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Lost Soul Aside lacks the spirit of its inspirations - I'd rather play Devil May Cry again
Game Reviews

Lost Soul Aside lacks the spirit of its inspirations – I’d rather play Devil May Cry again

by admin September 4, 2025


I’m finding it hard to take Lost Soul Aside seriously. There are a few reasons for this, but chief is the protagonist’s name is Kaser. It’s pronounced like the German word for cheese. And people thought Clive was a bad name?!

Instead, I’ve taken to calling him NotThis, in relation to his design being a complete steal of Noctis from Final Fantasy 15: the dark spiky anime hair, the all-black goth outfit, the big sword. It stems from Lost Soul Aside’s origins as a Final Fantasy-meets-Devil May Cry fan project that now, a decade later, has finally seen a full release. But sadly it struggles to emerge from the shadow of those origins. Devil May Cry 5 has deep, stylish combat; sexy characters, and an undeniable sense of effortless cool. Lost Soul Aside, well, doesn’t.

You can still see the original trailer for Lost Soul Aside released in 2016, though its Chinese developer Bing Yang began development in 2014 as a graduate student in South Korea. I remember seeing it at the time – it was a hugely impressive project from a solo developer created in UE4 that garnered plenty of justified attention. That included some Sony execs, who soon provided funding through its China Hero Project and now, a decade later, have published the game.

First, the original Lost Soul Aside trailer…Watch on YouTube

It’s hard to tell how much has changed in that time. The original trailer features the darkly-clothed Kaser with his dragon-cum-sword companion traversing a multitude of fantasy worlds, each flourish and swing of his weapon accompanied by a distinctive electric blue glow. It’s an ambitious projection of what the final product could be, with its open worlds and extravagant attack animations, but you get the sense maybe Sony had to rein in that ambition during development. Lost Soul Aside in release-form is a linear and contained experience that plays like a character-action game from years ago, in line with the likes of Devil May Cry 5 and Bayonetta – a comparison the game’s very development invites.

…And secondly, its recent launch trailer for comparisonWatch on YouTube

That would be a refreshing change from the vast open world epics and wannabe Soulslikes of 2025 – if it worked. Unfortunately, from the first few hours, Lost Soul Aside at launch is a clunky mess.

The story is laughably bad, a load of nonsense about an evil empire and a soul stealing demonic entity that requires fragments of crystals to best, each acquired across different dimensions. The opening segment features a polluted Midgar-esque imperial city of slums and factory facilities, and introduces us to the underground terrorist group Glimmer. Except where Final Fantasy 7’s Avalanche blows up an entire reactor in the game’s opening, Glimmer’s act of rebellion is to…set off some fireworks? It’s intended to “ignite the will of the people” but it’s a flimsy impetus for what is ultimately meant to be an epic adventure.

Image credit: Square Enix

Image credit: Sony / Eurogamer
You can’t tell me these aren’t the same character

It also introduces us to NotThis – sorry, Kaser – and his harem of sexy-yet-vacuous female sidekicks. Kaser is your typical stoic hero with little to say for himself, though he does have a nice jacket (in fact, the intricate costume design throughout is a highlight). Instead, he lets his weapon do the talking – literally. When he isn’t morphing into different weapon shapes, Lord Arena (or simply “Massive Dragon” as he’s introduced), hovers around Kaser and comments on his actions. He’s actually funny though, like a grumpy old man awoken from slumber, his grand, almost operatic voicework at odds with the flat delivery from other characters.

“Massive Dragon” in action | Image credit: Sony / Eurogamer

Indeed, Lost Soul Aside is gaining attention online for all the wrong reasons. Within the first couple of minutes a child character is unceremoniously booted across the screen in a clip that’s been very unsurprisingly shared across social media, while a Big Climactic Moment in the opening that sees Kaser falling to his doom has one of the worst (best?) “noooo” screams I’ve ever heard.


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The rest of its storytelling feels held together by glue and prayers. Background music shifts suddenly between in-game action and cutscenes, while cinematics are jarringly cut together, and there are odd pauses into dialogue sections. Performance issues continue into gameplay too: framerates are choppy on a base PS5; more than once I’ve encountered bugs that wouldn’t load the next section, forcing a restart. One boss had a fancy cape that glitched and stretched across the whole screen with every whirling vault. At the least, the studio has promised rapid fixes, so performance could be imminently improved.

This glitching cape somewhat got in the way | Image credit: Sony / Eurogamer

Really, the storytelling is superfluous to the combat, the real core of the game. Here, Lost Soul Aside is perfectly playable once you find your rhythm of last-minute dodges and perfect blocks, and initially it’s satisfying to see Kaser rapidly dashing across the screen in a flurry of spins and dodges, all with that distinctive blue hue. Build up enough energy and Kaser sprouts demonic arms and enters what I’ve dubbed Dante Mode, complete with shocking white hair.

Yet basic abilities are doled out far too slowly across the prologue, and despite multiple skill trees, after a few hours of play combat hasn’t meaningfully developed beyond a single additional weapon. There’s a loose floatiness to Kaser’s movement that’s seen him careening off platforms more times than I’d like to admit, but besides some light platforming and battling samey enemies in obviously-signposted arenas, there’s little else to do.

There are still some handsome environments, and I particularly enjoy the chibi characters on the world map | Image credit: Sony / Eurogamer

Ultimately, what lets Lost Soul Aside down is a lack of character, in every aspect. And that’s what makes Devil May Cry such an enticing game. Dante is an exceptionally cool, quippy character, his mix of sword and gunplay for juggling enemies remains iconic, and the modern-gothic world he explores is distinctive. Each time I’ve loaded up Lost Soul Aside, all I could think about was how much I’ve been meaning to play Devil May Cry 5 again since Capcom released the PS5 patch a few years ago. What a game!

Instead, I played Lost Soul Aside, with its pristine, doll-like visuals, comedy jank, and lack of anything novel to say. And a protagonist who sounds like cheese.



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September 4, 2025 0 comments
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Cid uses his thunder sword to light up the battlefield.
Game Reviews

6 Things We Learned About What’s Different

by admin September 4, 2025


It’s unclear exactly how big the audience is for an exceedingly faithful remaster of an RPG spin-off that came out over 25 years ago, even if it does have Final Fantasy in the name and is one of the best games ever made. But those who fell in love with Final Fantasy Tactics once they discovered it and have been obsessing about it ever since care very much about the upcoming Ivalice Chronicles remaster, especially what it will or won’t change about the original, and what it might mean for a potential sequel all these years later.

You can find my thoughts on what I played of Final Fantasy Tactics – The Ivalice Chronicles recently behind closed doors at PAX West 2025, but a recent barrage of interviews with the development team has provided some more clues about what fans can expect from the overhaul. The game isn’t out until September 30, but the director of the project has already been tipping his hand about some big questions I’ve had, including how the remaster approaches Final Fantasy Tactics‘ most broken characters.

Orlandeau Thunder God Cid will still be OP

Every Final Fantasy has a Cid, and Final Fantasy Tactics‘ is by far the most broken. He joins your party late into the game and comes with a full suite of magic sword abilities with no charge time that do incredible damage. He also arrives equipped with Excalibur, which auto-casts Haste on the user. He’s a wrecking ball that trivializes every fight, which is why I have a strict rule against ever using him.

If we remaster it, what do you think about whether it is better to weaken ” The Thunder God Cid”, who was accused of destroying the balance ?

— 松野泰己🐈‍⬛ (@YasumiMatsuno) June 1, 2023

It sounds like he will still be that way. “We haven’t made any changes to characters that were powerful,” director Kazutoyo Maehiro told Gamesradar. “And similarly, not just for the unique characters, but for jobs such as the arithmetician, we haven’t made any major changes.” While some classes like Archer have been buffed, the team wanted to avoid players experiencing any moments of “your favorite job got nerfed.”

FF7‘s Cloud won’t suck so much when you first get him

The Final Fantasy VII protagonist has an unusual cameo in Tactics, where he not only appears in the world but can be recruited and used in battle. I won’t get into the story details that explain Cloud’s arrival, but in the original game he’s kind of a pain to use, at least until you finish his side quest. That’s changing for The Ivalice Chronicles.

“We’ve made it so that his stats are adjusted a little bit. On top of that, he will come equipped with the Materia Blade when he joins your party initially,” Maehiro told Inverse. “So in terms of usability of him as a character, it will be much more approachable than it was in the original.” Players will also be able to recruit him earlier in the remaster, starting in chapter 4. It remains to be seen if the charging time and attack power on his Limit command will get the buffs they deserve.

The Wiegraf boss fight isn’t easier, but it won’t break your save file

Wiegraf is one of Final Fantasy Tactics‘ most tragic characters and most difficult enemies. Most first-time players are completely unprepared for the unique one-on-one fight with the ex-revolutionary that the game throws them into without warning about halfway through. Worse still, in the original game, the encounter happens inside a castle, wedged between two other encounters with no opportunity to go grind on the world map if you’re having trouble. Without a backup save, a playthrough can grind to a complete halt this way.

The Ivalice Chronicles doesn’t make Wiegraf easier, but it does offer a new option to back out of the fight if you’re having trouble. “We have the ability to retry battle, or when you’re doing consecutive battles, you can actually back out to the world map,” Maehiro told Inverse. “We have those types of features for accessibility and ease of play.” Players can also switch to the easy mode if they’re having too much trouble, or they can exploit one of the many strategies fans have come up with over the years to make easy work of Wiegraf and his OP holy sword attacks (including a glitch that’s still in the new version).

Genji armor stealing is back in a day-one patch due to popular demand

Another big fight in Final Fantasy Tactics is against Marquis Elmdore in the Limberry Castle. One of the things that’s unique about it is that Elmdore has a full set of Genji samurai gear that appears nowhere else in the game. Diligent players can spend the entire battle trying to steal it from him but it’s very difficult because, among other things, Elmdore has an ability that reduces the success rate below 20 percent unless you spend a lot of time debuffing him.

Stealing the armor was only possible in the U.S. version of the original game, not the Japanese version or the later War of the Lions port that was based on it. The option is coming back for The Ivalice Chronicles, though. “In interviews when the game was announced, we received a lot of feedback from fans both in Japan and overseas saying, ‘I wish we could steal Genji equipment,’” Maehiro told Famitsu. “Matsuno, the director of the original version, also mentioned the same thing, so we decided to make it possible to steal in the Enhanced Version. This will be reflected in a patch on the release date, so please connect online and apply the patch.”

The Time Mage’s all-powerful Teleport skill now costs 3,000 JP to unlock

This one cuts me to my core. Teleport is one of the best skills in the game, and you can have a character learn it very early as long as you grind for job points to unlock it in a couple of battles. It lets a character try to move anywhere on the battlefield, but the farther the square is from their current location, the lower the probability of success. On levels divided by castle walls or other difficult terrain, however, it makes it easy to dominate the battlefield.

In the original game, the skill only costs 600 JP. It’s a steal. Not so in the remaster. As pointed out by RPGFan, the skill now costs 3,000 JP to unlock. That’s going to be a whole lot of characters standing around attacking one another before a battle ends to grind for points. At least this way, finally obtaining the skill will feel a little less easy-mode.

Final Fantasy Tactics could still get (another) sequel

Final Fantasy Tactics is far from the only strategy RPG Square Enix has released, even in recent years. There were two spin-offs on Game Boy Advance back in the 2000s and more recently, the spiritual successor, Triangle Strategy, which is to Tactics what Octopath Traveler is to Final Fantasy VI. But for some fans, none of these games ever hit the way the original did and they’re still pining for some cosmic convergence that captures tactical-RPG lightning in a bottle a second time.

“Our first and foremost goal here really was to recreate the original game,” Maehiro told Wired. Though he can’t make any promises, there’s apparently a possibility The Ivalice Chronicles could get additional new content in a future update if the game sells well enough. “If [The Ivalice Chronicles] were to become a success,” he continued, “I do feel that that would then lead to discussions around potentially bringing out sequels, for example, or newer tactical RPGs.”





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Watch 007: First Light's September PlayStation State of Play livestream with us here
Game Reviews

Watch 007: First Light’s September PlayStation State of Play livestream with us here

by admin September 4, 2025


17:33 pm
UTC

Martinis are go

Well good evening everyone, I have made myself an after dinner drink and am now snuggled up under a large blanket ready for 007 to start (it just didn’t feel right to watch Bond without a martini glass in hand)

Victoria Phillips Kennedy

17:33 pm
UTC


I’m not hijacking this blog too but I’ve got an important question: do you think Ian Fleming knew, when styling 007, that the zero and the seven together would look like a saluting person?

Makes you think.

Robert Purchese

17:37 pm
UTC

I have the stream up on my TV ready for go time, had hoped there would be some Bond music playing us in. Maybe that will happen closer to 7pm…

Victoria Phillips Kennedy

17:39 pm
UTC

Bertie says: Hey Bertie what a great question! I think Ian Fleming knew. I think he foresaw Slack chats in the future.

Thanks Bert XD

Victoria Phillips Kennedy

17:39 pm
UTC

MarcusJ says: Since we’ve got young Bond, can we have a unlockable mode where a second player can play as a young Sheriff J. W. Pepper from Live And Let Die and The Man With The Golden Gun?

I read this in his voice!! XD

Victoria Phillips Kennedy

17:43 pm
UTC

Best Bond for kids?

I really want to get my kids into Bond, but so far they have resisted. Which do you think would be the best one to start them off with? I want to go from Dr No, but my husband thinks something like GoldenEye would be better…

Victoria Phillips Kennedy

17:44 pm
UTC

Bertie says: So Victoria, you’re a massive Bond fan, so I wonder: what are you worried about with this game? Are there elements the game has to get right for you, or is it just a giddy occasion there being a Bond game at all?

Does it have nothing to lose or does it have something to lose?

One thing it better have is an incredible opening number! I love the Bond theme songs.

Victoria Phillips Kennedy

17:47 pm
UTC

Bertie says: Oh ooh that’s a great question. I wonder if Bond is lost a bit on kids these days. Has Mission Impossible maybe filled that void instead?

You know something, I have watched a Mission Impossible film since… 2, maybe! Have seen the Henry Cavill readying up fist punching many times, though, but not the actual film that is from

Victoria Phillips Kennedy

17:48 pm
UTC

(that was clearly meant to say haven’t… isn’t it good I write for a living)

Victoria Phillips Kennedy

17:50 pm
UTC

MarcusJ says: My wife and I watched them all from start to finish over the last few years. But it’s impossible to imagine watching any of them with my daughter (almost 8) until she’s much older – despite the fact I’d seen loads of them by the time I was that age.
Things are just so different now – when I was a kid, I probably saw five or six black and white Westerns every week, just because that’s what was on TV. My daughter has never seen anything other than films which are VERY suitable for children. So Bond would be something of a bolt out of the blue.

That said – Goldeneye is wildly more accessible than Dr No to a young audience, I should think.

Honestly, when I look back on what I watched (and played) when I was younger XD Oh my! There is no way I would let my kids watch most of those things

Victoria Phillips Kennedy

17:51 pm
UTC

Zombie-Hamster says: I’ve settled for a nice cup of decaf, and the milk was done in a frother so stirred, and I guess a little shaken… Not really working that though, is it!

Decaff tea, frothed not eeeerm… fermented?

Victoria Phillips Kennedy

17:52 pm
UTC

Zombie-Hamster says: 2 was the worst MI! You’re missing a treat with the rest of them Victoria, although have to admit Final Reckoning was a bit of a slog…

Haaaa, I agree it wasn’t great – but that bit when he is climbing at the start… I love it still 😀

Victoria Phillips Kennedy

17:52 pm
UTC

EdNights_EG says: I’d say GoldenEye is a good starting point but I’m biased as a) that was my first Bond and b) it will forever be my favourite thanks to memories of the game

Aha, I have found your weakness (see what I did there…)

Victoria Phillips Kennedy

17:54 pm
UTC

Zombie-Hamster says: I maybe should’ve said decaf coffee! I don’t drink tea…

I am fuelled by Earl Grey

Victoria Phillips Kennedy

17:54 pm
UTC

MarcusJ says: MI 2 remains the only one I’ve ever seen too! And they filmed the last one rock throwing distance from where I now sit…

Did you get to see Tom C????

Victoria Phillips Kennedy

17:56 pm
UTC

Less than five minutes to go!

Not much longer to go now!

Victoria Phillips Kennedy

17:57 pm
UTC

Zombie-Hamster says: And yeah the climbing bit at the start of MI2 was great in fairness, just the rest that wasn’t so good!

Trying to remember the name of the chap that played the baddie…

Victoria Phillips Kennedy

17:58 pm
UTC

Dwayneh says: The kid learnt to play the Bond theme on piano last term in his school music lessons (Year 4). He’s not watched any of them yet though. I think the earlier ones would be a little too slow for him.

I could see him enjoying some of the Roger Moore ones (like Moonraker) and, as others have said, something like Goldeneye and the other Bronson ones. For a good action movie for the younger family, I can say that he did enjoy Raiders a lot though we watched that a few months ago (he did close his eyes when the Arc was opened though). I think we’re going to jump to Last Crusade next before Temple of Doom (to sidestep the whole heart-ripping stuff and child slaves).

I tried Raiders when my kids were four and five, we didn’t get past the intro. As soon as the trap spikes came out, my daughter was out of the room like a shot XD

Victoria Phillips Kennedy

17:59 pm
UTC

Dwayneh says: MI2 not good? Did you not see the slow motion hair flicks? The hair!!!!!

THIS!

Victoria Phillips Kennedy

17:59 pm
UTC


Just another mad EG Bond fan checking in here. Once the broadcast is over, keep an eye on the site, won’t you…?

Alex Donaldson

17:59 pm
UTC

MarcusJ says: This is a single player game, we’re expecting, yes?
Has there been any multiplayer ruled in or out due to the Goldeneye memories? Another possible avenue for young J W Pepper or Baron Samedi Jr.

Singleplayer yah!

Victoria Phillips Kennedy

18:00 pm
UTC

Zombie-Hamster says: @MarcusJ I would love it if they went full Goldeneye with this, so single-player, with different objectives depending on difficulty (why do more games not do this?!), and a non-too serious multiplayer.

I reckon we maybe get multiplayer but little chance of the objective changes…

Loved the docket at the start of each mission in GoldenEye, and the noises it made

Victoria Phillips Kennedy

18:01 pm
UTC

We are GOOOOO

Eeeeeeeeeeee! I am shaking like a, well, cocktail shaker!

Victoria Phillips Kennedy

18:01 pm
UTC

Love that Bond in First Light has a scar down his face, like the Bond in the books

Victoria Phillips Kennedy

18:02 pm
UTC

Dwayneh says: 4 and 5 you say? That’s ambitious.

Looking back, I have other words to describe that choice… XD

Victoria Phillips Kennedy

18:02 pm
UTC

Oooh, nice Jag!

Victoria Phillips Kennedy

18:03 pm
UTC

IO does know how to make me want to travel! That scenery

Victoria Phillips Kennedy

18:04 pm
UTC


Pretty sure that is a nineties Jag Xj… which is interesting in itself. Not all new and shiny stuff! Which feels appropriate. The big thing here, really, is seeing Bond working in a team with other agents – something you really don’t see that often in the books or the films, Felix aside…

Alex Donaldson

18:05 pm
UTC

How are you all at driving in games? I am def better in real life. In games, I tend to start offroading without intention

Victoria Phillips Kennedy

18:06 pm
UTC

Telling James to “stay”… that can only go well

Victoria Phillips Kennedy

18:06 pm
UTC

Zombie-Hamster says: Very good looking game isn’t it!

Beautiful!

Victoria Phillips Kennedy

18:07 pm
UTC

EdNights_EG says: Sexy European party? I’m in.

How did you know the rest of my plans for this evening?

Victoria Phillips Kennedy

18:07 pm
UTC

MarcusJ says: Is this set in the present day? Or is it a period piece?

It’s a contemporary present-day thing. Present-day Bond, present-day setting.

Alex Donaldson

18:07 pm
UTC

MarcusJ says: Is this set in the present day? Or is it a period piece?

Pretty sure it’s present day

Victoria Phillips Kennedy

18:08 pm
UTC

Knew he wouldn’t stay put!

Victoria Phillips Kennedy

18:08 pm
UTC

Zombie-Hamster says: If this segues into a Ferrero Rocher advert I’m fully in

Ahh, Ambassador!

Victoria Phillips Kennedy

18:09 pm
UTC

MarcusJ says: Thanks – the older looking Jaguar just threw me for a second. In another life, I had an X type. I was informed it made me look like an old man (I was 23)

Victoria Phillips Kennedy

18:10 pm
UTC

Dwayneh says: I love that there’s a bona-fide single player high profile game. Not many of those around any more, or so it seems.

With this (assuming it is well received) and Indy last year maybe there will be a renaissance?

With this and Indy (and its DLC tomorrow), I am one very happy camper!

Victoria Phillips Kennedy

18:10 pm
UTC


A section like this looks to be where you get your Hitman DNA – the game sort of puts the brakes on the story stuff for a moment to put you in a small environment with a variety of Hitman-like solutions to a problem… in this instance, to get into the hotel. But what you do within that is up to you.

Alex Donaldson

18:10 pm
UTC

Zombie-Hamster says: All of a sudden getting very strong Hitman vibes same!

Victoria Phillips Kennedy

18:11 pm
UTC

MarcusJ says: My mission is now to go and read a bedtime story.
If Bond has to disguise himself as a sad clown, as in Octopussy, please beep me.


(This looks promising though! Mind you io are always great.)

Will beep, have a good evening!

Victoria Phillips Kennedy

18:12 pm
UTC

EdNights_EG says: Agent 00-47 reporting for duty…

I may have that strap lined up for something later ;-P

Victoria Phillips Kennedy

18:13 pm
UTC

This reminds me, I need to watch The Queen’s Gambit still

Victoria Phillips Kennedy

18:14 pm
UTC

So, this is Bond’s version of Hitman vision

Victoria Phillips Kennedy

18:15 pm
UTC

Another lovely car! You are spoiling me IO

Victoria Phillips Kennedy

18:16 pm
UTC

So, this is our Bond Girl, eh

Victoria Phillips Kennedy

18:16 pm
UTC

Dwayneh says: It’s a privilege to see the inner workings of the EG Pun Machine in full flow.

Behind the scenes, we only talk in puns

Victoria Phillips Kennedy

18:17 pm
UTC

So, the funny thing about this particular 1970s Aston Martin is it has never been driven by Bond before – but it was regularly driven by one Roger Moore, in the TV show The Persuaders – before he became Bond. In this colour and everything! A deep cut for the hardcore fans.

Alex Donaldson

18:17 pm
UTC

Gremkarc says: Everything or Nothing is actually the best Bond game, and a proto-Uncharted.

I probably have very, very, rosy rose-tinted goggles about it though.

All I can say is, “M, you’re welcome!”

Victoria Phillips Kennedy

18:17 pm
UTC

Gremkarc says: Everything or Nothing is actually the best Bond game, and a proto-Uncharted.

I probably have very, very, rosy rose-tinted goggles about it though.

Love the Everything or Nothing theme song!

Victoria Phillips Kennedy

18:20 pm
UTC

He has his gun out… It’s licence to kill time

Victoria Phillips Kennedy

18:20 pm
UTC


Enjoyed that moment there where as the ‘License to Kill’ was activated, the enemy up that pipe was framed just like he was up the Bond gun barrel sequence. A little bit of cinema in the gameplay!

Alex Donaldson

18:24 pm
UTC

Some of our previous 007: First Light coverage

Here are some pieces Alex and I wrote about First Light a little while ago you may find interesting:

Victoria Phillips Kennedy

18:24 pm
UTC

How do we feel about player characters thinking out loud?

Victoria Phillips Kennedy

18:25 pm
UTC

Uncharted vibes!

Victoria Phillips Kennedy

18:26 pm
UTC

My godfather loves skydiving, and keeps saying he will take me. I keep politely declining…

Victoria Phillips Kennedy

18:26 pm
UTC

YAAAAAAAAASSSSSS

Victoria Phillips Kennedy

18:27 pm
UTC

EdNights_EG says: Definitely filling an Uncharted hole….and then the Bond theme kicks in! Love it!

Oh Ed, I am so happy!

Victoria Phillips Kennedy

18:27 pm
UTC

Think we will get a release date this evening?

Victoria Phillips Kennedy

18:29 pm
UTC

What names! Hope we get at least one inuendo name at some point during the game. Remember Holly Goodhead!

Victoria Phillips Kennedy

18:30 pm
UTC

That’s going to hurt in the morning

Victoria Phillips Kennedy

18:31 pm
UTC

Think we can upgrade the watch as the game goes on?

Victoria Phillips Kennedy

18:32 pm
UTC

EdNights_EG says: I’m intrigued by this “Bluff” mechanic at the bottom of the screen

Same! And the “instinct” needed for it

Victoria Phillips Kennedy

18:33 pm
UTC

Ain’t that the truth!

Victoria Phillips Kennedy

18:34 pm
UTC

Dwayneh says: The fighting feels very Daniel Craig bond.

Agree! A little bit ‘rough and ready’ but effective

Victoria Phillips Kennedy

18:35 pm
UTC

I like that this is an origin story for Bond

Victoria Phillips Kennedy

18:36 pm
UTC

We have a First Light release date

Guys! It’s coming out on 27th March!!!

Victoria Phillips Kennedy

18:38 pm
UTC

Well, that was a very good start to my Wednesday evening! What did you all think?

Victoria Phillips Kennedy

18:39 pm
UTC

Dwayneh says: But that won’t fit under my Christmas tree in a couple of months!

Hmmm… what would be a good stop gap?

Victoria Phillips Kennedy

18:44 pm
UTC

Kami says: Wasn’t the last big Bond game that one with Joss Stone in it?

Oh my days, I had forgotten that. Was it Blood Stone??

Victoria Phillips Kennedy

18:46 pm
UTC

Kami says: Quick google, it was Blood Stone, back in 2010. Why am I THIS OLD?! XD

Pfft, you haven’t aged a day!

Victoria Phillips Kennedy

18:47 pm
UTC

Mya sang the theme for Everything or Nothing, I wonder who they will get for First Light

Victoria Phillips Kennedy

18:49 pm
UTC

I did like Adele’s Skyfall, think a Bond theme needs to be powerful. Wasn’t a fan of the one for Specter. Who sang that one again?

Victoria Phillips Kennedy

18:49 pm
UTC

Sam Smith! (answered my own question)

Victoria Phillips Kennedy

18:50 pm
UTC

Kami says: I’m approaching the big 5-0 and I’m still here on Eurogamer, hence why I can also remember James Bond Jr. The Animated Series.

Birthday martinis?

Victoria Phillips Kennedy

18:51 pm
UTC

Kami says: I still have Tina Turner’s Goldeneye on one of my playlists.

Ah I love it! The end credits song for GoldenEye still always catches me off guard, though XD

Victoria Phillips Kennedy

18:54 pm
UTC

“He’s the real deal” – Meet the new face of James Bond

Our Alex has some lovely Bond-flavoured features heading your way, and the first is now live.

Victoria Phillips Kennedy

18:54 pm
UTC

Kami says: Tina Turner did that song justice. I also liked Garbage’s “The World Is Not Enough”. Awesome music video too.

Oooh with all the dripping oil!

Victoria Phillips Kennedy

18:59 pm
UTC

007: First Light gets a $300 collector’s edition

While I have been blogging, the wonderful Matt has been news-ing! Want to learn more about the various editions of First Light you will be able to get your hands on? 00-Matt has you covered.

Victoria Phillips Kennedy

19:00 pm
UTC

Dwayneh says: Live and let die…

When you were young, and your heart was an open book…

Victoria Phillips Kennedy

19:00 pm
UTC

Zombie-Hamster says: Goldeneye and The World Is Not Enough are bangers. License to Kill is a great one too!

Saying it here loud and clear, Timothy Dalton was the best Bond!

Victoria Phillips Kennedy

19:02 pm
UTC

Premium Bond is a very good strap, Matt!

Victoria Phillips Kennedy

19:04 pm
UTC

Kami says: $300? Gonna need to cash in some Bonds for that one.

I see what you did there!

Victoria Phillips Kennedy

19:05 pm
UTC

£59.99 for the base game seems reasonable

Victoria Phillips Kennedy

19:06 pm
UTC

Zombie-Hamster says: Timothy Dalton was a very under-rated Bond. And also the first I was old enough to see in the cinema!

I think he is the Bond most like the books, honestly think he is great in the role

Victoria Phillips Kennedy

19:07 pm
UTC

Kami says: It feels weird when you see a £60 price tag as reasonable.

Ha! Yeah! What a time we are living in…

Victoria Phillips Kennedy

19:08 pm
UTC

I wonder who will be the next Bond in films. The Dune director is on board, if I remember correctly

Victoria Phillips Kennedy

19:11 pm
UTC

It’s looking like a hit, man – here’s Alex’s First Light preview

Alex is back, this time he has his 007: First Light preview impressions for you all to enjoy.

Victoria Phillips Kennedy

19:15 pm
UTC

Just had a google. Apparently, Tom Holland, Jacob Elordi and Harris Dickinson are the actors at the top of the list for the next Bond

Victoria Phillips Kennedy

19:17 pm
UTC

Dwayneh says: Elordi seems to be in everything at the moment. I’d like it to be Tom Hollander rather than Holland. That would be a different take.

What about… Tom Hollandaise ;-P

Victoria Phillips Kennedy

19:17 pm
UTC

Kami says: Tom Holland looks a little young for the role imo, but would be interesting to see. I think Holland would lean more to a soft reboot, like First Light.

That boy (who is actually a man) does not age!!

Victoria Phillips Kennedy

19:19 pm
UTC

Kami says: Anyways, I gotta go get some more pushes in. A pleasure hanging out as always, if rumours are to be believed, see you for the Nintendo Direct I guess!

Have a good evening!

Victoria Phillips Kennedy

19:21 pm
UTC

(Agent) Goodnight

Think I am also going to call it a night – my cocktail glass has been empty for a while now and I could do with a top up.

Thanks for joining and chatting (this was my first time running the live blog and was quite nervous I was going to break the site!).

Have a good night all. See you in the morning!

Victoria Phillips Kennedy



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September 4, 2025 0 comments
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Bond First light
Game Reviews

First Light Arrives March 2026 With $300 Golden Gun Edition

by admin September 4, 2025


007: First Light, the next game from the development studio behind Hitman, is launching on PlayStation 5, Xbox Series X/S, Switch 2, and PC in March 2026, as revealed during Sony’s latest State of Play.

On September 3, as previously announced, Sony and IO Interactive showed off over 30 minutes of 007: First Light, giving us our first real look at gameplay following some teasers and trailers. And at the end of the showcase—which featured Bond sneaking around, killing people, driving various vehicles, and causing mayhem—IOI revealed that First Light is launching on March 27, 2026 on all platforms.

Here’s a new gameplay trailer of Bond in action:

Of course, because in the year 2025, all games must have expensive pre-order versions and early access bonuses, if you pre-order any version of the game digitally, you get to play 24 hours “early.” What is more shocking is the $300 special collector’s edition of 007: First Light. This pricey package includes a physical copy of the game, some digital goodies, and a replica Golden Gun, as well as gold bullets and a stand to display them with. Seems a bit odd to include such a classic Bond prop in a game that, seemingly, has nothing to do with that era of the franchise, but hey, what do I know?

First announced back in 2020, 007: First Light is the long-awaited next game from IO Interactive, and it tells the tale of a younger James Bond as he completes some of his first missions. It’s been a long five-year wait for fans of Hitman who are hoping that First Light will play a lot like Agent 47’s franchise. In today’s State of Play reveal, it did indeed seem like this is very much a Hitman-style game, with multiple options for infiltrating areas and a big focus on stealth and problem-solving. However, the gameplay in the presentation also had moments that were marred by some nasty performance dips and a lot of motion blur. Hopefully, 007: First Light looks better and runs well when it arrives on Switch 2, PS5, Xbox Series X/S, and PC on March 27, 2026.



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September 4, 2025 0 comments
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"He's the real deal" - Chatty, energetic, unpolished, but still the same man: Meet gaming’s exclusive James Bond, played by Dexter’s Patrick Gibson
Game Reviews

“He’s the real deal” – Chatty, energetic, unpolished, but still the same man: Meet gaming’s exclusive James Bond, played by Dexter’s Patrick Gibson

by admin September 3, 2025


While it admittedly was plainly obvious to anyone who has seen his face on TV or in film, Danish developer IO Interactive has now made it official: their video game exclusive iteration of the world famous Agent 007 is to be played by Irish actor Patrick Gibson.

Let’s get the obvious facts and figures out of the way first. Gibson is the seventh actor to portray Bond in a visual medium product endorsed by MGM and EON, the stewards of the cinematic franchise. Gibson has a range of impressive credits, but his most high-profile is arguably his most recent, playing a young Dexter Morgan in Dexter: Original Sin. Gibson is the second Irish actor to take on the mantle of Bond, and will go into the record books as the second youngest Bond – he’ll be 30 when he makes his debut in 007: First Light.

“What he brings is energy,” explains Martin Emborg, First Light’s cinematic and narrative director, who naturally played a key role in casting and then directing Gibson.

“A lot of the time the cinematic artists will start with a long lens shot, and he’s always moving. He’s so dynamic. He has this impatience to him. He’s not someone who can sit in a chair and be extremely calm. Which is great, because that’s a key part of his personality.”

Gibson’s casting is central to the single most important decision IO Interactive made, in tandem with MGM, for First Light. This is a young Bond, and though Gibson himself is not that different in age to Connery or Lazenby in their debuts (32 and 29, respectively), he does present a different image of Bond. First Light sees players follow the agent as a true rookie, following a modern version of author Ian Fleming’s origin of the character: orphaned, a challenging career in the Royal Navy, and then recruitment to MI6’s Double-0 program.

Image credit: IO Interactive / MGM

Like the literary versions of the character, in an early look at First Light during a tour of IO Interactive’s Copenhagen development headquarters, Gibson’s Bond appears to be a jumble of delightful contradictions. He is something of a loner, for instance – the late-joining outcast among a crop of young Double-0 candidates tasked with training and working together. But he’s also already partly the Bond we know – slick, instinctive, and socially suave. He’s still witty and funny, obviously, though in a more wry way rather than eyebrow-quirking seventies stuff. Gibson’s performance will be tasked with carrying much of this.

“You could probably find a lot of impatient, energy-filled people,” Emborg admits. “But Patrick balances that out with a gravity and a great kind of… he has a beyond-his-years quality to him.

“I remember we saw, obviously, we saw a lot of tapes, we did a lot of test tapes and stuff like that. The first time I got in a room with him… I’d seen him on video, but being in the room with him I was just like – yeah, he’s the real deal. And that’s not super quantifiable. It’s just a feeling that you get.”

This I believe whole-heartedly. Bond is one of those unique media characters – in British literature probably among only three – who in many ways transcend what is on the page across multiple interpretations, specifically to embrace the nature of the person playing them. James Bond, Sherlock Holmes, The Doctor – you don’t just cast an actor as these characters – you cast these characters as the actor, and the actor’s personality and predilections then become indelibly mixed with the character on the page, who is part blank-slate by design. You only need to see the difference between the Cumberbatch and Downey Jr. versions of Sherlock Holmes to sense this. Or Tennant and Capaldi in the TARDIS. Or the crooked eyebrows and gleeful smirks of Moore to the brutal nihilism of Craig’s Bond.

Gibson now joins that list with his own interpretation that’ll doubtless be very ‘him’ – so it’s no surprise that the casting flew partially on vibes. His Bond differs on age, but there’s more to him than that, of course. He’s chattier than his filmic peers, for a start – but not by too much.

“To some extent, these are smart characters where there’s an economy to the way that they talk,” Emborg notes, which to me suggests writing that will channel Fleming’s economical and spartan prose of the books.

“So, they’re not chatterboxes. But he talks more than Bond usually does. Bond usually has, like, a single line and then punches someone,” Emborg laughs. Gibson will be doing a little more than that, but “there’s still an economy to it. And I just think Patrick is someone who can take the text, internalise it, and figure out how to say the things we’re saying. It was very inspiring.”

Gibson will have faced a similar audition process to recent screen Bonds, in a sense. Bond production studio EON has a set template, where candidates for the role record the iconic casino scene from GoldenEye which ticks a lot of boxes – glib needling of a villain, flirting, ordering a vodka martini, saying ‘Bond, James Bond’, cool detachment. Recently some tapes leaked showing the likes of buff one-of-us nerd Henry Cavill and The Boys’ Anthony Starr performing this scene in 2005, competing with Daniel Craig. The top candidates went on to more specific sides for the project in question – in this case, scenes depicting a younger Bond and testing chemistry with the actors up for parts as reimagined versions of Bond’s key allies.

Image credit: IO Interactive / MGM

Joining Gibson is Priyanga Burford as M, the head of MI6. British TV fans will know Burford from an impressive string of dramas. Burford’s M is intended to somewhat mirror Bond as a younger take on the character who is new to her job. “She enters the role expected to be a temp,” Emborg reveals, “But she turned out to be really efficient and very good at her job. She has this easy authority, but there’s a kind of kindred spirit relationship with Bond being a young man that enters this training program while not necessarily the one everyone expects to succeed.”

MI6’s gadget-toting Quartermaster is played by Alastair Mackenzie, another staple actor in British TV, stage, and film. His closest brush to gaming was a role in a 2013 movie version of Company of Heroes – but many in the nerd sphere will now know him as Perrin, Mon Mothma’s inutile husband in Star Wars’ Andor. Q has been reimagined this time not just as the guy who gives Bond gear, but as an impeccably-dressed key influence on this younger Bond in the matters of style. “Our Q is very sartorial,” Emborg says. “There’s a reason that the Q watch is an Omega and the Q car is an Aston – you know, you have to have standards.”

Moneypenny is yet another familiar face on British TV in Kiera Lester. Moneypenny is a field analyst this time, rather than just M’s secretary. This means she’s the voice you’ll hear most often – delivering pre-mission briefs and always in Bond’s ear mid-assignment, a vital source of information, an ally, and a friend. IO clearly channels its experience of the relationship between Agent 47 and handler Diana Burnwood here. “The friendship and easy chemistry they have is really what transports you through the story,” Emborg adds.

Further, we have confirmation that John Greenway is played by Lennie James, perhaps best known for The Walking Dead and Line of Duty, and to gamers as Destiny’s Lord Shaxx. Greenway is a vital new character, the last remaining Double-0 agent in MI6 after the program was shut down a decade or so before the events of First Light. He’s now tasked with rebooting the section with young recruits. “He’s the stern mentor who will put Bond through his paces,” reveals Emborg. “But he’s a great spy in a traditional sense. There’s more of a Cold War air about him.”

Finally, at least for now, is the reveal of Ms. Roth, aka ‘Isola’ – the female lead. Noémie Nakai is bringing this French intelligence agent to life – and she has a string of TV and film credits to her name, both in French and English productions. Many will know her from a turn in Tokyo Vice – and some gamers might recognize her voice from Grid Legends, where she was an announcer.

Image credit: IO Interactive / MGM

The idea, various developers explain, is that these key characters around Bond will help form who he is – sculpting this young Royal Navy lad into the suave, sophisticated, and unstoppable agent we know him as. The most obvious example is Q, of course – this is a man who wears a cravat under his labcoat, and he’s going to smarten up this lad by hook or by crook. But each of the core cast of the game will have a role to play in helping to shape Gibson’s Bond, including those above plus a mysterious mask-wearing villain who IO hasn’t yet confirmed the actor of. That villain’s mask, in particular, sure feels like it’s hiding some sort of shocking casting secret.

The need for a new Bond and a new world for IO to play in was obvious. Daniel Craig’s era was hurtling towards its close as IO began work on this game, for a start. But also, being free of whatever the film franchise decides to do is a creative liberation. IO wants to be true to Bond, but also leave its fingerprints on the franchise. Plus, there is a market opportunity too.

“Part of the challenge is like, does a 17, 19, 21-year-old… do they know Bond?” asks IO co-owner and First Light director Hakan Abrak. “They’ve heard about it, right. But do they have that same experience – that I saw that with my dad, I grew up with this experience? Maybe not to the same degree, right?”

It’s a fair point. When I was growing up, there was a Bond film every two to three years. The character was everywhere in my formative years. With less frequent films, today’s young likely know the character less well. So the concept with this new version is a version of Bond for those people, even if some existing fans are left wrinkling their nose in distaste at the choice. Abrak recalls Daniel Craig’s casting, where fans raised petitions and designed websites screaming that he was a terrible choice.

“That’s the beauty of it. It’s an IP that invites discussion, that invites sharing your story or what you like,” Abrak says. Gibson is a new Bond for a new generation, though IOI of course hopes that existing fans also come along for the ride. “Ultimately, we hope this is a way for a new audience to get acquainted with this fantasy. That’s what we’re trying to do.”

As in any good Bond story, the agent is the sun around which everything else orbits. In a video game there’s more than just an actor to worry about – animation, sound design, even how the blend of motion capture and hand animation catches the character’s unique ambulation. First Light is very different to IO’s work on Hitman in many ways, but one key way is in how the protagonist moves – where 47 is stiff and deliberate, 007 flows like a surging river. Only part of that is from Gibson, of course – but the team at IO seems convinced they’ve nailed finding their man.

“It’s impossible to overstate what he brings,” says Emborg. “What they do – when you have Lenny James and Patty together on stage… it’s that energy. You go, wow. Why do I have goosebumps right now? They’re not even saying anything, but they’re doing something.”

I consider myself a pretty discerning Bond fan. It wasn’t until I actually saw Casino Royale that Craig won me over, even (though I was never enough of a moron to sign a petition on sight alone). But I can say that even having just seen a few glimpses of him, this new 007 has me largely convinced. By going younger, shifting away from the known parameters of the character, IO has created space within which to operate – and thrillingly, Gibson seems to be the right man to fill in those gaps.

Disclaimer: IO Interactive provided Eurogamer travel, accommodation, and sustenance for a one-day visit to their studio HQ in Copenhagen.



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September 3, 2025 0 comments
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A Cool Handheld Facing An Uphill Battle
Game Reviews

A Cool Handheld Facing An Uphill Battle

by admin September 3, 2025


The ROG Xbox Ally X surprised me with how light it felt the first time I picked it up. Despite being one of the heaviest PC gaming handhelds, it doesn’t actually feel overbearing or burdensome. The controller grips on the sides might make it look goofy but they also make it more comfortable, so the battery life will stop me from playing long before tired arms or cramping wrists. And none of this will matter if the price isn’t right.

An October 16 release date for the Xbox-branded Asus hardware was revealed at Gamescom 2025. That was two weeks ago. Now we’re 42 days from launch and there’s still no pre-order page or even an official price tag. The latter is seemingly under review following the latest U.S. tariff updates from President Trump’s White House. But if, for whatever reason, it ends up costing double the price of a Switch 2 or Steam OLED as some leaks have suggested it will, it’s going to have some big shoes to fill. I’m not sure neat paddles on the sides, a new AMD Ryzen AI Z2 Extreme chip, and a slick UI overhaul alone will be able to justify the experiment.

I went hands-on with the Xbox Ally X (the more powerful of the two upcoming models) at Microsoft’s offices last week in Seattle during PAX West and came away with what felt like a glimpse of where the tech giant could take Windows gaming in the future, as well as lots of questions about where it will actually be come this fall. When he tried it at Summer Game Fest earlier this year, Kotaku‘s Kenneth Shepard lamented handheld gaming’s newfound obsession with replicating high-end PC and console experiences on the go. I came away from my hands-on demo more curious about how the PC gaming handheld could reshape the Xbox home console experience moving forward.

The Xbox Ally is Microsoft’s attempt to bolt a gaming OS onto Windows so the average person can turn it on and boot up a game without ever having to navigate a task bar or desktop shortcut. Turn the handheld on and it boots directly into the new OS layer running on top of Windows 11. Accidentally crash it by trying to navigate around too fast or hitting a button when you’re not supposed to, as I did several times, and that dreaded error window will pierce through the overlay like an unwanted virus alert.

Kotaku

The experiment won’t be worth it if Microsoft and Asus can’t figure out a decent price tag, but it won’t mean anything at all if they can’t keep the new UI stable enough to successfully trick you into forgetting that the Xbox Ally, contrary to catchy marketing, is still actually a Windows PC. When it does work, the promise of the Xbox Ally shines through unmistakably: your PC game library made easy to navigate and play on already proven hardware. Tags for every game tell you if it can run at high settings or if it’s yet to be tested.

Much has been made of how the Xbox UI will automatically pull in games you already own on Steam, letting you launch them from within the Xbox layer without having to separately descend back into Windows and open them manually. Can you buy Steam games directly from within the Xbox layer as well? Microsoft hasn’t confirmed that yet.

The idea may simply be that most people will buy Steam games on their actual PCs, then have them easily accessible when they move over to the Xbox Ally where they will then also have Game Pass waiting for them. The Xbox Ally is the first step in a new race with Valve to see which company can make accessing its competitor’s products on its own devices more frictionless, and Game Pass on SteamOS is still a pain.

Perhaps the biggest coup for the Xbox Ally team within Microsoft is a feature that lets you hold down the dedicated Xbox button to quickly navigate between apps just like you might on a smartphone. It feels like an evolution of Quick Resume on console, by far Microsoft’s biggest contribution to the current console generation experience outside of Game Pass. If only every gaming handheld made it so easy to toggle between games, Discord, and the web. If only every gaming handheld even had Discord.

Speaking of the Switch 2, I brought it to the demo for size comparison purposes. I spent most of my time on the Xbox Ally playing Hollow Knight: Silksong, a game I will be buying on my Switch 2 when it comes out this week. The original game on the original Switch was an ideal handheld experience, as evidenced by how few of Kotaku‘s staff at the time even played it before it came to Nintendo’s console. The sequel only costs $20 and will not be testing any PC gaming handheld benchmarks. Do you really need a $600, $800, or even $1,000 PC gaming handheld to enjoy it?

Over 150 million Switches sold proves there’s a market for cheap gaming handhelds. Six million PC gaming handhelds sold, meanwhile, suggests there is not yet a market for the high-end ones, at least not one that can meaningfully profit a public company investing $80 billion a year in AI. But even if a trade war ultimately makes the Xbox Ally dead on arrival, at least in the U.S., I’m glad to see companies trying. There are a lot of cool ideas in there and I’d love to see how they could be applied to console gaming in the future.



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Hell is Us Review - Brains Over Brawn
Game Reviews

Hell is Us Review – Brains Over Brawn

by admin September 3, 2025


For many triple-A video games, appealing to a wide audience often means ensuring players can see a game to its conclusion. That sometimes translates to sanding down combat, exploration, and puzzle-solving to make it approachable as possible. But this can sometimes veer into making games too guided for their own good. Hell is Us tosses all of these conventions out of the window. Goodbye quest logs, maps, and objective arrows telling you where to go. By trusting players to figure things out, Hell is Us’ smart level and puzzle design shine to create compelling and rewarding discoveries, despite middling combat and uneven storytelling.

The game follows Remi, a soldier who sneaks into Hadea, a mysterious country isolated from the rest of the world. Remi returns to his homeland to meet his parents and learn why they smuggled him out of the country as a child. But with little memory of his parents, nor knowledge of their current status or whereabouts, Remi must rely on his wits to piece together answers within a nation gripped by a brutal civil war and invaded, for some reason, by otherworldly monsters. This setup lays the groundwork for what Hell is Us does best: letting players uncover leads to figure things out.  

 

The absence of traditional forms of guidance forces a genuine immersion in Hadea’s open hubs that feels refreshing and rewarding. While not a true open world, each zone offers a strong assortment of hidden dungeons, environmental puzzles, and distressed citizens often begging for aid. Unraveling mysteries becomes an engrossing exercise of finding clues, such as curious letters, ancient relics, or lost keys, while gleaning information from dense character conversations inspired by classic point-and-click adventures.

Whether it’s figuring out where to find milk to deliver to a starving infant or uncovering the location of multiple hidden switches to open a mysterious door, puzzle-solving always manages to be fun and logical without being obtuse. Most everything you find matters in some way, making each discovery, no matter how seemingly insignificant, feel worthwhile and exciting because you know it’s a potential solution awaiting a problem yet to be uncovered. 

Hell is Us’ puzzle variety is also commendable. Some problems rely on using your compass to follow a specific path, utilizing visual cues such as landmarks to stay on track. Others hew closer to traditional dungeon puzzles evoking The Legend of Zelda, such as stepping on spike traps in a correct sequence to offer a blood sacrifice to open a door. Only a few puzzle types repeat themselves, such as special hidden doors locked behind enigmatic symbols, but most appear only once, lending their locations a unique flavor. Plus, solving certain smaller puzzles chips away at larger, more tantalizing mysteries, creating an even greater sense of purpose and incentive. 

Despite refusing to hold players’ hands, Hell is Us throws a bone via helpful flowcharts tracking the main bullet points of the primary story objectives, such as relevant persons or objects. I never needed more help than this, as the game merely displays relevant facts while trusting me to figure out how to use this knowledge accordingly. I only wish the overwhelmingly dense menu tabs had better filtering options to make reviewing specific clues less of a hassle.

Sidequests, however, have no such tracking other than the menu vaguely stating they exist. Everything else regarding the nature of an optional request must be committed to memory (or note-taking), including the location of an NPC and their dilemma. While that may seem like a hassle, I love how Hell is Us rewards you for paying attention. Solving many puzzles requires spotting telltale visual cues about a person, place, or object not explicitly highlighted, then making educated deductions and the occasional leap of faith. The game manages to do all of this without ever feeling oppressively difficult, frustrating, or opaque. That’s a very tricky line to walk, and developer Rogue Factor effortlessly struts along it.

Even when I found something I couldn’t immediately access, it fueled my desire to comb every inch of Hell is Us’ environments, as nooks and crannies often yield new clues. Revisiting areas is a necessity, and I was always eager to backtrack to unlock the solution to an hours-old problem.  While I understand encouraging players to study their surroundings, the lack of widespread fast travel wore on me when I just wanted to return to a spot I’d visited multiple times. If I didn’t find the correct key, I’d find a relic yielding fascinating lore expanding on Hadea’s history. This is its own treat, as the setting has a compelling history rooted in a cultural and religious schism that is admirably fleshed out in well-written and compelling lore materials.

Puzzle-solving thankfully makes up the bulk of Hell is Us, as the game’s combat doesn’t hit the same highs. While competent, the action is simple to the point of becoming mind-numbing as players spam a one-button combo ad nauseam to drop the game’s fascinatingly strange monsters. Commanding Remi’s drone offers helpful crowd-control assists, such as distracting an enemy, unleashing a pulse to stun multiple targets, or even spinning Remi around like a saw to mow through mobs. The most unique element of battle is a neat health regeneration mechanic that functions like an active reload in a shooter, letting you heal by timing a button press. Although this adds a nice intensity to encounters, the enemy variety stagnates in the game’s second act, causing battles to grow stale. I began avoiding monsters once my weapons were sufficiently leveled.

I only found one of the four weapon types – a pair of axes – fun to use, and while you can equip two at a time, the game never encourages experimentation with loadouts. That’s a shame, because this trivializes the thematically interesting emotion-themed weapon abilities. Each weapon can be augmented with up to three color-coded categories of special powers: Crimson rage abilities deal tons of damage, like unleashing a fiery energy missile. Grief-themed blue abilities hinder targets with debilitating effects. Some of these powers are entertaining, so I wish they mattered more, especially because the creatures are pretty cool and unlike anything else I’ve seen before. Their pearl, eerie forms resemble a melted abstract sculpture, and the way they eject haunting manifestations of human emotion to assault Remi feels like something out of the 2018 Alex Garland film, Annihilation, in a complimentary way.  

 

Despite being enamored by Hell is Us’ world-building, I was less enthused by the plot. Remi is a bland hero, and his primary character trait of being an emotionless sociopath isn’t utilized effectively in the narrative; it merely serves as an excuse for his dullness. His partnership with a strong-willed journalist doesn’t evolve substantially, and the true nature of the game’s intimidating and seemingly important main villain is brushed aside in baffling fashion. While the game begins with a strong introductory act and hits its stride in a lengthy second act, the third act feels rushed, focuses far too much on the so-so combat, and culminates in a flat conclusion that betrays the epic promise built up prior.

Hell is Us feels like a modernized spin on the classic action/adventure game that, as a third-person game, feels obligated to include combat. The game’s investigation elements are much more fleshed out in comparison to the action, which is, at least, passable enough to endure while I enjoy the main treat of running around and solving puzzles. I’ll be deciphering the game’s remaining riddles well after I rolled credits, and I can’t wait to see what revelations await. Hell is Us isn’t perfect, but it’s a bold and respectable debut that largely delivers on its promise, laying a strong foundation for future stories in its fascinating world. 



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September 3, 2025 0 comments
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007: First Light is so much more than Hitman - with its 'breathing' structure, it looks like the ultimate composite video game
Game Reviews

007: First Light is so much more than Hitman – with its ‘breathing’ structure, it looks like the ultimate composite video game

by admin September 3, 2025


When IO Interactive first announced it was uptaking work on what was then known as ‘Project 007’, the internet collectively cheered. There was one practically unanimous reaction: this is a match made in heaven.

I agree – it really is. Except it isn’t. Except it is. Such is the strange, fluid nature of the Bond franchise. In some ways it lines up perfectly with Hitman’s sublime espionage and seductively beautiful-yet-nihilistic ‘World of Assassination’. And yet Agent 007 is a totally different sort of character to Agent 47. The way Hitman feels in your hands is so specific, and in my opinion no matter how perfect a fit IOI was in other ways, I was nervous about that being replicated for Bond.

So I always felt that IO’s take on Bond would live or die by the studio’s ability to turn that difference into a strength rather than a weakness. After seeing a chunk of hands-off 007: First Light gameplay at IO Interactive’s Copenhagen headquarters, I’m convinced that the mad lads have done it. Mission accomplished. The best of Hitman is carried through – but without compromising the key pillars required for Bond to be Bond.

Image credit: IO Interactive / MGM

Central to this is Bond himself. Casting plays a role in this, with the announcement of Patrick Gibson as gaming’s official 007 a crucial piece of the picture – but much of it is mechanical. Agent 47 moves deliberately and with a stiff, almost mechanical nature. He’s literally a programmed contract killer, and so it makes sense that he is a little robotic. This also lines up well with Hitman’s mechanics, where that highly telegraphed movement plays into making sure everything is clear – if an action is safe to perform, if you’re in sight or stealth, and so on. But that isn’t Bond.

007 is impulsive, fluid. He needs to move not with stiff deliberation, but with a silky instinct. IO has addressed this in the core movement – Bond is much slicker than 47 even doing something as simple as picking up an item off a table – but also in mechanics. If you’re stealthing, when spotted 47’s only option is to get violent or leg it. As Bond, if you’ve enough Instinct, a limited resource, you can vocally bluff your way out of a situation. Bond can’t toss coins, but he can confidently throw his voice to attract a guard. If he runs out of ammo in a gunfight, a last-ditch thing he can do is throw his gun at the head of his would-be assailant. If the situation is hectic and he needs to pick up a rifle on the ground, he’ll stylishly kickflip it into his hands.

There’s quite a lot mechanically going on here, and that’s because in many ways First Light feels like what I’m going to call a composite game – a great big mingling of mechanics, ideas, and systems. When IO Interactive co-founder and First Light director Hakan Abrak explains the game, one gets a sense of how these mechanics get divided up, creating a game that is less structurally fluid than Hitman’s wide-open Rube Goldberg machine environments, but no less flowing.


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Deep Breath

“It breathes,” says Abrak of First Light.

That two word explanation is evocative enough alone, I think, without quoting his fuller explanation. Picture your midriff as you breathe. You inhale, and your body tightens. I subconsciously do this when a photo is taken, to look slimmer. When First Light inhales, it mechanically narrows.

You might be in an exposition-heavy walk-and-talk, Moneypenny in Bond’s ear as a beautiful environment unfolds before you. You might be in a narrow, prescribed gunfight where you can choose if you want to be a little bit left or right, high or low, but ultimately you’re in that gunfight. It might also be an extremely tightly-scripted stealth sequence. Internally, IO Interactive refers to these sections – the ‘inhale’ – as ‘guided’. Here First Light indeed begins to resemble many action-adventure jaunts I’ve played before, from Uncharted right back to some older Bond games like EA’s Everything or Nothing.

Now imagine the exhale. Everything slackens, the muscles relax, and if you’re anything like me, you’re a little more comfortable in your skin. IO Interactive calls these bits of Bond ‘core’, and it’s here where the Hitman heritage proudly flexes. You’re placed into open situations with an objective, but how you accomplish it is up to you.

Some of these areas might be vanishingly small compared to a Hitman level. In the publicly-available early-game mission shown in the State of Play, we see Bond arrive at a beautiful building home to some lavish gathering of the great and the good. He needs to get inside. The entrance to the building is itself a mini Hitman level. There’s a few different options for how to gain entry, but how exactly you approach that situation is up to you. Once inside, the game inhales again, directing you along a stricter path to keep the story moving.

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Even in this small example the differences and similarities to Hitman are laid bare. Bond is a little more constrained than 47. Bond isn’t going to injure civilian security guards for no reason, for instance. Bond also isn’t going to do crazy, stupid things. Walk close to a ledge that can be vaulted to reach an open window while a guard is watching, for instance, and the game straight up won’t let you do it. The ‘vault’ UI element appears, but is carefully crossed out. In Hitman, you could press the button and let all hell break loose as the guards go into overdrive. Indeed, Hitman is the sort of game where an accidental input – a shot fired by mistake, a door opened by a miscue – can ruin your run, by design. For Bond, everything is a little more contained. You can vault that wall – but you’ll need to create a distraction first.

The same is true for killing. In what I think is a tremendously clever use of the Bond iconography, you can’t just open fire willy-nilly. When Bond is in a situation where enemies are clearly out to kill him, a flashy UI element unfolds on screen declaring: [LICENSE TO KILL]. At this point, Bond is weapons-free. This is a key differentiator from Hitman, too – in a grand party, you can’t just get an assault rifle and spray the room – that isn’t how he does things.

There’s still an immense room for creativity, however – it’s just a different kind of creativity with less potential for unwarranted collateral. Say you need to get into a hidden area – Bond isn’t donning disguises (at least, not like 47 – there will be story-specific dress-up here and there), so you need alternatives. In some ways this is familiar to Hitman – in a mirroring of that game’s Paris, you might choose to pose as a member of a camera crew. For that you’ll need to socially charm the presenter with dialogue options to convince her you are indeed her replacement camera operator, and you’ll also need to track down a camera in the venue to use – which can be done in one of at least three ways. To even learn of this opportunity you’ll need to catch ambient dialogue, overhearing while circling the area that a TV producer is missing their cameraman. Alternatively, you could just sneak in – or you could pickpocket a pass from another guest, if you’re slick enough. On and on it goes, the game state shifting depending on your objectives and the path you take to them.

Image credit: IO Interactive / MGM

All of this suggests a game that is segueing from state to state. If you alert enemies in stealth but then quickly take out all of those alerted, a UI element will confirm that it’s [SITUATION CONTROLLED] – again a subtle difference to Hitman, where such situations could snowball easily and it sometimes was even not instantly clear if you were safe or not. Some of that Hitman paranoia and panic appears to be gone – but it’s replaced with swagger, because that’s who Bond is. That signalling is also there to tell you that you’ve seamlessly moved from one game state to another, in a sense.

In terms of controlling such situations, Bond has more flashy options than 47. He’s got a range of Q gadgets to distract – smoke bombs, knock-out darts, and so on. He can use his pure brass neck to convince a suspicious guard he’s meant to be there (though Hitman’s ‘enforcer’ style guards are back, and always see through Bond’s bluff). If things resolve to combat without that license to kill being activated, it’s fisticuffs in a tactile and frenetic combat system that’s full of using enemies’ momentum against them – flinging them this way and that, countering, parrying – it animates with enormously satisfying physicality and has shades of things like Batman Arkham and Mad Max. It’s a far cry from 47’s QTE-driven, over-in-seconds hand-to-hand.

Do you see the composite forming? Hitman’s stealth and open endedness in places, yes. But then there’s that counter-heavy combat, Uncharted-style spectacle, and tight-but-scrappy looking third-person shooting. Oh, and drifty, arcade-looking driving. Even in those segments that resemble Hitman, it differs: Bond can chat to people more, and there’s dialogue options and branching conversations where you can talk your way through situations with 007’s famous charm rather than have to sneak or subvert.

Going 360

I do hate marketing bluster. But occasionally some piece of phrasing cuts through – and for Bond, IOI has a term that is buzzier than a watch with a built-in circular saw. “We want to make a 360-degree Bond experience,” Abrak says in just one of many instances when I hear that geometry-based phrase. Yes, it’s marketing nonsense – but it does speak to a truth about James Bond.

In GoldenEye 007, Bond is basically the Doom Guy. There’s the odd gadget or bit of hacking here or there – but he’s mowing down wave after wave of soviet soldiers or terrorists. By Everything or Nothing, the developers had folded in things like car chases and maybe even the occasional spying sequence – but it was more or less all-action. IO wants to take a more holistic view of the character, and look at Bond from all angles rather than just action – thus 360-degree.

Image credit: IO Interactive / MGM

What is Bond? He’s charming, he’s creative. IOI wants its game to reflect all of that, which is why you’re as likely to find yourself in a ‘social space’ as in a linear shootout. Equally, those social spaces take a different form to Hitman – more constrained in some ways, but more open in others, such as with his ability to talk to key NPCs. Much of this is stuff that 47 would never do to this extent, if at all – and so I’m wary to describe this game as simply ‘Hitman with more action’, and am more wary still of anyone who might dilute it down to that. It’s more.

There’s another buzzy phrase I rather enjoyed on this studio visit – and this was one that felt less like a planned marketing term and more a quirk of phrase (and more something actively used in the studio). I heard people from all major branches of production – narrative, gameplay, audio – describe the desire to “put it on the sticks” – where “it” is the sensation of being Bond. Bond is one of the coolest characters in all of media – and so of course IOI’s desire is that players be in control of him when he’s performing his most impressive feats.

I’m all for this, though in something like this the proof of the pudding is in the eating. The grandest remaining hurdle that Agent 007 needs to pass is: to be playable. All of this is IOI talking the talk, showing us stuff that looks fabulous. Certainly, World of Assassination suggests it can walk the walk, too. But I hear the mantra that this satisfying action is ‘on the sticks’ and it gnaws at me that… I haven’t touched said sticks.

I’ve been doing this job for long enough to know that shooting can look slick and scrappy in video but then feel awful in practice – you need to feel it. The flow of a ‘social space’ can look great in a slickly-edited video but feel weird in-game. All of this remains to be tested. I need to, as IO reps put it, get ‘on the sticks’. But if IO Interactive’s walk channels Bond’s smirking swagger and is as strong as their talk, I could see this being an all-timer. As a Bond fan, I’m keeping everything crossed – and am more optimistic than ever.

This preview is based on a visit to IO Interactive’s HQ in Copenhagen. IOI provided travel and accommodation.



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Superman and Lex appear in the comics.
Game Reviews

Next Superman Movie Gets Release Date As New DCU Ramps Up

by admin September 3, 2025


James Gunn’s Superman was a great comic-book movie unburdened by much of the multi-billion-dollar franchise machine powering it, and a sequel isn’t far away. Because even though this summer’s DC blockbuster didn’t feel like just another marketing beat on a pitch deck, it very much is that, too. Gunn’s announcement on Wednesday that Man of Tomorrow will hit theaters in 2027 shows his rebooted DCU is about to be in full swing.

“Man of Tomorrow. In theatres July 9, 2027,” the director posted on social media today alongside comic book artist Jim Lee’s rendering of Superman and Lex Luthor standing next to each other, the latter appearing in his green and purple Warsuit. This “Lexorian armor” is what the billionaire genius uses to even the playing field with his himbo Kryptonian rival, and suggests at the very least the next movie will give us another showdown between the two. Or maybe they’ll end up working together to face an even deadlier, extinction-level event like, say, a visit from Brainiac?

July 2027 will be just two years after Superman arrived in theaters, bringing the box office success back in record time. But it’s far from the only upcoming DCU movie currently on the calendar. Here’s a brief look at the shows and movies in development that currently have dates attached to them:

  • Lanterns TV Series: Early 2026
  • Supergirl: June 26, 2026
  • Clayface: September 11, 2026
  • Man of Tomorrow: July 9, 2027
  • Dynamic Duo: June 30, 2028

Matt Reeves’ follow-up to The Batman is also in the mix with a slated release date of October 1st, 2027, further powering DC’s presence at the multiplex, though the Robert Pattinson-led films are not, strictly speaking, part of James Gunn’s DCU.

You may be detecting a pattern here: we’re getting at least one Superman-related movie and one Batman-related movie annually for the next two years. There’s also Teen Titans, Wonder Woman, and Deathstroke movies in development, alongside a bunch of other projects. Gunn has previously promised that the scripts will come first in these productions, preventing messy reshoots and other expensive holdups until the stories have been locked down. That at least sounds like it’s in contrast to the recent Marvel process of letting the needs of franchise development run the show.

The proof, of course, will be in this new DCU’s track record once it actually takes shape. For now it’s just one good movie and some cool ideas. We’ll see how the next two years pan out. In the meantime, Peacemaker season 2 just kicked off on HBO streaming for everyone looking for clues about where Gunn’s interconnected superhero universe will go next.



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Cronos: The New Dawn Review - The Iron Hurtin'
Game Reviews

Cronos: The New Dawn Review – The Iron Hurtin’

by admin September 3, 2025



Coming off the Silent Hill 2 remake, the biggest question I had for Bloober Team was whether the studio had fully reversed course. Once a developer of middling or worse horror games, Silent Hill 2 was a revelation. But it was also the beneficiary of a tremendously helpful blueprint: The game it remade was a masterpiece to begin with. Could the team make similar magic with a game entirely of its own creation?

Cronos: The New Dawn tells me it can. While it doesn’t achieve the incredible heights of the Silent Hill 2 remake, Cronos earns its own name in the genre with an intense sci-fi horror story that will do well to satisfy anyone’s horror fix, provided they can stomach its sometimes brutal enemy encounters.

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Now Playing: Cronos: The New Dawn Review

Cronos: The New Dawn looks and feels like the middle ground between Resident Evil and Dead Space. Played in third-person and starring a character who moves with a noticeable heft that keeps them feeling vulnerable, it’s a game that at no point gets easy in its 16- to 20-hour story. All the hallmarks of a classic survival-horror game are here, from its long list of different enemy types that demand specific tactics, to a serious commitment to managing a very limited inventory, and especially to the feeling of routinely limping to the next safe room, where the signature music becomes the soundtrack to your brief moments of respite before you trek back out into the untold horrors that await you.

Cronos is set mostly in the future, decades after a pandemic referred to as The Change has left most of the world in shambles. Mutated monsters called orphans roam the abandoned lands of Poland, which fell before the Iron Curtain did in this alternate history tale. As the Traveler, you’ll move through time, extracting the consciousnesses of key figures who might help you work out how The Change occurred and how to fix things.

The story’s impact is stunted by the main character’s attire, which looks like an all-metal blend of a spacesuit and a diving suit, completely obscuring her face at all times. This, coupled with her cold, almost robotic delivery, made it hard for the game to emotionally resonate with me, though, like most good stories, the inverted triangle shrinks from big-picture problems down to an interpersonal level. It does, by the end, achieve something closer to emotional weight.

Still, while the narrative specifics sometimes miss their mark, the setting helped keep me invested. I love a good time-travel story, and Cronos’ saga combines Cronenbergian body horror with mental mazes akin to Netflix’s Dark. I found myself obsessing over all of the optional notes and audio logs, hoping to stay on top of the twisting, deliberately convoluted plot. Cronos starts with a good sense of intrigue, and though I didn’t feel attached to any characters by the end, I was invested in the grand scheme of things. It’s also a good example of the difference between story and lore: While its beat-by-beat narrative is merely fine, its world-building is much more interesting and had me eager to learn more about the way the world succumbed to its sickness.

The worldbuilding of Cronos is intriguing, though the characters themselves don’t often do well to support its intended emotional weight.

One of Cronos’s coolest visual touches is the glove-like machine The Traveler uses to extract the minds of people from the past. Long, wiry, metal, almost Freddy Krueger-like prods unfold from The Traveler’s knuckles and dig into people’s skulls–and she’s the good guy of the story. It’s an unforgettable, uncomfortable sight and reminds me that even when Bloober Team’s past games didn’t often have memorable gameplay, they weren’t short on horrific sights.

Bloober Team swore to me several times across multiple interviews that the game isn’t at all inspired by the COVID-19 pandemic, which really strains credulity early on when so many of the loose notes you’ll find refer to things like social distancing, lockdowns, and crackpot conspiracies around vaccines. The studio told me at Summer Game Fest that any allusions to the real-life pandemic were subconscious at best. I don’t see how, but nonetheless, taking my own experience with the pandemic into this game heightened the intrigue. Our timeline didn’t lead to mutated monsters, but I found it interesting to witness the Polish team grapple with a pandemic depicted as something like what I lived through–at least early on–set to the backdrop of its nation’s Soviet era, exploring how communism would’ve led to different outcomes, even before you throw in the creatures made of multiple heads and many tentacles.

Where Cronos really shines is in its combat. The Traveler is equipped with a number of guns, but nearly all of them are better used with charged-up shots, meaning the second or two between charging a shot and hitting an enemy can be very tense. Monsters don’t stand still while you line up your shots, and like many great horror games, this is not a power fantasy. Missed shots are stressful because they waste ammo and allow the monsters to persist unabated, but such shots can be hard to avoid given the sway of your weapons and their charging times, combined with the sometimes complex enemy movement patterns. Even after many upgrades to my guns, I never became a killing machine. Most of my greatest combat achievements came in the form of creatively using gas canisters, exploding a small horde of enemies at once, thus saving a lot of bullets for my next struggle.

Like in the team’s remake of Silent Hill 2, even fighting just two of Cronos’ grotesque enemies at once can be a test of endurance, aim, and wit. A great feature of Cronos is that bullets can penetrate multiple enemies, so sometimes I’d kite multiple “orphans” into a line, then send a searing shot through their deformed, mushy torsos all at once. Featuring sci-fi versions of firearms like pistols, shotguns, SMGs, and eventually even a rocket launcher–all meant to be carried in a severely restricted inventory space that can be upgraded over time–Cronos takes some obvious cues from Resident Evil. Thankfully, like in Capcom’s series, you’ll rarely have more than just enough ammo to eke out a victory in any encounter.

Combat is tense at all times. Cronos doesn’t relent.

What ties all of this together is the game’s “merge system.” The mutants can absorb the bodies of their fallen, creating compounded creatures that double- or triple-up on their different abilities. For example, if I killed an enemy that was able to spit acid at me and I didn’t burn its body away, another enemy may approach it and consume it, with an animation that looks like guts and tendrils ensnaring the dead, resulting in a bigger, tougher monster standing before me. In one sequence, I’d regrettably allowed a monster to merge many times over, and it became this towering beast the likes of which I never saw again, partly because I tried my hardest never to allow such a hellish thing to come to fruition once more. It’s for this reason that combat demanded I pay close attention, not only to staying alive, but when and where to kill enemies. Ideally, I’d huddle a few corpses near each other, so when I popped my flamethrower, its area-of-effect blast would engulf many would-be merged bodies at once.

That’s if the best-case can be achieved, though. This is a horror game, so I often couldn’t do this. Sometimes I was forced to accept some merged enemies, which then meant dedicating even more of my ammo to downing them–merged enemies don’t just gain new abilities, they also benefit from a harder exterior, creating something like armor for themselves. Because of all of this, combat is difficult from the beginning all the way through to the final boss. It levels well alongside your upgrades, matching your ever-improving combat prowess with its own upward trajectory of tougher, more numerous enemies.

While I want and expect some difficulty in a survival-horror game, Cronos does include a few notable difficulty spikes that had me replaying moments several times over. After a while, these would get frustrating, often because they felt like they demanded perfection, especially as it relates to preventing merges. If too many enemies merged, I simply didn’t always have enough ammo to kill them, and the game’s Dead Space-like melee attacks are much too weak to rely on–not to mention that virtually every enemy in the game is considerably more harmful when fought up close. Keeping my distance and resorting to firearms was key, but if all my chambers were emptied and enemies still roamed, it was likely I’d need to force my own death and try to kite and burn them more efficiently next time.

On two occasions, I even resorted to totally respeccing all my gun upgrades, forcing all my attention onto just two guns. This might sound like a clever workaround, but it felt more like I was brute-forcing my way past a difficulty spike that was best not to have been there in the first place.

Thankfully, these moments don’t color most of the experience. Combat is unforgiving, but mostly not unfair. Boss battles are very tough too, and I ended just about all of them in the “blinking red screen” phase of my health bar. These are achievements in a horror game. I ought to feel tested consistently, and Cronos’ way of lining all its optional paths with both more rewards and more monster encounters quickly taught me that no savvy scavenger hunt for a few spare bullets or health kits would go unpunished. Though this formula became predictable over time–the game almost never gave me an optional path free of hazards–I didn’t find it frustrating. I was glad to find a challenge around every corner.

Finding stray cats is a fun and very rewarding side quest during the 16- to 20-hour horror story.

Like a lot of horror games, I find Cronos to be tense, but not scary. I admit some of that is probably due to decades of desensitization as a massive horror fan, but some things do still unnerve me, and Cronos doesn’t really hit in that way. Some of the enemies and hazards caused me to move slowly through its world in a way I greatly appreciated. Sometimes, one wrong step would do me harm, like enemies crashing through walls and knocking me over if I wasn’t careful. But mostly, its scare language is one of throwing more monsters at you, not leaving you to worry about when the next one might appear.

Cronos tries toying with atmospheric soundscapes akin to what Bloober Team seemed to learn from working on the GOAT of horror atmosphere, but it doesn’t enjoy similar accomplishments–not that they would be easy for anyone to achieve. In this case, I feel that’s because Cronos’ world is much more aggressive overall than Silent Hill 2’s, and doesn’t leave space for things to just breathe as often. Sometimes, the quiet is the horror, but as mentioned, Cronos is more akin to Resident Evil or Dead Space than the series this studio has already helped revive. It’s survival-horror for sure, but it leans a bit more toward action than some of the genre’s titans. Thankfully, a great soundtrack full of synth-heavy songs suits the world very well. It gives the game a sense of character that it sometimes lacks when judged on the merits of the actual people in its story.

There are aspects of Cronos the team would be wise to improve upon with its next horror game. Particularly, knowing when not to challenge me with combat, but instead leaving me with a guttural sense of dread, could go a long way to marking future projects from Bloober Team as being on the level of its landmark remake project. Still, that’s not to say what the team has done here is less than great in its own right. Cronos: The New Dawn is Bloober Team cementing itself as not just a studio obsessed with horror–it’s been that for over a decade already. This is Bloober Team becoming a trusted voice in horror.



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