valve-owned storefront. Somehow I ultimately don’t think that will be a problem for Silksong, especially once Team Cherry gets the Chinese translation sorted.





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All Pollip Heart locations in Silksong
Game Reviews

All Pollip Heart locations in Silksong

by admin September 6, 2025


Screenshot by Destructoid.

You’ll have to leave this to the end of your adventure in Shellwood.

|

Published: Sep 5, 2025 01:50 pm

Finding all the Pollip Hearts for the Rite of the Pollip quest is difficult. You might think the quest should be easy just because you get it from Greyroot early in your adventures through Shellwood, but the only way to complete it is by clearing the boss in the area.

Let’s go through the preparations you need to complete the Pollip Hearts quest. First, defeat Shellwood’s boss, Sister Splinter, to find a room where you’ll unlock the wall-jumping powers of Cling Grip. You can find this boss by navigating up and right of Greyroot’s room until you get to the right edge of Shellwood, from where you’ll start going up and left.

With Cling Grip, it’s time to start looking for Pollip Hearts. Greyroot says you need to “seek out the purple blooms,” and inside them, you’ll find the hearts. If you want hints instead of all the answers at first, I have one for you. Look for little purple flowers on the walls and for rooms or areas with floating purple petals. If you see either or both, you’re very close to a purple bloom with a Pollip Heart.

The blooms that contain Pollip Hearts are big purple flowers attached to walls. Only one of them will be in each area. To extract their heart, simply hit it with your Needle until they burst, which will cause them to drop a Pollip Heart on the ground, marked by a purple glow. Interact with the glowing item to collect it.

Pollip Hearts map

Here’s the map with all Pollip Heart locations. Their spots are numbered so you can reference them with their specific locations in the article section following the map. You don’t need to pick them in that order.

All Pollip Heart locations in Hollow Knight: Silksong are marked by yellow arrows. Screenshot and edit by Destructoid

Pollip Heart #1

This Pollip Heart is near the entrance to Shellwood. Screenshot by Destructoid

This Pollip Heart is the closest one to the bottom right entrance to Shellwood, which doesn’t mean you can grab it early. The only way to reach this platform is by using Cling Grip to jump on the wall on the top right of the room. Once you’re there, simply hit the blossom to get a Pollip Heart.

Pollip Heart #2

This Pollip is also close to the entrance. Screenshot by Destructoid

You can grab this Pollip Heart without Cling Grip in the room to the left of the entrance of Shellwood. Go all the way to the left, climb the platforms, then head right until you find a series of platforms that will lead you upward to where you’ll find the purple blossom. As usual, hit the flower and collect the Heart.

Pollip Heart #3

Complete this tricky jumping puzzle to get this Pollip Heart. Screenshot by Destructoid

This Pollip Heart is really tricky to reach. You must bounce on a series of white flowers that make a path upward, where you’ll spot a purple blossom. To bounce on a flower, jump toward it, and press down and the attack button to swing your needle below you. This will propel Hornet upward and close to the next flower, where you’ll do the same until you’re high enough to reach the blossom.

While you can try to hold the jump button to float between flowers, I found it easier to do all the attacks in a row because floating made me overthink and overcalculate Hornet’s movements. If you’re struggling with floating, try just finding a good attacking pace to reach the Pollip Heart.

Pollip Heart #4

You’ll need a lot of wall jumping for this one. Screenshot by Destructoid

The fourth purple boom with a Pollip Heart is close to where you kill Sister Splinter and get the Cling Grip. If you go to the room marked on the map, you’ll see that the path to this Pollip Heart is like a simple vertical platforming puzzle. Go up and all the way to the left, where you’ll drop from a ledge and move right to find the purple blossom.

Pollip Heart #5

This Pollip is deep into Shellwood. Screenshot by Destructoid

You can get this Pollip right after Pollip Heart #4. It’s in the center room of Shellwood, and you can get to this spot by jumping on the walls to the far left of the room, as if you were leaving to the right of it, next to its right exit. Go left as soon as you’re about half of the room’s height, and you’ll see a wall with purple flowers on it. Cling and slide on it, hold left, and you’ll be on a platform with this purple bloom to collect its heart.

Pollip Heart #6

Break the vine wall on the bottom left to find this Pollip Heart. Screenshot by Destructoid

The last Pollip Heart is only accessible via Bellhart. To get to Bellhart, exit Shellwood from the top right, also to the right of where you killed Sister Splinter. Once you’re in the upper part of Bellhart, start dropping down carefully to avoid the huge bell bugs. When the big drops end, go all the way to the left, and you’ll find a passage that will take you back to Shellwood, but that you couldn’t access before.

Keep going to the right while doing the platforming section with the spikes. Going through the bottom part of this area, you’ll find a vine wall with purple flowers. Jump toward it, destroy the vines, and you’ll find the last purple bloom to collect its Pollip Heart.

Rite of the Pollip reward

Pollip Pouch will help you deal some extra damage. Screenshot by Destructoid

With all six Pollip Hearts, go back to Greyroot in the bottom left of Shellwood, as marked on the map in this article. Speak to it twice and you’ll trade your Pollips for a Pollip Pouch. The Pollip Pouch is a charm you can equip in the blue slot. It applies a poison effect to your tools.

In my case, the Straight Pins I used to hit enemies would poison them and make them take passive damage four times after they got hit. Essentially, it’s a small attack boost to your Tools. This means that your normal Needle attacks, unfortunately, don’t apply poison with Pollip Pouch, since the Needle is a weapon, not a tool.

If you want to make your Needle stronger, you’ll have to upgrade it at Pinmaster Plinney.

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Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

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    October 10, 2025

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