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Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
Game Reviews

Metal Gear Solid Delta: Snake Eater Review – You’re Pretty Good

by admin August 22, 2025



There’s a good chance that, at some point in your life, you’ve been so enamored of a piece of media that you’ve considered what it’d be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what’s left in their place is a longing for those lost feelings.

Video games are the only medium that I think are capable of making that first-time-again fantasy a reality–or as close to one as we’re going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it’s just a little. Metal Gear Solid Delta: Snake Eater does exactly that.

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Now Playing: Metal Gear Solid Delta: Snake Eater Review

Before getting into what’s new, what can’t be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.

Visual changes are the most noticeable contributor to elevating MGS3. While its fresh coat may have been painted on in the most clinical manner possible, that shouldn’t take away from the fact that it makes Metal Gear Solid 3–a third-person stealth-action game about sneaking through jungles, taking out soldiers, and uncovering vast, interlocking Cold War conspiracies–feel alive again.

What impressed me in the original PlayStation 2 release was how the jungle felt like it was teeming with life: numerous species of frogs hop about, snakes slither through grass, the distant sounds of birds, and the too-close buzz of agitated bees, not to mention thickets so dense that I felt like I was lost in an open-world as opposed to being deftly guided through a linear one. After years and countless playthroughs, the child-like wonder it initially inspired faded away, but Delta restores it using the brute force power of the Unreal Engine.

Delta looks absolutely stunning–jaw-dropping at times. In the jungle areas, the environments have the vibrancy and life that you’d expect to come from the naturality of green grass, towering trees, thick mud, decaying bricks, and worn wood, but it never feels artificial and, in fact, feels like it makes good on the Cold War-era, Soviet Union-set vibe in the same way the original did. I have no doubt that there will be discussions about the game’s visuals looking like a dispassionate implementation of Unreal Engine. Despite the fact that games like Fortnite prove it’s a misnomer at this point, Delta at times can look like it has the muted, greyish, brownish industrial footprint that people criticize the Unreal Engine for. But upon closer inspection of both individual details and how all of it coalesces, it becomes evident that skilled artists with a clear vision and direction have poured time and effort into elevating Delta above that.

The Unreal Engine sheen is replaced with touches that come together to give authenticity to the muddy floors, wet stone walls, and metal rusted-looking enough that you worry about Snake getting tetanus. And much of that is reflected on the character models too. Snake’s body–whether you’re wearing clothes or not–will pick up the dirt and grime of whatever he comes into contact with; sometimes even foliage in the environment will stick to him. In a similar fashion, damage is accurately represented on his body and can lead to scars or marks becoming visible. Counterintuitively, playing the game so that you rarely take damage robs you of the opportunity to see this impressive level of detail.

Nevertheless, the takeaway here is that there has undoubtedly been a great deal of work put into the character models. Every single character in the game, from key players like Snake, Eva, Ocelot, and Volgin to less present ones like Sokolov and Granin, or the rank-and-file GRU and Ocelot Unit soldiers, look intricately detailed and, I daresay, lifelike at times. Original MGS3 director Hideo Kojima’s flare for cinematic framing benefits from the new visuals since there are a number of up-close shots of faces or slow-motion movements to intensify action sequences. If you didn’t know that this is exactly how it was in the original, you’d think that Konami was doing all this to show off how good the graphics are in Delta.

If you’re a Metal Gear Solid fan, you’ll be aware of the infamous pachinko machine that gave us a look at The Boss rendered with a level of detail we’d never seen her in before. That elicited a fan response that I’m willing to bet was a factor in getting this remake off the ground–Delta betters that by a considerable margin. The character models look improved and, in particular, the lighting is spectacular. The game takes Snake through a variety of different times of day and cycles through different types of weather, and it’s genuinely impressive how the terrain is impacted and how the overall atmosphere and feel changes. Stepping out into the open in broad daylight when the sun is bearing down left me feeling exposed and desperate to quickly throw myself into nearby grass or behind a wall to cut off sightlines. Sneaking through a jungle at night, with surroundings illuminated only by moonlight and the threat of soldiers suddenly popping up because of limited visibility, was tense, even though I had a good memory of enemy locations and patrol patterns. When the game moves to internal locations such as labs and enemy bases, things become a little less interesting, but still impressive in their visual fidelity. It’s just that, next to the jungle, the interior environments provide fewer opportunities to be wowed as they’re more uniform and predictable.

There are so many details that I want to talk about in Delta, but getting to see just how thorough Konami has been with the visual overhaul is genuinely one of the joys of playing the game. Seeing micromovements of The Fear’s eyes accentuated his reptilian, animalistic nature; Snake’s reflection in The Fury’s glass helmet as he begins his fiery climactic ascent gave me a new level of appreciation for a lot of the character work that Kojima and the team did on the PS2, and there are instances of these kinds of details in every scene. What the limitations of old hardware left to the imagination, the power of modern technology now depicts in glorious detail.

Visuals have taken up the vast majority of this review, and for good reason. Not just because it’s where the most work has been done, but also because, for longtime fans, they’re what is going to be most impactful–those are the people that I think will have the strongest response to what they’re seeing and playing. A great deal of appreciation for what Delta achieves comes from my intimate familiarity with Metal Gear Solid 3–I have played this game so many times that every screen of it is burned into my mind, so seeing what I’m so familiar with but with a level of detail that was simply impossible in the 2000s and, by modern standards, is best-in-class, was often arresting. I’m sure that almost everyone can objectively agree that Delta looks great, but for people like me, the effect of and appreciation for the new visuals goes far beyond. Metal Gear Solid has never looked this good.

What’s more uniformly appreciable for everyone, however, is the new control scheme and the gameplay tweaks implemented to accommodate them. A big part of modernizing MGS3 has been switching to smoother movement and aiming. For the former, Konami has implemented animations and transitions that bring the game closer to the fluidity of Metal Gear Solid 5. Instead of jarringly switching from standing to crouching and then crawling, Snake now naturally moves between the different states and can transition while in motion, which makes navigating environments while using obstacles and hiding opportunities frictionless. Similarly, the way Snake moves his body when laying down and aiming is smooth. It’s not quite as robust as what you can do in MGS5 and crawling can sometimes still feel a bit unwieldy, but it’s vastly improved to the point where it shouldn’t be a stumbling block for anyone new, as it would be if you fired up the original version.

Complementing the freer and more fluid movement is a tighter viewpoint that brings the camera close to Snake, adopting the familiar over-the-shoulder perspective for aiming in third-person. This means you can be far more precise with shots, since Snake, his aiming trajectory, and what you’re aiming at are always in view. Those who haven’t played it may be shocked to hear that wasn’t the case in the original, which had a restricted isometric viewpoint and then more of a controllable camera in the Subsistence version. In both cases, it made for some awkward gameplay moments.

The one trade-off with all this is the fact that this Snake’s newfound efficiency in movement and proficiency with firearms does trivialize a lot of the boss fights, which make up the bulk of the coolest parts of the game. If you’re new to the game, you’ll still find they present a good challenge since each one has quirks that need to be figured out. However, if you know what you’re doing, you can tear through them very quickly. It doesn’t feel like I was able to dispatch them considerably faster than I could if I tried on the PS2 today, but being able to see more, get around more easily, and shoot better means that members of The Cobra Unit feel even more like pushovers now. That is, except for The End; that old geezer is still a geriatric menace.

Delta isn’t completely free of issues. Alongside the new perspective, there is a cover system that has a certain stickiness to it that can be frustrating. It’s not quite the Gears of War glued-to-the-wall level, but more of a gravitational pull towards walls, particularly the corners. That meant that I would accidentally snap into cover when I didn’t intend to, particularly in smaller rooms where the camera is close and there are boxes around Snake. On the one hand, intentionally going into corner cover is appealing since it’s much easier to pop out and fire a shot off with the new over-the-shoulder aiming system, but on the other, I didn’t find myself using that method very much since I could now reliably shoot from the hip or quickly swap into first-person mode and fire off a shot, so all in all, the system ends up getting in the way for me.

When it comes to the other new additions, for the most part they make sense and don’t drastically alter the gameplay experience, instead enhancing it. One is the introduction of a specific button that can be held to enter into a stalking mode that slows Snake’s movements down and makes him much quieter. It can be used when walking, crouch-walking, or crawling. Think of it as the slow-walk that you’d get from tilting the analog stick on the PS2 slightly. Initially, I didn’t really understand why this was necessary and felt it wasn’t that useful since it was so slow. But then I realized it was crucial if you want to sneak up on an enemy to hold them up or get them in a CQC move. The enemies in Delta have better awareness and perception, so if you slow walk or crouch walk behind a soldier without holding the stalking button, they will hear Snake and chaos will quickly erupt. Truthfully, I never got comfortable with getting up close to the extent that I relied on it as a frequent method of engagement like I would in the original; it felt far more risky, which meant when I was attempting a grab or hold-up, I felt more stressed out than I expected. I haven’t felt my palms get sweaty while playing MGS3 in many years, but I was wiping my hands on my pants frequently while playing Delta.

Enemies can now see much farther and have better awareness of what is above or below them. I was surprised to find that I aroused suspicions from positions that I know for sure are safe in the original game, so veterans shouldn’t underestimate soldiers in Delta–they’ve got some new tricks up their sleeves. On top of that, some of the weapons behave a little differently. In particular, as someone who prefers the non-lethal play style and relies on the MK22 for it, physics come into play and bullet drop is more severe, so you can’t easily send tranq darts into heads from long distances. Even at close range, you need to account for changes in trajectory. I went in thinking I could carry on running rings around enemies and putting them to sleep quickly, but found myself burning through ammo reserves and silencers due to the changes in gun behavior. The same goes for recoil on assault rifles and sway on the RPG during the escape sequence–careful where you’re firing those rockets.

The remaining differences come largely as quality-of-life tweaks. A new compass that is accessed from the equipment menu will pop up in the corner and point the way to the next objective when equipped; the life, stamina, and camo index have been moved to the bottom middle of the screen, freeing up the rest of it so you can soak in the visuals; the camo and face paint swap feature can be accessed through a shortcut assigned to the D-pad but uses pre-determined combinations, so there’s still value in going into the full menu and individually selecting your desired outfits. The codec can also be accessed through a D-pad shortcut, which makes getting to the save screen much easier, and you can also tune the radio to specific frequencies from the shortcut too. Finally, when enemies become suspicious or are alerted, an on-screen indicator where the enemy with eyes on you is located. You don’t get the last-chance shot from MGS5, so it’s mainly just a good way to improve situational awareness for the player and, if you’re quick enough, get out of sight.

There are other aspects of Delta that didn’t land for me. For some reason, Konami felt the need to re-record the Snake Eater vocal theme. Admittedly, I don’t dislike it–in fact, Cynthia Harrell’s vocal performance remains top notch–but it just feels… wrong. Again, a lot of that is because of my familiarity with the original and how jarring it is hearing a different version of it. However, it does throw the timing of the iconic ladder climb off slightly. And while the visuals are high-quality, there are moments where blemishes become far more noticeable. At times, there is artifacting around strands of hair when they’re up against certain backgrounds. Eva and The Boss can sometimes look like they’ve got a jumble of pixels stuck to the sides of their heads. And occasionally, there are stutters during cinematic sequences when a lot is going on, as the game lurches to get all the visuals and effects going after a cut.

But these are small idiosyncrasies in a game that has otherwise been made with a clear reverence for the source material. There has been a lot of toxicity around the Metal Gear Solid franchise for a while now, and some of that no doubt lingers and will color the sentiment around Delta. After all, Kojima isn’t involved in Delta and fans of Metal Gear Solid have a longstanding animosity toward Konami because of the high-profile break-up between the two parties, as well as the reported impact the dissolution of the relationship had on Metal Gear Solid 5.

However, it can’t be denied that Konami has done right by Metal Gear Solid 3 with Delta. There’s love put into the project and, at times, it feels like an appeal to fans from likeminded fans at the studio. It’s evident in the details that only longtime Metal Gear obsessives will appreciate: the fact that the game can be played in its original form with the new visuals through the Legacy control options; the various new camos from post-MGS3 titles that are available (though admittedly as DLC); the inclusion of extras such as the new secret theater; the food, camo, and model viewer, as well as Snake Vs. Monkey; or that the Guy Savage minigame, which has been omitted from various HD collections, making its return. It’s legitimately awesome in the new version, which is unsurprising since Platinum Games developed it.

Delta isn’t the first instance of Hideo Kojima’s beloved classic being updated and re-released, but it is the first complete rebuild of MGS3. It successfully modernizes visuals, tweaks game design, and updates controls so that the game sits comfortably alongside its action game contemporaries. From a content perspective, Konami has played it incredibly safe, using the same voice work and music, and leaving the story completely unaltered–effectively making Delta a one-to-one remake. But I can’t fault that, especially when I found myself once again enraptured by Snake’s tortuous mission to pull the world out of nuclear danger and fight for survival in a dangerous jungle. The impact of Konami’s efforts was such that, for eight hours, I wasn’t an adult yearning for the lost feelings that made me love Metal Gear Solid 3; I was the teenager living them for the first time again.



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August 22, 2025 0 comments
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Elden Ring reportedly runs poorly on Switch 2, but is anyone surprised?
Game Reviews

Elden Ring reportedly runs poorly on Switch 2, but is anyone surprised?

by admin August 22, 2025


When Elden Ring popped up at Nintendo’s Switch 2 reveal, it was a promising sign of third-party games finding their way to the new console.

Yet reports from gamescom suggest Elden Ring runs poorly on Switch 2, particularly in handheld mode, citing low framerates in open world environments. Even publisher Bandai Namco seems to be aware of this, as footage capture has not been allowed, which seems particularly damning.

FromSoftware doesn’t have a great track record with performance, though, and after three years Elden Ring still doesn’t run perfectly on PS5, Xbox Series X, or PC. But this is the studio’s first effort on Switch 2, and it’s perhaps a worrying sign for next year’s exclusive The Duskbloods.

ELDEN RING is coming to Nintendo Switch 2Watch on YouTube

IGN described Elden Ring on Switch 2 as a “disaster” in handheld mode, after Eurogamer’s Ian Higton went hands-on at gamescom.

Ian was only able to play in handheld mode, but played the very start of the game. And while he was impressed with the lighting and resolution, the framerate dropped dramatically during both the Grafted Scion tutorial boss and when entering the open world. “As soon as I opened up those double doors and entered into Limgrave and you see the Erdtree in the background, it started to chug,” said Ian.

Further, the demo only has a single graphics mode with HDR switched on, but this could potentially change in the final release.

Both Jon Cartwright from GVG and Nintendo Life’s Felix Sanchez reported similar feedback. Cartwright noted how fog in the distance caused the framerate to plummet and while the game runs at 30fps, it goes “well below when anything a little bit challenging comes up”, including bosses. He was able to test docked mode, which was “better but not perfect”.

Sanchez, meanwhile, was impressed by the graphics despite being not quite on par with current consoles, but in the open world “the framerate just tanks – it’s really bad and I understand why they don’t want you to see this because wowee zowee it is terrible”.

It’s certainly disappointing to hear, especially when Elden Ring does run perfectly fine on PS4 and Xbox One, not to mention the Steam Deck already provides a handheld mode with steady performance. Over on reddit, fans appear to be upset by the news, but not particularly surprised following FromSoftware’s poor optimisation of games in the past.

Of course, the Switch 2 is weaker compared to PS5 or Xbox Series X, but it does have VRR capabilities – it’s not clear if this has been implemented by the developers.

Perhaps this poor performance shouldn’t come as a surprise. Two years after the base game launched, FromSoftware released the Shadow of the Erdtree expansion. Yet, as Digital Foundry reported last year, this still did not fix many underlying technical issues with the game, particularly its long-standing stuttering. Seeing issues with the Switch 2 version suggests FromSoftware just doesn’t intend to fix them, with performance seemingly not a priority.

Digital Foundry also examined the Elden Ring Switch 2 trailer from its initial reveal, noting its seemingly poor performance, despite its impressive pixel count. It seems frame pacing issues from the trailer capture are present in the game itself. Still, when Cyberpunk 2077 – an infamously more technically demanding game – runs well on Switch 2, it’s disappointing to see FromSoftware struggling.

Elden Ring remains without a Switch 2 release date beyond this year, so there’s still time for fixes to be implemented. It’s the first FromSoftware-developed game to make it to Nintendo’s Switch family (there’s been no mention of an external team handling the port), as the previously released Dark Souls Remastered was handled by Virtuos. But it won’t be the last. As revealed earlier this year, FromSoftware has the Switch 2 exclusive multiplayer game The Duskbloods on the way.

Will it suffer a similar fate? It’s unclear what engine that game is being created in, but considering it’s a Switch 2 exclusive from the ground up, you’d hope FromSoftware would optimise the game accordingly rather than shoehorning Elden Ring to make it fit. Yet the precedent of poor performance – and FromSoftware’s seeming apathy towards it – has already been set.



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August 22, 2025 0 comments
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The cast of Critical Role, campaign four.
Game Reviews

Critical Role Explains Shakeup, But Some Fans Aren’t Convinced

by admin August 22, 2025


Earlier this month, the actual play phenomenon Critical Role announced a pretty big shakeup for its upcoming fourth campaign. Matt Mercer, who had led each of the group’s previous stories as the game master, will instead take on a player role, and Dimension 20’s Brennan Lee Mulligan will step up to lead the next campaign in October. Now, we know what campaign four will entail, and it sounds much more complex than anything Critical Role has done before.

In a 17-minute presentation, Mulligan outlined his plans for the campaign, and it sounds pretty ambitious. Rather than being set in Exandria, the world where Critical Role’s first three stories took place, this season will see the players enter a new world. Mulligan is dividing the 13 cast members into three distinct groups: Soldiers, Schemers, and Seekers, with each tackling the new fantasy setting and story from a different angle. As such, not every cast member will be present for each episode as it jumps between different perspectives. The announcement didn’t confirm which cast members would be in each group, but it did solidify that Critical Role‘s founding members will all be returning. The full cast is as follows:

  • Laura Bailey
  • Luis Carazo
  • Robbie Daymond
  • Aabria Iyengar
  • Taliesin Jaffe
  • Ashley Johnson
  • Matthew Mercer
  • Whitney Moore
  • Liam O’Brien
  • Marisha Ray
  • Sam Riegel
  • Alex Ward
  • Travis Willingham

Now that it’s confirmed the founding members will return for campaign four, some of Critical Role’s fans are more optimistic about all the changes on the way, though others are still skeptical about the structure, given that the entire crew won’t be playing together. At least, not at first. It’s entirely possible the story goes in a direction that sees all these disparate groups end up together down the line, which sounds like it would make for a sick finale, but will likely not happen until years from now. The first episode is set to premiere on October 2.



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August 22, 2025 0 comments
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Hollow Knight Silksong finally gets release date, out next month
Game Reviews

Hollow Knight Silksong finally gets release date, out next month

by admin August 22, 2025


Hollow Knight Silksong has finally received a release date, as announced today by Team Cherry today along with a new trailer.

Silksong will be available on 4th September across Switch consoles, PC, PS5, and Xbox Series X/S, including on Xbox Game Pass.

News of today’s announcement was hinted at earlier this week at gamescom’s Opening Night Live, along with a fresh look at gameplay. More of that was shown in the new announcement video you can watch below:

Hollow Knight: Silksong – Special AnnouncementWatch on YouTube

Silksong is playable at the event too, though it’s the same demo that was shown back in 2019 – albeit in revised form. It’s proving to be a particularly popular game at the show.

Eurogamer’s Dom Peppiatt braved the queues to go hands-on with Silksong, and came away impressed with its high challenge and how Hornet’s movement differs from the original game’s Knight.

After seven years of development, finally Silksong is almost in our hands.

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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August 22, 2025 0 comments
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Pete Parsons appears in a Destiny livestream.
Game Reviews

Bungie Boss Leaves Halo And Destiny Studio After 23 Years

by admin August 22, 2025


Bungie CEO Pete Parsons is leaving after 23 years. Fellow veteran Justin Truman will take over as the storied Halo studio struggles with flagging interest in Destiny 2, the delayed launch of Marathon, and a painful Sony integration following a sky-high $3.6 billion acquisition back in 2022.

“After more than two decades of helping build this incredible studio, establishing the Bungie Foundation, and growing inspiring communities around our work, I have decided to pass the torch,” Parsons wrote in a blog post over on Bungie’s website. “This journey has been the honor of a lifetime. I am deeply proud of the worlds we’ve built together and the millions of players who call them home – and most of all I am privileged by the opportunity to work alongside the incredible minds at Bungie.”

Parsons joined Bungie back in 2002 and was an executive producer on Halo 2. He took over the studio when previous CEO Harold Ryan left in 2016, the year before Destiny 2 shipped. He helped engineer the studio’s exit from a publishing deal with Activision in 2019, and Bungie continued to grow amid near-annual expansions for the hit sci-fi loot shooter.

But things began to change after selling to Sony in 2022. Bungie’s expertise in multiplayer games didn’t stop PlayStation’s live service strategy from quickly going sideways, and the studio suffered mass layoffs in both 2023 and 2024, with key talent departing, including veteran designers Luke Smith and Mark Noseworthy, after a Destiny spin-off codenamed Payback was reportedly canceled.

IGN reported that a “soul-crushing” atmosphere among some staff in late 2023, amid the first round of cuts, as Bungie’s independence within Sony began to crumble following the declining fortunes of Destiny 2. Parsons came under fire during the 2024 layoffs after listings for his sports car collection indicated millions in purchases following the lucrative 2022 sale to Sony, even as rank-and-file staff were given pink slips.

“When I was asked to lead Bungie in 2015, my goal was to grow us into a studio capable of creating and sustaining iconic, generation-spanning entertainment,” Parsons wrote in his goodbye post. “We’ve been through so much together: we launched a bold new chapter for Destiny, built an enviable, independent live ops organization capable of creating and publishing its own games, and joined the incredible family at Sony Interactive Entertainment.”

More recently, Bungie has faced an uphill battle with Marathon, the extraction shooter revival of one of its oldest franchises. The game was supposed to come out in September but was indefinitely delayed following a middling reception to a closed alpha earlier this year and a plagiarized art scandal that saw the team forced to overhaul marketing assets, including trailers, to remove elements created by an outside artist.

Truman, a 15-year veteran of Bungie, began working at the studio on the original Destiny. He admitted to some of the studio’s recent fumbles but said it remains committed to “create worlds that inspire friendship.” “I’ve also been part of these efforts at Bungie when we’ve maybe not been at our best,” Truman wrote. “When we’ve stumbled and realized through listening to our community that we had missed the mark. I know I’ve personally learned a lot over the years, as have all of us here, from those conversations.”

He added, “We are hard at work right now doing that–both with Marathon and Destiny. We’re currently heads down, but we’ll have more to show you in both of these worlds later this year.”



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August 22, 2025 0 comments
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Herdling review | Rock Paper Shotgun
Game Reviews

Herdling review | Rock Paper Shotgun

by admin August 21, 2025


Herdling review
Another soaring piece of apocalyptic tourism from the makers of Far: Lone Sail, built around a novel set of herding mechanics the developers could have explored further.

  • Developer: Okomotive
  • Publisher: Panic
  • Release: August 8th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $20/£16/€19
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


Switzerland-based Okomotive are here to escape from dystopia once again. In their previous Far: Lone Sails and its sequel, you played a child operating a cutaway landship that often resembled a rampaging beast – the last surviving specimen of a race of monstrous engines, carrying you rightward through empty cities and petrified industry towards some kind of new beginning. Okomotive’s latest game Herdling flips the poles of the metaphor somewhat, even as it shifts to 3D movement: rather than a bestial machine, you’re driving a herd of intriguingly robotic “Calicorn” beasts to a promised land beyond the peaks.


The game starts with your character – another tenacious, faceless kid in red – waking up beneath a flyover and discovering the first of the Calicorns in an alleyway. You usher your hairy charges through desolate streets haunted by the roar of traffic, coming to a tourist billboard that shows some Calicorns gazing up at a mountain – this being your unspoken final destination.

The very end of the game and that billboard are basically the same thing, in that both seek to capitalise upon yearnings for a rustic, unpolluted Elsewhere. As a story about ‘getting back to nature’, I don’t think Herdling has much to say. It feels less sophisticated than Lone Sails, more straightforwardly utopian in its tale of an impoverished sprog and companion creatures retreating from the woebegone scrapyard of modernity. But as a study of human/animal relations and how they can be performed by game design, it’s sort of engrossing. Also, it has Okomotive’s usual captivating soundscape, and those mountains are certainly easy on the eyes.

Image credit: Panic / Rock Paper Shotgun


Sometimes when analysing a game, it’s helpful to start by forgetting all context. What is a herd, according to Herdling alone? It’s a single shape – a blob that stretches into a wedge during motion, and congeals into a rough oval when at rest. You stand behind the blob and wave your sorcerous shepherd’s staff to send a conduit of flowers through its heart, as though tracing a compass needle. The herd then moves in the direction of the line.


Scramble around the outside of the blob and wave your staff again to whistle it onto a different trajectory. Hold a button to make it move slower, when you’re navigating dangerous terrain. Slash it back and forth to have the blob power through denser undergrowth. Double-tap another button to stop the blob in place. Hammer and hold that button to have the blob knuckle down against gale-force winds – a brief challenge towards the end of the game.


Usefully, you do not shape and steer the blob in first-person. You’re given a third-person camera that gently pulls back into panorama when there’s something spectacular on the horizon. Without the convenience of that drone camera – so subtle in its shifts, so easy to take for granted – Herdling would be a much harder experience, and possibly a more intriguing one. You’d be part of the blob, down there in the stink and heave of bovine musculature, unable to scry the routes and obstacles.

Your Calicorns are branded blue, yellow and red, and these colours also suffuse the world and highlight its sparse spread of collectibles. Blue flowers fill up a gauge that allows you to channel the wind and initiate a stampede – whether for the sheer glee of it, or to force the herd up a slippery glacier. Red flowers initiate or prolong a stampede automatically: they’re Mario Kart speed pads. Yellow flowers pollinate fur with a painterly energy that can be vented to restore old murals, unlocking the path through certain ruins that plug into backstory dream visions of primordial Calicorns and their shepherds. The three primary colours repeat obsessively throughout those ruins, as though the geography itself were the hide of a Calicorn.

Image credit: Panic / Rock Paper Shotgun


Beyond the urban prologue, you’ll rescue a dozen other Calicorns along the route to that promised mountain. The “taming” process is necessarily streamlined: you might have to fetch a wounded Calicorn a health-restoring fruit to earn its trust, but mostly, you just walk up and do a QTE, as in the rather less cuddly Far Cry Primal. Then you get to name them. I named all mine after colleagues, which was very amusing until I ran out of colleagues and had to tunnel into Rock Paper Shotgun’s recent history of departures and layoffs.


The Calicorns come in all shapes and sizes. Some are built like Yorkshire terriers, bobbling along adorably on stumpy legs. Others are ponderous emperor penguins in cassocks. Some of the Calicorns have or acquire traits, such as “Brave” (that would be hardware editor James) and “Rascal” (that would be our old editor in chief Graham – RPS in peace).


Detailed in the pause menus, these behaviours didn’t make a huge impression on me during my review playthrough, even at periodic campfire intervals where the herd spreads out in a stagey way, and you can do things like hoik a ball to play fetch. You can also pet Calicorns, pull twigs and branches from their hides, and adorn them with the baubles and harnesses that litter the landscape. These last three actions don’t have any functional impact that I noticed: they’re simply an opportunity to express affection, a chance to bond with individual Calicorns.

Image credit: Panic / Rock Paper Shotgun


I can’t say I ever really bonded with my Calicorns. Partly, this was because I decorated them at random, according to my gamerbrain understanding that Thou Shalt Leave No Collectible Behind. By the end of Herdling – my playthrough lasted four hours – it was like leading a battalion of bellowing Christmas trees.


The wider complexity is that the game’s efforts to sell you on the individuality of Calicorns are at odds with the practical need to treat them as a blob, a tension I’d have loved Okomotive to do a lot more with. The major consequence of taming Calicorns is that the blob becomes harder to wield. Calicorns may bumble about a little, snagging on spiked scenery or breakable objects, even falling off cliffs at scripted intervals if you’re not watchful. It’s fiddly enough that you start to think twice about later additions. When I was deep in the woods, trying to navigate a labyrinth of smashable alarm totems and evade the fury of massive demon owls, I found myself regretting the addition of Ollie (our guides editor) to my herd, “Affectionate” though he may be.

The owls are Herdling’s antagonists, a predator population who, if I’m deciphering the wordless backstory correctly, have driven the Calicorn from their old stomping grounds. They are harrowing presences, their ivory masks glimmering in the mists, but they’re also, surely, stand-ins for the real villains of the piece: all those bloody humans who built the awful urban junk you’re journeying away from.

That last observation falls flat, of course, because in Herdling you are playing a human, presiding over nonhuman animal lives in what is at least partly a self-serving fashion. Caretaking responsibilities aside, you periodically require the Calicorns to shove boulders and trunks out of the path. They also willingly serve as platforms when you need to scale a ledge and complete a very simple terrain puzzle – handy, given that you don’t have a jump button. In this way, Herdling explores a desire to be intimate with other creatures while also using them.

Watch on YouTube

The game’s real shepherd could be its score, another surging collection of heart-inflating orchestral tracks from composer Joel Schoch. As in Far: Lone Sails, this as much an album as a videogame, which explains the tight running length: the snow-blown hills and escarpments often feel secondary, structured around the peaks and troughs of the music.

The invisible orchestra is another kind of herd that mirrors the one you drive before you – sometimes devolving to individual performers when your beasts are scattered, only to gather itself furiously when the Calicorns are in full flight. It’s a lovely audible modelling of a disorderly group of beings in motion. It’s also an audible expression of your power over those beings and the limits of their simulated autonomy.



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No, Silksong hasn't been in development hell, hype skyrocketed sales of the original game to give Team Cherry financial freedom
Game Reviews

No, Silksong hasn’t been in development hell, hype skyrocketed sales of the original game to give Team Cherry financial freedom

by admin August 21, 2025


Earlier today, Team Cherry finally announced a release date for its long-awaited Hollow Knight sequel Silksong. After seven years, it will finally be out next month.

Yet contrary to what you may believe, Silksong hasn’t been in development hell for that time. Instead, Team Cherry’s developers were just having too much fun making it.

In fact, sales of the original game have skyrocketed from 2.8m copies to 15m copies since Silksong’s announcement in 2019, giving the studio the financial freedom to take their time.

Hollow Knight: Silksong – Special AnnouncementWatch on YouTube

What was originally intended as an expansion to Hollow Knight soon ballooned into its own game, with the studio announcing in February 2019 it would be a full sequel.

“Even at that point we were recognising that it was going to become another giant thing to rival the scale of Hollow Knight or probably exceed it,” Team Cherry co-founder Ari Gibson told Bloomberg. “And then because of how we work, obviously the world ended up being just as big or bigger. And the quest system existed. And the multiple towns existed. Suddenly you end up six, seven years later.”

“It was never stuck or anything,” Gibson added. “It was always progressing. It’s just the case that we’re a small team, and games take a lot of time. There wasn’t any big controversial moment behind it.”

That 12m rise in sales of the original Hollow Knight is extraordinary. Somehow, Team Cherry inadvertently created the ultimate hype machine: hype for the sequel led to sales for the original, which meant it could take longer to develop, which fed the hype even more due to silence, which became a meme, which meant it could take even longer.

“We’re very lucky in that regard,” said Gibson. “I don’t ever really think about it that much. Maybe that’s the privilege of it.”

No strict deadline and a flood of financial income meant Team Cherry could take its time. It’s in stark contrast to so many other studios at the moment hell-bent on chasing trends and generating cash in the face of rising development costs, which has inevitably resulted in the mass layoffs across the industry in the last couple of years.

By contrast, Team Cherry has remained lean. What’s more, it’s spent the past seven years enjoying development.

“We’ve been having fun,” said Gibson said. “This whole thing is just a vehicle for our creativity anyway. It’s nice to make fun things.

“We’re very fortunate that we have a development method that is so enjoyable,” Gibson continued. “Not exactly sure how we stumbled into that. Everything comes together quickly. You can see results fast. Ideas turn into something that exist in the game almost immediately before your eyes, and that’s very satisfying. And that allows you to go off on those tangents and meet weird characters because someone’s off-handedly mentioned a weird character as an idea and the other person’s laughed, and that’s enough.”

Will Silksong push the Metroidvania genre to new heights? | Image credit: Team Cherry

“You’re always working on a new idea, new item, new area, new boss,” added co-founder William Pellen. “That stuff’s so nice. It’s for the sake of just completing the game that we’re stopping. We could have kept going.”

Add to that a desire for exceptional polish, and it’s easy to see how development could have continued even longer.

“I think we’re always underestimating the amount of time and effort it’ll take us to achieve things,” said Gibson. “It’s also that problem where, because we’re having fun doing it, it’s not like, ‘It’s taking longer, this is awful, we really need to get past this phase.’ It’s, ‘This is a very enjoyable space to be in. Let’s perpetuate this with some new ideas.'”

“There’s a level of finish that has to be met throughout the entire game,” added Pellen. “All the way the systems interact, all the hidden work that pops up later on. It’s multiplicative. As you add stuff, the process of tying it all back together just increases.”

Of course, it remains to be seen whether Silksong will fully live up to the hype, but with its release date of 4th September it won’t be long until we find out. At the least, it follows games like Clair Obscur: Expedition 33 as a project with a relatively small team and a huge amount of passion finding big success, where so many AAA studios and publishers have stumbled.



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The New Cracker Barrel Logo Sucks
Game Reviews

The New Cracker Barrel Logo Sucks

by admin August 21, 2025


Cracker Barrel is changing its iconic and famous logo for the first time in nearly 50 years. Sadly, the new logo sucks, and is part of a larger trend of corporations ditching their unique qualities and going as broad as possible in order to make the line go up. And somehow this new boring logo, according to chuds online, is also an example of “going woke.” Folks, it’s a mess out there.

On August 19, Cracker Barrel announced that it was ditching its 48-year-old logo featuring a man sitting next to a barrel. Instead, the restaurant that specializes in “Southern comfort food” has replaced the well-known logo with a new one that is simply a yellow shape with the Cracker Barrel name slapped on it. It’s the kind of thing that I could whip up in Photoshop in under five minutes, though I wouldn’t get paid the likely tens of thousands of dollars (or more) that the people who actually created the new logo received.

There’s no way around it: The new logo is boring, bland, and bad. People hate it. You don’t have to look hard to find plenty of people online sharing negative thoughts on the new, modernized logo. It’s also part of a larger, less talked-about rebrand that has been happening at Cracker Barrel over the last year or so, with old restaurants ditching their rustic look for chic white walls and modern design touches.

“Our story hasn’t changed. Our values haven’t changed,” said Cracker Barrel’s CMO Sarah Moore. “With ‘All the More,’ we’re honoring our legacy while bringing fresh energy, thoughtful craftsmanship and heartfelt hospitality to our guests this fall.”

The reality is that Cracker Barrel’s “story” has changed, because it is now 2025 and it’s a publicly traded company. In this day and age, you can’t just be a successful restaurant that grandparents bring their grandkids to so they can share stories from “back in my day…” over large portions of so-so comfort food. You can’t just be a profitable company. You have to grow. You must always grow. The stockholders demand it. They’ll cut your head off and replace you if there isn’t steady, never-ending growth. Making that line go up is all that matters, and if that means ditching a classic logo that might have put off some younger eaters,  or laying off people endlessly, so be it. Instead of trying to be one thing for some people, Cracker Barrel and other companies desperate to grow must be many things to everyone. And in trying to appeal to all, Cracker Barrel has stripped itself of its famous logo and unique characteristics, which makes it hard to justify going there for a meal.

Cracker Barrel, Welcome To The Culture War

But of course, also because it is 2025, this logo change can’t just be something we all look at, shake our heads at, maybe make a few jokes or comments about, and then move on from. Nope! Changing the logo has set off a firestorm online among chuds and weirdos, with one of President Trump’s sons complaining about the change as an example of a company “going woke.”

WTF is wrong with @CrackerBarrel??! https://t.co/LkYB5N34Qi

— Donald Trump Jr. (@DonaldJTrumpJr) August 20, 2025

Conservative activist Robby Starbuck posted on Thursday: “Good morning @CrackerBarrel! You’re about to learn that wokeness really doesn’t pay.” Over on the Cracker Barrel subreddit, which is a thing even if it has a very tiny community, you can find a strange mix of people complaining about food while sharing memes calling the food joint “Cucker Barrel.”  “I think it’s time for the Employees and Customers to Stand Up. Go Woke Go Broke,” said one poster. Another person shared a petition to fire the CEO of Cracker Barrel over the changes. The petition had one signature, and the poster had 0 upvotes.

To be clear, I don’t think Cracker Barrel changing a logo is “going woke,” whatever that idiotic complaint means today. Nor do I think it’s an attack on old American values. I do, however, think Cracker Barrel’s simplified logo and shift to more sterile-looking dining rooms are bad and frustrating. I don’t want everything to be targeted to everyone with no distinct traits or features. I’d like to have the choice to go to a place that is filled with old-timey decorations and a charming logo from the ’70s.

Also, Cracker Barrel, a few logo changes and some white walls aren’t going to trick me or younger people into eating there. I say lean into your clientele and make the menus cursive and put rotary phones on each table that you have to use to order your food. Give those grandparents even more stuff to point at and go, “Oh, I bet you don’t know what that is!” while their young grandkids roll their eyes.  Not everything needs to appeal to the masses. That’s how you end up with boring Marvel movies and dull games that are overstuffed with every feature you can think of. And that sounds like a terrible future.





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Discounty Review - Long Live The Empire
Game Reviews

Discounty Review – Long Live The Empire

by admin August 21, 2025



In the aftermath of Stardew Valley’s success and popularity, there have been many attempts by other developers to carve their own piece of the pixel farm life simulator pie. Whereas those games so often put you in the role of a poor farmer or some other position of struggle, Discounty does the opposite, having you effectively play as the bad guys in Stardew Valley: the outsider that has everything and is trying to weasel into the community. You’re not literally playing a mirror of that game’s story, but it’s awfully close–instead of being the new farmer in a small, struggling town, you’re instead the new owner of the big-brand supermarket that’s attempting to monopolize the economy and push out existing vendors to increase your profit margins. It altogether makes for a game that is fun to play (in that hypnotic sort of way that’s recognizable in so many games that romanticize retail work), but it is ultimately narratively quite uncomfortable at times and too muddled in its storytelling to utilize that discomfort to deliver a compelling message.

Granted, you’re merely the pawn in the palm of the hand of a much greedier capitalist: your aunt. Roped into moving to her small harbor town of Blomkest to help out with her struggling market, you arrive to find she’s sold out to the Discounty chain and rebranded. Your aunt is immediately portrayed as a suspicious person, keeping secrets locked away in sheds, making backroom deals with banks, and firing employees without a second thought. It’s all in the name of expanding her supermarket business empire, and you’re her most loyal pawn, charming locals into going along with your expansions and acquiring their wares so that citizens have to go to Discounty to buy food and home supplies.

And Jordan wept, for there were no more worlds to conquer.

It feels scummy, especially since your character has zero backbone, pushing the buck on responsibility and ignoring the consequences of their actions for a big chunk of the game’s story, which primarily deals with a hurting community that needs healing.

Discounty comes very close to tackling this story in a nuanced and measured way. An unfair and demanding boss puts you immediately on the backfoot, creating the implication that you’re powerless. And as the sole employee for most of the story, you have to handle all of the store’s responsibilities solo for six days a week, eight hours a day. That leaves you precious little free time to actually go out and talk to people and try to help them with their problems. At face value, it appears as if Discounty is presenting the viewpoint of an overworked and underpaid retail worker not having the bandwidth to address societal problems–a fairly accurate reflection of a lot of people in real life day-to-day. It’s hard to dismantle the machine when you’re an unwilling cog caught up in its design.

The protagonist isn’t characterized that way though; instead, they’re propped up as the savior that Blomkest’s economy needs. You decide the fate of these people, and you willingly go against their wants in the name of capitalism. The story tries to make you feel bad about this a few times (which in itself is annoying, as there’s no choice to not make the decisions that you’re being condemned for), with citizens coming into your store and expressing their displeasure at your prices, monopolization of the economy, and willingness to destroy existing infrastructure and town history in the name of expanding the size of your store. But they immediately forgive you and go back to regularly shopping with you the very next day, draining any sort of narrative consequence from your actions.

When first starting out, you have to add everything up by hand and it’s so SLOW.

So often, Discounty feels like it’s on the verge of making a point about this–the game almost delves into the subject of how, in the grand scheme of things, we bemoan large corporations and big-name brands but then are all too quick to rely on them. But it’s so muddled by the game’s insistence to constantly divert attention away from this subject matter. It wants to be a “cozy” game, and dealing with nuanced issues that make you think aren’t cozy. Pretty much every story beat is shuffled under the rug as soon as it’s brought up, creating spikes in tone that ricochet between outlandish silliness and discomforting reality, and don’t allow space for the player to sit with any of what they learned because there are shelves to stock. Discounty has a barebones narrative framework that leaves you wanting for an answer that the story feels ill-equipped to give because it accidentally stumbled into asking the question.

These hang-ups with the story aside, the moment-to-moment gameplay of Discounty is pretty fun. Most of it sees you frantically running around your own store to keep shelves stocked or take payment at the cash register. As your business grows, new challenges arise. Customers can track in dirt that you need to take time to clean, for example, and as your stock grows, finding enough space for all your shelving can prove a challenging puzzle. But finding solutions to these problems in the constant drive to push efficiency and customer satisfaction are regularly rewarding. With each shift, you’ll notice shortcomings you can shore up or places where you can improve, and with careful consideration (and the profits you earn), you can put your plans into action.

Lots of businesses in town serve multiple purposes given everyone’s dire situation, like the hardware store doubling as the dump.

Need more customers coming in to buy the surplus of cabbage you accidentally ordered? Buy an eye-catching prop that will compel more people to add cabbage to their grocery lists and print out some flyers to plaster around town to drive up the number of people who visit in the coming week. Discover that dirt keeps piling up next to the milk? Shift your shelves around so that there are two avenues to reach your milk section, lessening the traffic through the formerly singular lane, and then move the cleaning supplies next to the milk section so you can easily grab them. Struggling to add up customer’s large orders even with the built in calculator and stressing about how often people complain about the speed of service? Invest in a scanner that cuts out the need to add up the individual price of each item.

As Discounty’s story continues, you’ll unlock more challenges, like daily and weekly quotas that net you a bonus currency to unlock new items to stock the store with. You’ll have story-driven milestones to accomplish the likes of raising a huge sum to afford another expansion or finding a way to make a deal with several suppliers to grow your business. The chase to achieve these goals becomes the driving force in Discounty, and even if the narrative payoff for these tasks is hit-or-miss each time, the sensation of hitting another milestone and checking off a job on your to-do list is regularly fulfilling. Discounty grades your performance each day as well, so the act of simply streamlining your business to make it even more productive than it was the day before is gratifying too and creates smaller milestones that you can pursue between the larger goals that typically take several in-game weeks to work toward.

You will buy so many shelves in a playthrough, single-handedly propping up this poor man’s whole business.

When you’re not working in the store, you’re free to explore the town and talk to its various citizens. Each has a memorable personality and design, setting a high standard on first meeting that the game doesn’t always meet in subsequent interactions. Outside of specific story beats, each citizen only has a handful of things to say, so speaking to them three or four times can exhaust all their dialogue and cause them to start repeating earlier conversations. This can get annoying, especially with the citizens that you have to speak to dozens of times because they’re shop vendors that you buy furniture from or suppliers that you obtain special goods from–clicking through the same dialogue chains over and over becomes grating quickly.

Talking to the other characters can push forward other plot points too, including a few that center around mysterious happenings that plague the town. Why are the woods closed and covered in a strange purple mist? What’s up with the huge population of rats congregating in random parts around town? What is your aunt keeping in the locked shed and why does she keep saying that you don’t have to worry about it? These mysteries are largely character-driven, and the reward for your sleuthing is learning more about the denizens that call Blomkest their home. They aren’t all that challenging to puzzle through, with the clue needed to proceed usually falling into your lap just by putting time into the store. But they’re all fun distractions and get you more involved with the colorful cast of characters, making solving each mystery far more worthwhile than just going up to people and trying to talk to them normally.

The characters in Discounty are really fun! It’s a shame they often have so little to say.

With some caveats, I’d recommend Discounty. The story will make you regularly feel like you’re the bad guy in all this, and technically you are even if it’s no fault of your own. But it’s easy to ignore the riffraff and the trouble you’re causing your fellow citizens in your constant pursuit of bringing a factory-level of efficiency to your growing supermarket, and driving up profits for the sole purpose of buying upgrades that will let you drive profits even further. Maybe Stardew Valley’s JojaMart had the right idea after all.



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The Dark Queen Of Mortholme review
Game Reviews

The Dark Queen Of Mortholme review

by admin August 21, 2025


The Dark Queen Of Mortholme review

This “short-form, second-person indie” where you play the final boss tells a more traditional and restrained story that its premise might suggest, but it’s still a worthwhile and thoughtful micro-treatise on storytelling, curiosity, stagnation, and heroism.

  • Developer: Mosu
  • Publisher: Monster Theater
  • Release: Out now
  • On: Windows
  • From: Steam/GOG/Itch.io
  • Price: £5 /€6 /$6
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

There’s a beautiful, wordless moment about ten minutes in to The Dark Queen Of Mortholme. As the titular queen, you’ve just casually mace-flattened the same plucky interloper for the Nth time, then snapped their corpse out of existence in a wreath of electric purple fire with all the ceremony of clearing toast crumbs from a bench.

Watch on YouTube

Each time, just as the queen is about to plonk herself back down on her throne, the hero galumphs trumpetously back through the doorway for another pop. Here’s our premise: both an inversion of Soulsian conventions and a wry tribute, in the way all inversions are. And who hasn’t considered how maddeningly Sisyphean it must feel to be on the receiving end of such smug under-doggedness? “Struggle in the face of overwhelming odds”. “Testament to the persistence of the human spirit”. Mate. You are fucking immortal.

We’ve felt the queen’s frustration grow, forced to consider the toll imposed by folklorish infamy on the actual person behind the myth (every time I try to let my hair down some wanker tries to climb up it, says Rapunzel). But on this occasion, something has changed. The hero is late. And there’s an unmistakable hint of longing as the queen looks toward the door. It’s not completely clear if she’s starting to, y’know, actually enjoy all this. But there is both simple truth and stark tragedy in it: unchallenged dominance must feel unbearably stagnant after the initial high wears off. You eat the same soup daily for decades, you might find yourself oddly fond of the fly that decides to one day show up for swimming lessons.

The hero stands completely still during the first fight, and so falls easily to a lazy, disdainful mace swipe. They soon decide that moving is probably a good idea. So, you get a few new moves: a gap-closing spike, and a devastating magic fire that telegraphs its arrival, sportsmanlike as all supermoves should be.

Image credit: Mosu/Rock Paper Shotgun

So, of course, the hero works out how to deal with each move in turn. Later, an achievement pops named “out of tricks?” for using each of the queen’s attacks. A trophy that feels like a admission of defeat – a perfect use of digital paraphernalia as storytelling device I wish was more common. Through these warnings of stagnation, glimpses of potential growth present themselves; dialogue options that offer curiosity or dismissiveness. We soon learn the queen doesn’t even know the layout of her own castle. If she did, she might have done a better job of hiding all those treasure chests.

But no, and so the hero returns with chainmail. Then a shortbow. Then a glowing sword and, for the first time, removes the entirety of one of the queen’s four health bar segments. And I realise, then, that they’re going to win eventually. Bloodstains build up until they coat the floor, but my moves are the same each time. The queen, unchallenged, has been given no reason to stay curious, and so has become stagnant. And now, faced for the first time with something that might inspire her to leave and learn some fancier footwork, she’s probably going to die here. Bloody typical, really: a real reason to change showing up just as it becomes too late to do so.

A boss fight demands a theme, and the music here is all apocalyptic organ pipes, rasping with grandeur and nightmares. Somewhere buried in the mix is a toybox melodica; deeply annoying in the way its plastic honking demands focus as soon as I notice it. That’s the hero, I decide, and I think this is the first time I’ve found myself seriously thinking about boss themes; are they meant to celebrate the grandeur and spectacle of the boss, or the struggle of the hero? The best, I think, do both and neither. Odes not to individuals, but to the moment. The dance.

Image credit: Mosu/Rock Paper Shotgun

That bastard melodica aside, I have two large problems with The Dark Queen Of Mortholme, an otherwise thumbs-up worthwhile distraction that wastes not a second of runtime in its crushingly inevitable set-up and and crescendo. The first is a line from the queen about halfway through. Something to the tune of “against the might of the status quo, your actions don’t matter”. Ending Explained, you dumb baby! Less on the nose than “got your nose”, honestly.

And the other is not actually in the game, but on the game’s Steam page. “Experience a (macabre, short-form), second-person indie” – immediately relegating the queen to the status of camera lens, of supporting role. You may notice that these two things share a common thread: they both insist on telling me how I’m supposed to feel about a story short enough to offer ample time for self reflection on the average lunchbreak.

But, hey, I can respect it. It’s not my story, after all. Deeply unpopular take maybe, but an artist’s work belongs to them, I’m just visiting. I can’t begrudge the nudges too hard, bumpy as they are. Still, I’m compelled to offer a read in the form of a deeply self-indulgent anecdote. Although, if you want a quick verdict, only interesting games inspire deeply self-indulgent anecdotes, yes.

Image credit: Mosu/Rock Paper Shotgun

A writer and person I have a great deal of respect for on both counts once told me, over a plate of stone-cold fried calamari on a pleasant Los Angeles evening I would soon make less pleasant through a callow and selfish acquiescence to my own need to get embarrassingly obliterated in even the most casual of social situations (thus fulfilling my cliched tourist understanding of the average way an LA evening unfolds), that they had become disillusioned with the power of stories to enact meaningful change in the world. I fell back on a pop-science factoid I’m fond of – that of perceptual filling-in. So much is blur and chaos. Dry and tangled, and we cannot live without the artifice of beginnings, middles, and ends. The motivation and the obstacles. The reasons for going along with this chaotic mess in the first place.

Stories can’t lose their power because they’re the fuel, the driver. I cannot remember what they said next, because I am a ridiculous prick who often forgets to listen to other people when I am too busy waiting for their approval at my having said something I believe to be insightful. I am convinced to this day that if I’d have just listened, I’d have a more more nuanced view on these things that I currently do. Maybe they would have disabused me of this notion completely, but it’s one I still hold: stories are all we’ve got, and good stories from elsewhere are the only thing powerful enough to change how we see the stories that are assigned to us.

At least, that’s the story I tell myself. The story the Dark Queen Of Mortholme tells is one where the hero still gets all the best lines. In this, it’s quite traditional, despite its novel framing. The queen’s real tragedy, as with so many characters that threaten to break convention, is that whatever she does, she’s still trapped in a story. And, either through aims or just convention, it’s someone else’s story at that.

“Perhaps it would be a mercy,” muses the queen on the possibility of the hero’s defeat and surrender. “To be relieved of the burden of trying?”, the hero replies. “No thanks!” (Princess!)

Sounds good, right? And I love it, honestly. It made me feel like fighting. But god, if anything could convince you that, really, there are no new stories, then what better than a game that presents itself as subversion, and ends up in exactly the same place as everything else.



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  • Absolum Review – The Sweet Spot

    October 9, 2025
  • New PlayStation 6 tech all but confirmed by Sony and AMD – and it looks like it’ll make its way into other hardware too

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  • Arc Raiders Wants To Make Progression Wipes Less Unfair

    October 9, 2025

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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.

Recent Posts

  • Indiana Jones and the Great Circle gets New Game Plus and new ending in update celebrating MachineGames anniversary

    October 10, 2025
  • The Fastest Trick For Earning XP And JP In Final Fantasy Tactics Involves Frogs

    October 10, 2025

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