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Zayne as the god of annihilation
Game Updates

Love and Deepspace Is Huge, So Why Am I Just Learning About It?

by admin September 22, 2025


Sometimes, in this line of work, a game’s name will pass over your feeds multiple times before you ever actually see a frame of footage from it. That is what happened to me with Love and Deepspace, Papergames’ 2024 dating sim, which apparently has over 50 million players worldwide. The otome game has always been a massive success, but with each update, another wave of buckwild clips starts spreading around the internet. Finally, this morning, I had my first run-in with a Love and Deepspace scene so confounding and horny that I had to look into it further.

Love and Deepspace has a surprisingly complex science fiction story in which the main character, a woman named and customized by the player, is a “deepspace hunter” who fights creatures called Wanderers, but she also, unbeknownst to her, has been reincarnated multiple times. In all these previous lives, she has met the game’s five love interests, and unlocking memories from those past iterations is one of the biggest draws of the game because they not only delve into the game’s broader mysteries, but they’re also, well, interactive.

Just taking a cursory look at some of the romance scenes, it’s easy to see why Love and Deepspace has taken off the way it has. It’s angsty, sexy (if a bit awkward), and it has the same tendency toward melodrama that you might find in a soap opera or a romance novel. People love to date digital men who fulfill an otherworldly fantasy that real men can’t. It’s why Twilight still has the cultural cache it does, despite having been out of the limelight for over a decade. That being said, even as a well-documented lover of digital men and romance, I don’t think I have the patience for some of Love and Deepspace’s gacha nonsense, which seems even more convoluted than that in your average gacha game. But even if I’m not playing it, I can still go snooping around YouTube and TikTok to see what all 50 million people who are playing this game are fawning over. Specifically, I needed to find out what the hell was up with this sex scene in which one of the lover boys, Zayne, says, “Feel this and remember what I’m giving you” as he’s on top of the player character.

FEEL THIS POWER OF ANNIHILATION HE SAID, ANNIHILATE MA KITTY [zayne new myth god of annihilation] pic.twitter.com/ATSKlGpwaY

— 𝒔𝒖𝒛𝒖 (@pinkcrispss) September 22, 2025

The scene is from a new trailer for the “Edge of Continuum” event that will begin on September 25. Edge of Continuum features new scenes with a “God of Annihilation” version of Zayne, depicting one of the protagonist’s many lives alongside him. And damn, the trailer is enough to get someone hot and bothered.

I’m surprised at how much story the trailer gives away, but nobody in the comments seems to be that mad about it, considering what they also get to see, which is basically the beginnings of a fantasy-themed softcore porn starring Zayne. Happy for y’all, and I have nothing but respect for those of you who can fight your way through the gacha nonsense to reach these scenes. Hopefully, I’ve done enough research for writing this that the algorithm starts showing me more of this shit so I can enjoy the fruits of your labor.





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September 22, 2025 0 comments
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Metaphor: ReFantazio Hardcover Strategy Guide Is Steeply Discounted
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Metaphor: ReFantazio Hardcover Strategy Guide Is Steeply Discounted

by admin September 22, 2025



Metaphor: ReFantazio’s recently released guidebook is on sale for its lowest price yet thanks to an Amazon coupon deal. Normally $55, Metaphor: ReFantazio’s official strategy guide is on sale for $37.79. Amazon’s store page shows $47.24, but you’ll save an extra $9.45 at checkout if you click the coupon box. The bonus 20% price cut expires September 29 and may not be available for all customers. If you don’t see the coupon box on the listing, unfortunately the price is $47.24. Prior to this deal, the all-time low price was $45.

The strategy guide for Atlus’ critically acclaimed 2024 role-playing game was published by Future Press on April 22.

$37.79 (was $55) with coupon

Metaphor: ReFantazio’s massive 592-page guide sounds like both a cool collectible for Atlus fans and a comprehensive compendium of everything you could possibly want to know about the game.

Along with a complete walkthrough designed so that you see and do everything, the guidebook has multiple catalogs of useful information to pore over:

  • Archetype Encyclopedia: An exhaustive section covering all skills, Synthesis attacks, and inheritance options.
  • Equipment catalog: All items and equipment are included in a section designed to be used as a quick reference sheet.
  • Bestiary: Every enemy in the game is chronicled with in-depth stats, including strengths and weaknesses, item drop rates, and other pertinent details.
  • Dialogue trees: All of the choice-based dialogue and actions made in the game are outlined to help you form bonds with characters based on your personal preferences.
  • Appendices: For those who want true 100% completion, this section contains the full Memorandum, has New Game+ details, an achievements and trophies guide, and a build guide to help you be as prepared as possible for Metaphor’s toughest challenges.

It also comes with a poster-sized map of Euchronia that’s an exact replica of the in-game map.

More Future Press Guidebooks

If you’re interested in Metaphor’s strategy guide, you may want to pick it up sooner rather than later. Future Press is also the publisher of Elden Ring’s Books of Knowledge, a three-part guidebook series that has often been difficult to find in stock, especially the first two volumes. An Elden Ring Nightreign strategy guide was originally slated to release this month, but it has been pushed back to February 27, 2026.

Future also re-released its popular Bloodborne guides last October as one 744-page tome covering the base game and DLC. In April of last year, the Dark Souls Trilogy Compendium was reprinted to celebrate Future’s 25th anniversary. Unfortunately, this one is currently sold out at major retailers, but the Bloodborne guide is still available, and it also has a massive coupon discount that drops the price to $40 (was $60).

Rounding out the From Software game guidebooks is the Armored Core 6 Pilot’s Manual–a very useful resource for the latest Armored Core game, which is arguably more complex than any Souls game or Elden Ring. The Pilot’s Manual had been sold out for months, but it’s back in stock alongside the Elden Ring restocks.

Future Press was also responsible for the Animal Crossing: New Horizon’s Official Complete Guide, which released in 2023 and clocks in at 688 pages.

Though not published by Future, it’s worth mentioning that there’s another very exciting gaming book launching October 28. Metroid Prime 1-3: A Visual Retrospective is available to preorder for $46.49 (was $50) at Amazon. This hardcover book will be published by Piggyback, the team behind the superb Legend of Zelda: Breath of the Wild and Tears of the Kingdom guides–which are available for great discounts right now.

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September 22, 2025 0 comments
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Here are 239 imaginative, daft or broken falling block games featuring laser drones, LocoRocos and playing cards
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Here are 239 imaginative, daft or broken falling block games featuring laser drones, LocoRocos and playing cards

by admin September 22, 2025



It is written that when the Sumerian king Gilgamesh first beheld the gleaming ramparts of Uruk‐Haven, many centuries ago, he said unto his architects: “be sure to save up gaps for those long straight ones, and try your best to start a multiplier”. But then Gilgamesh realised that, by means of temporal fluctuations too nonsensical to explain, he was actually looking at the submissions page for Falling Block Jam 2025, the latest Itch.io “make a thing with a theme” festival, which ran from last week till today.


Falling block games! Such a simple concept, capable of so many perversions. I have played a handful of the jam’s 239 entries and found them to be enjoyable, if often rudimentary. As is the style round these parts, I will now try to briefly communicate their enjoyableness to you using words. This is honestly going to be quite difficult, because I keep seeing another entry I want to try.


A pretty one to start: Bloquecitos is a Tetrislike with real-time physics, and blocks that merge to create different-shaped blocks when you match their patterns. It’s a crafty rejig of the developer’s previous Pancitomerge. I’m fond of the mosaic tile patterns, and I like engineering cascades by merging two blocks so that others tumble together.

Image credit: Fáyer / Joven Paul / Rock Paper Shotgun

This Side Up, meanwhile, trades the “falling” component of the “falling block” genre for a gradually retreating 3D camera. You’ve got a shipping crate and you’re trying to fill it with vintage household objects such as cacti, cathode-ray televisions, Nintendo Gamecubes, and lizard tanks.

I strongly relate to this one inasmuch as I had a bunch of stuff in lock-up during a flat move last year. There’s a dark art to filling shipping crates so as to optimise both storage space and retrievability. I do not claim to have mastered this art. After all, I managed to divide up all my paired belongings between separate crates. I had left socks and saucepans in one box, right socks and saucepan lids in another. Get ye behind me, This Side Up! You are bringing back traumatic memories.

Image credit: Apotheum

Professor Gambler’s Bone Scrambler is a falling block game born of the fateful realisation that a thrown die is a kind of falling block. Each turn, it rolls out a line of dice. You then slide the line horizontally to match the blocks below and create combos, or spend points to reroll the set. How do you earn points? From combos. It’s got nice chiptune aesthetics, as you might expect from a game that has also been submitted to GBJAM 13.


A Pico-8 one next. In Recycled Blocks, you control a little laser drone that has to sculpt blocks as they fall to complete work orders and remove them from the board. I found the control scheme a bit confusing, but I love the concept. Ditto the self-explanatory Circuit Makers.

Jelly Well, meanwhile, gets two thumbs up for its subliminal hatred of LocoRocos and for its soundscape of human mouth noises. More of this kind of thing, please. Call of Duty games would sell twice as much if all the gun effects consisted of voice actors yelling “bang”. I would hire Sir Anthony Hopkins to voice an AK47, myself.

Image credit: Walaber Entertainment


Simply scrolling the Falling Block Jam submission feed makes me feel as though I’m losing badly at Tetris, so I’ll resist the urge to write up any more. OK, one more, but only because it doesn’t require a computer: Doctor Vs Virus is a table-top falling block game you can play with a standard deck of cards.

If you see any others you like, please rotate and slide them dextrously into the comments below. Why not see if you can form a line with people recommending the same game – I’ll try to add some block-clearing score attack functionality to our moderation software.



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September 22, 2025 0 comments
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Xbox has made "largest investment in Game Pass to date" this year, countering recent criticism of subscription service's value
Game Updates

Xbox has made “largest investment in Game Pass to date” this year, countering recent criticism of subscription service’s value

by admin September 22, 2025


This year has marked Xbox’s “largest investment in Game Pass to date”, according to ID@Xbox boss Chris Charla.

Speaking to Eurogamer, Charla discussed the current state of the subscription service in the face of recent criticism, noting positive sentiment from developers and a desire to return for future projects.

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” said Charla. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

Xbox has received criticism for Game Pass in recent months. Arkane Studios founder Raphael Colantonio described the service as “an unsustainable model that has been increasingly damaging the industry for a decade”.

In a back and forth on social media on the “cannibalisation” of sales, Larian director of publishing Michael Douse added “smaller teams with new or riskier” games can benefit from Game Pass, but he prefers “Sony’s ‘lifecycle management'” method of adding games following initial sales.

Former PlayStation boss Shawn Layden discussed the perceived profitability of Game Pass in a discussion with GamesIndustry.biz. “There’s a lot of debates going on,” he said. “Is Game Pass profitable? Is Game Pass not profitable? What does that mean? That’s really not the right question to ask anyway.

“You can do all kinds of financial jiggery-pokery for any sort of corporate service to make it look profitable if you wanted to. You take enough costs out and say that’s off the balance sheet and, oh look, it’s profitable now. The real issue for me on things like Game Pass is, is it healthy for the developer?”

Meanwhile, Football Manager boss Miles Jacobson recently told Eurogamer player numbers for the series have skyrocketed since being added to subscription platforms.

“We built a whole business model around it,” he said. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

In a broader interview with Eurogamer on the state of indie games on Xbox, Charla noted the breadth of games showcased by Xbox at Gamescom. “It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” he said.



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September 22, 2025 0 comments
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How Long To Beat Silent Hill f
Game Updates

How Long To Beat Silent Hill f

by admin September 22, 2025



Silent Hill f is the newest entry in Konami’s long-running survival horror franchise, tasking players with navigating the fictional town of Ebisugaoka in 1960s Japan as they attempt to uncover the mystery of a creeping fog that has produced bloodthirsty monsters around every corner. With this change in setting, Silent Hill f manages to be a great onboarding spot for series newcomers while maintaining plenty of familiar themes long-time players will recognize. But whether you’re new to Silent Hill or a returning fan, you’ll probably want to know how much playtime you can get out of this horrifying adventure. So, here’s how long it takes to beat Silent Hill f.

How long is Silent Hill f – Campaign length and replayability

An average playthrough of Silent Hill f should take between 12-14 hours on Hard (normal) difficulty. This includes time spent solving puzzles and exploring at least some of the game’s optional paths for additional healing items, upgrade materials, and weapons. However, those looking to advance through the campaign with less resistance can use the Story (easy) difficulty to reduce the combat and puzzle challenges, potentially allowing for a quicker completion.

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Now Playing: Silent Hill f – Official Story Trailer

Silent Hill f is a game designed to be played multiple times, though. While you can beat the game just once if you wish, additional playthroughs–which let you carry over your health, stamina, and sanity upgrades–unravel even more story content. Not only do subsequent runs provide fresh cutscenes and boss changes, but they also provide the opportunity to see up to 5 total endings, revealing more and more of the unsettling story surrounding main character Shimizu Hinako.

Additionally, completionists will find that there are quite a few reasons to keep playing the campaign through multiple times, as getting every trophy or achievement won’t be possible in a single playthrough. You’ll need to continue into NG+ to keep earning consumable currency known as Faith so that you’re able to purchase all the upgrades and omamori (accessories). And any one-off trophies or achievements you missed your first time or two through can always be tried again on a new run.

With so much replayability, Silent Hill f can provide dozens of hours of entertainment to survival horror enthusiasts. If that sounds like something you’re eager to dive into yourself, you can pick up Silent Hill f now on PS5, Xbox Series X, and PC.



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September 22, 2025 0 comments
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If Elden Ring Nightreign wasn't punishing enough for you, FromSoft is adding a high-difficulty mode
Game Updates

Elden Ring Nightreign’s next update will make sure your Depth level actually goes up when you win, let you drop it down when it gets too hard

by admin September 22, 2025


The ultra-chalenging Deep of Night mode has only been available in Elden Ring Nightreign for about ten days, but players have already identified a couple of areas where it could improve, and unfortunately ran into a nasty bug that could rob you of your victory.

Deep of Night is a mode designed for longtime players, offering multiple tiers of higher difficulties that you can climb through. It also changes some of the game’s rules to make it more exciting and challenging for veteran players.


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The biggest issue that Nightreign players have been having with Deep of Night is one that touches the core of it. After earning a win at a certain Depth level, the game lets you go a rank higher. Unfortunately, some players have been stuck, without being able to increase their rank.

FromSoftware confirmed that, while it works on a permanent fix, a temporary solution will arrive in the game in an update soon. Though we don’t have a date for that update, the developer also revealed that it’s also taking this opportunity to add a couple of welcome quality of life features to the mode.

First, players will soon be able to decrease their Depth rank by one level. Those who aren’t interested in going lower, however, will be happy to know that the developer is adding rank demotion protection, too.

Upon reaching Depth levels 3, 4, and 5, you’ll be protected against losing a level after your next defeat. This protects you from a single defeat at level 3, and two defeats at levels 4 and 5. The even better news is that the protection is refreshed when you reach the same Depth level again after a demotion.

Watch on YouTube

FromSoftware is also making it so players at level 1 Depth who join matches at level 2 and above won’t lose points upon defeat, which makes sense given that they’ve been matched into a game with a higher difficulty than they can handle.

Finally, if you’re playing on Steam on PC, you’ll soon be able to continue your session if Steam itself disconnects. This only applies to Steam’s servers, of course, and assumes Nightreign’s own servers are live when that happens.

Whether you just picked a copy of Nightreign and you’re nowhere near ready for Depth of Night, or you’re a seasoned veteran who’s finally done with all the Nightlord bosses, our Elden Ring Nightreign guide offers a wealth of information you absolutely need.



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September 22, 2025 0 comments
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This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king
Game Updates

This week in PC games: Tokyo Game Show, Silent Hill, babel city-building and an RPG about a fugitive king

by admin September 22, 2025


Hello reader who is also a player! Once again I have failed in my fervent efforts to meddle with the Earth’s rotation so as to suspend time exactly at 11.30am, Saturday morning. I fear that another week is upon us. Fortunately, it contains some new PC games, spanning full releases and early access launches. Some of those new PC games may even be worth a modest portion of your lifespan and personal capital. Here’s a list of the ones I find most appealing or notable.

Monday 22nd September

Tuesday 23rd September

  • Blippo+ is about surfing channels to discover the soaps, sitcoms, news, weather, and talk shows of mysterious Planet Blip
  • Baby Steps is about learning to walk, one helplessly sliding ragdoll animation at a time
  • The point-and-click artisans of Blue Brain Games are back with The House Of Telsa
  • Clone detection horror It Has My Face has my curiosity, perhaps even my attention, but only time will tell whether it has my face

Wednesday 24th September

  • Let’s all go be Japanese high schoolgirls from the 1960s and slice up yokai scarecrows in Silent Hill f, which Oisin says is decent
  • Let’s all go come-of-age in Consume Me (pictured), a life sim about feeling “stupid, fat, lazy, and ugly in high school”, with mostly bad endings
  • Sonic Racing: CrossWorlds does not contain any schools or self-loathing, but it is thinking with portals

Thursday 25th September

  • Mala Petaka is a strikingly upbeat and colourful GZDoom shooter with hanging crystals and many robots
  • Dunno if any of you are into Aquaplus, but they’ve got this big cross-over anime 2D fighting game out today that seems jazzy, and we haven’t listed a fighting game for a while
  • Drown human scientists in the ichor of your mass-produced minions in Buggos 2, an RTS autobattler for the Zerg appreciators lurking amongst us
  • Please partake of another helping of uncanny ballfootsies in EA Sports FC 26


Friday 26th September

  • Stario Haven Tower is about building the tallest city you can, contending with changes of weather and the rigours of vertical logistics
  • Hotel Barcelona is a side-scrolling roguelike slasher about a US field marshal possessed by the soul of a serial killer, created by a team led by Swery and Suda51
  • Lost In the Open is a grubby fantasy tactics RPG about a recently overthrown king and entourage fleeing across a hex-based map

Aside from the above new PC games, this week will contain a non-zero quantity of games so new they aren’t even released yet. We’ll hear about a few of them at the latest Tokyo Game Show, which runs 25th-28th September. As I write this I am looking at a spreadsheet of embargoed announcements. The temptation to just paste the whole thing below and take the week off is fierce, but I am absurdly professional and will resist. Pretty sure none of you care about made you look! anyway.



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September 22, 2025 0 comments
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Silent Hill F Shrine Vault Puzzle Guide
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Silent Hill F Shrine Vault Puzzle Guide

by admin September 22, 2025



Silent Hill f has arrived, and while this 1960s, Japan-set game might look quite different from previous entries, it has the sort of difficult puzzles you would expect from a journey into Silent Hill. An early puzzle in the game, the Shrine Vault puzzle occurs the first time you enter the spirit realm.

This puzzle solution is for the “Hard” puzzle difficulty, which is considered the default puzzle difficulty.

Shrine Vault Puzzle

This puzzle requires you to find three symbols by spotting and flipping specific Ema located in three different spots. This occurs after receiving the ceremonial knife and following the Fox mask man into a new area, which is promptly locked with a combination lock. The map marks the three different locations, but you need to search for a specific Ema in each area. It’s not clear which Ema is found in which spot, but each area only contains one, and once you acquire the symbol, you won’t be able to interact with that area any longer.

It’s unclear if the specific Ema found in each area remains static, but only one of each appears, so if you don’t see one on the specific board you are investigating, move on to another one.

The symbols can be found on Emas with the three shown designs.

The combo lock solution is above, but the three Ema you are searching for are Lightning, Decayed Tree, and Kudzu. The last one is a pink flower accompanied by large green leaves. You can see the three different images below.

Decayed Tree symbol.Lightning symbol.Kudzu symbol.

Don’t worry about marking down the symbols on each Ema, as they are automatically added to your journal once found. Once you have all three, return to the combination lock and put them in based on the top-down order shown in the journal.



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September 22, 2025 0 comments
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Silent Hill f review - a return to form worth sticking with
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Silent Hill f review – a return to form worth sticking with

by admin September 22, 2025


Silent Hill f’s frustrating first-half is outweighed by a brilliant, delirious second that’s well worth the initial slog.

If you take nothing else from me today, just take these three words: stick with it.

Silent Hill f review

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Platform: Played on PS5
  • Availability: Out 25th September on PC (Steam), PS5, Xbox Series X/S

If you’d sidled up to me halfway through Silent Hill f, I probably would’ve dropped my voice and advised you to wait for a sale. All the whiny teenage angst is winding me up, and is also more than faintly reminiscent of Silent Hill’s free teaser, The Short Message. I don’t like the combat. For the last hour, I’ve been unsuccessfully playing Inventory Management Sim, spent an embarrassing amount of time lost in a field, and I still can’t really work out what the hell is going on. The (also embarrassing) time I’ve spent wandering through the misty streets of Silent Hill over the years is seemingly of no benefit here, either. In fact, if it wasn’t for Akira Yamaoka et al’s score – which is less recognisably Silent Hill than I’ve ever heard before – I wouldn’t have thought Silent Hill f was a Silent Hill game at all. Which is kind of weird. You know. For a Silent Hill game.

I don’t say that to be difficult. I’m not the fan who only ever wants Silent Hill 2 over and over again (although let’s face it, Remake was exquisite), I don’t automatically despise anything that’s been made by a western studio, but I also don’t blindly accept that everything with Silent Hill on the cover is any good, either (sorry, Ascension). So I came into Silent Hill f cautious, but optimistic.

Here’s a Silent Hill f trailer.Watch on YouTube

But first, some context! Silent Hill f places us in the neat school shoes of teenager Hinako. For reasons that may or may not be explained later, her provincial town, Ebisugaoka, is suddenly submerged into a mysterious fog. The pavements bubble and blister with strange crimson flora, and sinewy strings hang from rooftops like macabre bunting. Unidentifiable fleshy lumps sit about, all haphazard and bloody, as though discarded by a lazy butcher in the sky, but it’s the flowers you need to look out for. One wrong step, and something will curl around your ankle, and you’ll be trypophobia-triggering plant food before you know it.

But none of that is as upsetting as the bloated corpses and twisted marionettes and more – oh-so-much more – that lie in wait across the village. It’s hard to know what’s worse for our Hinako: the deadly denizens or the societal expectations of a teenage girl in 1960s Japan.

But man, those first few hours. People keep doing and saying dumb stuff. The dialogue – teenagery and cringey – is not convincing, and why on earth Hinako and her pals don’t link arms to ensure they stop losing each other in the fog is beyond me. I’d kept myself gloriously spoiler-free coming in, which perhaps means I was less prepared than some for the wild tangents developer NeoBards takes from expected Silent Hill norms, but even the Otherworld is Otherworld-y in a way I absolutely did not expect. Which is again, well, strange. Because if it doesn’t look like a Silent Hill game and doesn’t play like a Silent Hill game, and only sometimes sounds like a Silent Hill game, then is it really a Silent Hill game at all?

And then it just all clicked.

Image credit: Eurogamer / Konami

Not the combat, mind you. I still don’t like it. You’ll have heard some compare it to that of Soulslike games, which isn’t quite right. You’ll spend the game with a pipe or a bat or a sledgehammer in your hand that takes forever to swing, even if you commit to the ostensibly quicker light attacks. The more you attack, the faster you’ll deplete your sad little stamina bar. The more you draw on your focus – which is exactly what it says on the tin; a powered-up focused attack – the quicker you’ll lose your sanity. It’s all pretty standard fare, and I did acclimate to the recommended Story difficulty, but I never quite enjoyed it, I’m afraid. By the time I finished, though, I’m pretty sure that’s more a consequence of the degradable weapons than the combat system itself.

I’ve spent a good chunk of my life in horror games, and know there’s a constant tension between feeling fearful and carefree, which inevitably requires the need to ration health items and weapons as well as liberally deploying ‘Run away! Run away!’ strategies. And while this is fine when you’re, say, fighting enemies outside, when you’re indoors – or in a tight alleyway – it becomes much harder to do that. The more you fight, the faster you’ll exhaust your piddly collection of weapons (you’ll only ever be able to carry three, along with a handful of toolkits to sort-of repair them), which means there was a good fifteens minutes segment where I had no weapon at all, leaving me with absolutely no way to defend myself other than to dodge myself dizzy and hope I make it out alive. Hinako wouldn’t even raise a fist.

Your frustration levels may vary depending on how much time you spend with Soulslike games, but for me, SHf’s combat isn’t challenging as much as it’s clunky. I had attacks phase through targets without a dent, dodges not dodge, and never seemed to have enough bloody stamina, even by the endgame. And when she comes out of a dodge, Hinako stands there until you remind her that she’s supposed to be running for her life – it becomes a self-defeating move, often leaving you wide open for a deadly own goal.

Image credit: Konami

The most grievous crime, though: as a long-time Silent Hill fan, it’s extraordinarily difficult to do any real exploration of the world. The grim cocktail of clumsy combat, degradable weapons, and ferocious enemies makes it extraordinarily difficult to do so. That said, about halfway through, you’ll land yourself an Otherworldly, er, upgrade (of sorts). Even if I could tell you about it I wouldn’t, but I will admit that it brought a new twist to combat that I was not expecting, but was very happy to have. Let’s leave it at that.

As for the enemy you’ll find yourself fighting more than any other? The one you’ll never quite get under control? Your inventory.

There are three things you can do when you reach a shrine: save, enshrine, and pray. The latter two ostensibly allow you to upgrade your health, stamina, and sanity bars, although doing so requires you to sacrifice the meagre collection of goodies you’ve amassed as ‘offerings’ or locate one of the vanishingly few ’emas’ found secreted across the game. Initially, I felt as though I’d never have enough items to sacrifice to build up my Faith deposit (the closest the game has to a currency), and later, I’d amassed loads of Faith, but must’ve missed some emas, so I couldn’t upgrade anything. Ho hum.

Image credit: Eurogamer / Konami

You can also utilise a pool of passive skills in the form of Omanoris that you pick up along the way, although I have very little else to say on that given I barely touched them after finding one that helped boost Hinako’s stamina a bit.

I don’t think I’d care as much about Hinako’s tight inventory if we were able to pick and choose what we take and what we leave behind, but switch a bandage to make room for a first aid kit, for example, and that bandage will be gone forever. And sure, some stuff stacks, but many others do not, so it’s particularly galling that you have to make room in your minuscule inventory for those aforementioned offerings, too.

I can’t even tell you what they all do, either. You can recover health, sanity, and stamina in different amounts and ways. Some of it’s pretty self-explanatory – bandages, first aid kits, and so on – whereas the rest, such as Divine Water (fully restores Max Sanity and reduces Sanity drain for a bit), Ramune (greatly restores Max Sanity), Arare (slightly restores Health, but the effect increases when used continuously) are more difficult to keep track of at the best of times. At their worst – say, when you’re in the heat of battle and your pop-up inventory only shows you a tiny icon – they’re infuriating.

And yet there I was, teeth clenched, beating a bulbous…. something – I don’t even know how to describe it! – to death with a crowbar, absolutely hell-bent on seeing this through to the end. I had to see it through. Hinako’s story took a wild pivot the moment I realised what was happening in her Otherworld, and halfway through this bewildering adventure, I realised how stupid I’d been for chalking this up to nowt more than a teen drama with a Silent Hill logo slapped on top of it.

Image credit: Eurogamer / Konami

Yes, SHf deliberately side-steps much of what makes Silent Hill games Silent Hill – there’s no torch, no radio static, not even any rust – but that doesn’t mean it’s a misstep. Its world is still tense and atmospheric. The monsters delight and disgust in equal measure. The ambient sounds are genuinely terrifying. It’s not the same as Silent Hill 2 Remake, no, and I don’t think it’s as scary, but it’s every bit as unsettling, believe me.

It’s almost as though the second half of the game is your reward for getting through the first, pivoting in such devilishly dark ways I couldn’t have predicted it if there was a gun at my head.

Hinako’s Otherworld may not look like any Otherworld we’ve seen before, given the rusty fences and blood-smeared grates have been replaced by dark temples and shrines, but it feels every bit as foreboding. Slowly, methodically, you’ll piece together what, exactly, brought Hinako to this place, and over a number of Otherworldly visits (visits that do not include degradable weapons: huzzah!) you’ll learn things about her you may never have suspected, and even more about what more she’s prepared to sacrifice… both literally and figuratively. Whereas other Silent Hill games have essentially presented a Western idea of horror, SHf unapologetically embraces its roots in ways I couldn’t even imagine. And it’s here, in the unmentionable and often indescribable parts of Silent Hill f, that writer Ryukishi07’s profoundly unsettling story really shines.

So while no, this doesn’t negate the clumsy combat, per se, it makes that first-half slog more than worth it.

Plus, it’s a beautiful place when it’s not scaring the bejesus out of you, rich with detail and interest. There’s a fair bit of backtracking – which again, makes that tiny inventory that much more of an issue; a number of times I cleared a place out and discarded an item to make room for another, thinking I’d never be there again, only to return two hours later and could’ve desperately done with it – but you’ll get to poke about in all kinds of places across Ebisugaoka, even if you’re rarely rewarded for stepping off the beaten path. And in keeping with its predecessors, Silent Hill f is not overt with its messaging, which means you should make a point of scouring for discarded notes and checking in with Hinako’s journal as you meander across town.

Image credit: Eurogamer / Konami

Talking of Hinako’s journal: it’s a lifeline when it comes to SHf’s puzzles. I played on Hard – the recommended setting for those looking for a “traditional Silent Hill experience” – and found all but one early scary(crow – if you know, you know) puzzle and the final brain teaser a breeze, thanks to the copious notes Hinako jots down as she goes. The environmental puzzling was tougher – figure out how to get here, do that, now go there, etc. – but again, not overly taxing, making it probably one of the easiest Silent Hill games thus far in this respect.

Silent Hill f accessibility options

There’s a colourblind accessibility setting as well as colourblind “intensity”, and the ability to adjust sound by music, SFX, voice, system, or together. You can also toggle on/off running, invert cameras, and turn off vibration. Subtitles can be enlarged, given specific fonts/colours, a coloured background, and show who is speaking. There is no “easy” difficulty mode for either combat or puzzles. CW for trypophobia and torture.

It’s not the puzzles that are going to make or break Silent Hill f, though – it’ll be that combat. I stand here as someone with average-ish dexterity, poor impulse control, and a core-deep hatred of boss fights, so I like to think that if I can get through it, most of the series’s older fans should cope okay, too, despite the surprising decision to omit an easy mode. For different reasons, the story – and several of its gobsmacking cinematic sequences – similarly requires a strong stomach. Silent Hill has never shied away from mature and complex themes, so it may be prudent to note the content warning when you boot up. (To that end: it advises there’ll be depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence – and boy howdy, do they deliver on that, as well as trypophobia, which is not listed in the content warning but will absolutely be a deal-breaker for some. Proceed with caution.)

There’s more I want to tell you, of course. Loads, actually, although I’m not convinced you’d believe half of what I witnessed in the twelve-ish hours it took to reach the end. I want to talk about the enemies, the Otherworld, and the multiple endings. But even if Konami’s barbed wire-laden embargo wasn’t preventing me from telling you more, I wouldn’t want to spoil the surprise, anyway. You really should experience Silent Hill f’s final act for yourself.

And given that, I’ll conclude as I started, and leave you three more words to take away: Don’t read anymore. If this has left you curious, close this tab, avoid social media and further reviews or streams, and let yourself experience Silent Hill f first hand. You’ll either thank me for it or hate me for it, but either way, you’ll have a hell of a time.

A copy of Silent Hill f was provided for this review by Konami.



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September 22, 2025 0 comments
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Hinako stands in profile in a tattered school uniform as she's surrounded by red plants.
Game Updates

A Stunningly Immersive Horror Experience

by admin September 22, 2025


Immersing yourself in Silent Hill f is like drinking a powerfully fragrant tea steeped in bloody metaphor and symbolism. The first new, full Silent Hill game in 13 years, f wields a powerful, standalone narrative about the expectations of gender-based roles, the challenge of maintaining relationships in the presence of such roles, and the foggy nature of transitioning from teenage life into adulthood.

The game satisfyingly eschews surface-level storytelling through its various twists and turns. As if retreating into its own mysterious fog, f isn’t easy to fully understand at first. Various plot threads and themes intersect and overlap in a dreamlike fashion. By the game’s ending (of which there are multiple), I had so many questions that weren’t answered–in a good way. I walked away unsure of what I had experienced, where the metaphors began and ended, and just what exactly happened in this sleepy mountainside village. Silent Hill f is a gorgeous and exquisite work of psychological horror that had me desperate to relive its narrative again after the credits rolled. And I don’t think I’ll stop until I squeeze every drop out of this game.

In its moment-to-moment gameplay, Silent Hill f challenges you to fight or evade various horrifying monsters, solve cryptic puzzles, and attempt to piece together a complicated, bi-directional narrative of resistance and submission, both against supernatural horrors and the pressures society places on people, particularly women. Silent Hill f takes a few big risks in its relocation of the series to a new setting and in its slightly more action-focused combat, but these elements all pay off and earn their stay. Its story, though ripe for pitfalls in how it depicts violence and subjugation of women, manages to deliver a shellshock of a horror experience with a rich atmosphere and unsettling tale that entertains on its own terms, and terrifies with depictions of violence and repression that are all too resonant with our experiences of the real world.

Developed by a studio new to the series and following the successful remake of Silent Hill 2, f sees Silent Hill pack its bags and take us on a trip to a fictional rural mountainside village in Japan called Ebisugaoka. Set in the 1960s, the game’s narrative centers the experience of living as a woman in a society that values us only for our potential to be married.

Silent Hill f casts you in the role of teenager Hinako Shimizu as she navigates an unfolding and perplexing set of ghastly horrors. Somewhat of a tomboy, Hinako is at odds with what the rigid expectations her society, and family, place on her as someone assigned female at birth. Early on, we learn that Hinako’s sister has left home after being married off, and that her alcoholic, abusive, and financially reckless father has similar wishes for her.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

After a bitter argument with her parents, she leaves home to find her village slowly being overtaken by a thick fog; strange floral and fleshy overgrowths; contorted, animated mannequins wielding massive kitchen knives; and all sorts of other unspeakable horrors.

Hinako quickly realizes that the only solution is to escape the town she once called home, now transformed into a hellscape. Puzzles and hostile creatures stand in her way as she travels through foggy streets and alleyways, abandoned buildings, and a nightmare-esque realm known as the Dark Shrine.

The monsters stalking the oppressive alleyways of Ebisugaoka and the mire of the Dark Shrine aren’t the only things keeping Hinako company. She’s joined by three friends: two other teenage girls named Sakuko and Rinko, and a boy named Shu. Together, the four of them must survive an indescribable nightmare as they search for a way out of the altered town. Hinako also comes to meet another individual who promises to help her, a mysterious and charming gentleman referred to in writing as simply Fox Mask.

f’s narrative ups and downs can inspire a bloodlust in you that makes Hinako’s  maneuverability and lethality–which far exceed those of her generally clunky predecessor protagonists–all the more rewarding. A sometimes-frustrating weapon degradation system keeps the survival part of the horror grounded, but in moments when the story filled me with an emotional urgency, I was excited to be a more nimble and deadly fighter.

A steel pipe and the audacity to persist

In combat, Hinako is on her own when it comes to dealing with the menacing creatures of the fog. Far more mobile than protagonists in survival horror games usually are, I worried that Hinako’s dexterity might dilute the shambling dread often associated with the genre, but f earns its right to a more action-focused combat system.

© © Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

It’s not that Hinako feels like an elite soldier or something; the camera controls, quick dodge move, and stamina meter make her feel locked in to her survival, but the combat retains a sense of vulnerability essential for communicating terror and dread. f’s combat can be rather fluid and snappy when it wants to be. As in modern soulslikes, you can target a single enemy at a time which keeps the combat focused and intense. Hinako’s generous and speedy dodge costs her stamina, as do her light and heavy attacks.

Still, weapon scarcity and degradation make any scuffle with the game’s various monsters risky. Not every fight with a random wandering monster is worth having, but during scripted battles or when it makes sense to dispose of a creature, you’ll have to do so while managing your stamina meter as you sprint, dodge, and attack. Dodge at the right time when an enemy strikes and you’ll refill your stamina to resume your assault or expedite your retreat.

Hinako also has a meter for her “Sanity,” which allows her to use special “Focus” moves such as a counterattack and a charged-up version of her light melee strike. As you progress, you’ll be able to increase your health, stamina, and sanity meters by offering various objects at shrines which double as save points. You can also augment Hinako’s abilities with omamori found in the environment or drawn from a shrine; these benefits include boons like increased max health, recovering health when defeating an enemy, a quicker charge of Hinako’s attacks, and more. These gentle augmentations of Hinako’s abilities offer a welcome micro level of adjustment over the difficulty that I’m sure I’ll lean into more in my Hard mode run.

You can consume various items to replenish your meters, though while it worked fine when playing with mouse and keyboard, I found that even after 20 hours, item management while using a controller felt cumbersome.

Aside from some creatures that waited around corners to jump me, I would typically hear monsters before I saw them, their presence usually revealed by the sounds of painful moans, clanking footsteps, or the gentle and satisfying static that plays when you’re in the proximity of an enemy. The audio cues reminded me to check my health level and weapon condition, all while observing a few exit strategies if I suddenly found myself in over my head. In each scuffle, aside from the scripted scenarios that have you fighting bosses or enemies you have to defeat before you can proceed, combat remained as intense and methodical as I like it in a survival horror game.

  • Back-of-the-box quote:

    “The f is for fun! Freaky! and Fuuuu….”

  • Developer:

    Neobards Entertainment

  • Type of game:

    Third-person action horror.

  • Liked:

    Powerful story, dark and evocative visuals, satisfying combat.

  • Disliked:

    Weapon degradation is a bit too fast, item menu can be confusing.

  • Platforms:

    PS5, Xbox Series X/S, Windows PC (Played)

  • Release date:

    Standard edition: September 25, 2025 / Deluxe edition: September 23, 2025

  • Played:

    22 hours covering the main story once through and about a third of the way through New Game Plus.

There’s a touch of build crafting in f, but it doesn’t dominate the game the way you’d find in Dark Souls or other similar games. Aside from your three meters, you won’t need to worry about Hinako’s stats or fuss too much over which weapons you’re carrying. And unlike more action-focused games, your central task isn’t to defeat enemies, it’s to survive them. That sometimes means killing them, but it’s not wise to spend all your time and resources on every monster in your path. In fact, you’ll quickly find yourself screwed if you take that approach.

Dealing with enemies is still a challenge despite how quick Hinako can be, and weapon degradation was an early sore spot for me. Fragile weapons combine well with the sense of dread the game’s aesthetic conjures and nicely limits your capabilities within the otherwise rather smooth combat system. This grounds the game, though some later sections let you cut loose on monsters in a satisfying, vengeful way. The game offers two kinds of difficulty at first, “Story” and “Hard,” and you can set the combat difficulty and puzzle difficulty independent of each other. On my first run, I played “Story” for combat and “Hard” for puzzles.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

This choice let me be pretty sloppy in combat and still only die a handful of times. My second run, on Hard mode, has proven a tougher challenge, though it rarely feels unfair (my Hard mode run is a little bit easier given that I’m taking advantage of the stat carryover from New Game Plus). That said, I can already anticipate some late-game segments might border on frustration. We’ll see how that goes for me.

At first, I found the unexpectedly speedy combat to be a little discordant with the premise of being a teenage girl taking on vicious, otherworldly monsters, often with little more than a steel pipe. The beautifully dark and lush atmosphere of the game filled me with the dread I desire from this genre, but once combat started, I found myself feeling almost a bit too superhuman in how deftly I could dodge out of the way of a bloody knife.

As Hinako’s story and struggle progressed, however, I found f’s combat system to mesh well with her emotional state. Hinako makes it clear early on that she won’t go down without a fight, and a childhood spent mostly playing rough with boys along with her experience in track and field show she’s not afraid of a scuffle or two. The combat also, at times, gave me a sense of power over some monsters in a way that satisfyingly intersects with the game’s themes. I was skeptical of its approach to combat in those early skirmishes, but f earns its speedier battles with satisfying emotional arcs.

Fighting off bloody bastards isn’t the only challenge ahead of you in Ebisugaoka either. True to its form as a Silent Hill game, f features an assortment of puzzles you’ll have to solve, each one a treat containing some wonderful 3D models and mental challenges that aren’t easy to brute force your way through. You’ll collect clues in your journal which aren’t always the most obvious, and many of these puzzles stumped me at first. In two cases, I was forced to get help from people to figure them out, but this was mostly out of a need to finish the game in a timely fashion.

While I often love survival horror games for the unique intersection of terror and challenge they provide, I typically find the struggle of survival only as interesting as the environment they’re set in and the story they weave. And in this regard, Silent Hill f does not disappoint.

A dark narrative to commit yourself to

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

To be honest, the less I say about the particulars of Silent Hill f’s narrative, the better. You can only experience this game the first time through once, and as soon as you do, everything you just experienced gets reframed, and not in a concrete, easily digestible way. f resisted my attempts to understand it, left me with horrific depictions of violence strung up on narrative threads that involve real-world, relatable struggles of being a woman in society, what the value that society ascribes to her even means, the impact of cultural traditions, and a fear of the unknown. Throughout the game, mythology creeps into reality to make you doubt your own reasoning mind. This is all set to a captivatingly dark yet beautiful soundtrack from series composer Akira Yamaoka.

And while the game features difficult and lasting depictions of violence and suffering, Silent Hill f never feels like torture porn. Its gore never feels frivolous. That it manages to pull this off in a game focused on the violence imposed on women in a conservative society is a testament to the quality of writing on display here. Silent Hill f delivers gut-wrenching metaphors and symbols of resistance and submission that terrify and excite all at once.

I felt this acutely during the game’s Dark Shrine segments. The realm’s imposing and ominous fox statues and masks inspire an alluring sense of empowerment and protection, but they also felt like a clear warning that I was seconds away from being snatched up in their jaws. The same is true of Fox Mask, who appears early on as a heroic figure, but soon seems to have an agenda of his own that may not have Hinako’s best interests in mind. His piercing, glowing eyes and soft-spoken voice had me hypnotized as much as they did Hinako. As she followed him into the depths of the unknown, so too did I.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

f’s narrative remains satisfyingly hard to predict throughout the whole ride. As soon as I thought I had a sense of what was going on, the story would resist falling into the predictable plot patterns I’d begun to anticipate. Even the premise of rebelling against the gendered expectations of womanhood is handled in a far more complex way than you might expect. It’s not just a story of Hinako giving the proverbial middle finger to what society asks of her. Though she is rebelling and is conscious of how her gender renders her a second-class citizen, themes of commitment, of holding onto who you are as you form bonds with other people, and just what it means to sustain any kind of relationship in the face of struggle swirl around in the fog in ways that I often found deeply relatable.

One scene in particular involving a bloody reconfiguration of a character’s body parts struck me so squarely in its depiction of commitment and physical trauma that it’s become a new metaphor for how I view a particular chapter of my own life. Though it depicts people of a different culture and time, there’s a universally human story at the core of f.

Even when f hits its narrative climax, when I thought I understood as much as I possibly could from a single playthrough, the ending that I ended up triggering based on what seemed a normal, non-consequential decision early on revealed one of the most unexpected twists I’ve encountered in recent memory. And still, true to the lush depths of obfuscating fog Silent Hill is known for, I barely understand what happened. But I couldn’t look at the story the same way twice after experiencing it. My own innocence was robbed.

© Screenshot: NeoBards Entertainment / Claire Jackson / Kotaku

In addition to what’s revealed through your interactions and encounters with other characters and your journey through Ebisugaoka, a considerable amount of worldbuilding is also found in collectible notes scattered throughout the game’s world and in other bits of environmental storytelling. No meaningful playthrough of Silent Hill f will be complete without collecting and reading as many of them as possible–and New Game Plus will offer you new surprises here, too. These notes are all concise, written well enough, and don’t feel overbearing. They’re well worth pausing the action for.

These documents include women’s etiquette magazines, beer ads that promise a certain status of masculinity to those who consume it, and meditations on kitsune no yomeiri and other elements of Japanese culture and folklore, as well as fictional accounts of the history of the game’s setting. It all strings together a dark, kaleidoscopic narrative web that stirs intrigue and sparks the imagination. That it’s set in the 1960s also positions the characters and the town itself  between a rural, agrarian environment with conservative cultural values and affectations, and an encroaching layer of modernization through expanding industrial development and scientific medicine. Silent Hill f is never about any one of these things individually, but its various narrative layers let you drift among them as you would a sequence of thematically similar dreams.

Silent Hill f is ambitious in its desires. It asks for permission to deviate from the series’ traditional setting while offering up quicker, more action-focused combat. It leaves behind its titular setting in favor of a new horizon. It succeeds on all these fronts as a spin-off that explores Silent Hill’s classic gloom and internal psychological struggle, toying with themes of friendship, gendered expectations, commitment, and individual worth like a cat, or a fox, playing with its prey. It is a horrorscape I was terrified of and yet unable to look away from, one that’s resonated with me long after the credits rolled, and that quickly pulled me back in for another trip down the miserable foggy alleyways of this strange mountainside village.



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September 22, 2025 0 comments
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