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A screenshot of Atsu in Ghost of Yotei
Product Reviews

Ghost of Yotei review: a beautiful and bloody sequel that iterates on its predecessor in almost all the best ways

by admin September 26, 2025



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I have caught myself reliving riding my horse across Ghost of Yotei’s landscape of 17th-century Japan almost every time I’ve put the game down since starting it.

From the simplest of jogs between locations, or the longest of horse rides across sweeping lands, through fields, and over rivers, there’s just something truly beautiful about it that has consumed me.

Review info

Platform reviewed: PS5
Available on: PS5
Release date: October 2, 2025

  • Ghost of Yotei at Amazon for $69

And while the world of Ghost of Yotei is one of the best I’ve played in years, and one of the most spectacular things about the game, it’s only one of a number of highlights in the PS5 exclusive.

The worldbuilding and sense of place the lands offer is supported by an epic tale that twists and turns, an interesting protagonist who develops as the story goes, multi-faceted, immense, and bloody, moreish combat, and a smattering of enjoyable open-world and role-playing game (RPG) staples. Which, even though they can be repetitive sometimes, also bring much value and meat to the experience.

It wears the influence of its predecessor on its sleeve prominently, but Ghost of Yotei has been more than worth the wait.

(Image credit: Sony/PlayStation/Sucker Punch)

A tale for the ages

Set a few hundred years after Ghost of Tsushima, you are Atsu an outlaw making a return to her homeland of Ezo with revenge on the mind. Be prepared to hear the phrase “The Yotei Six” an awful lot in the first half of the main story in particular, as that is who Atsu is chasing down: six masked-up baddies who inflicted great pain on her and her family when she was a child.

Complemented by intriguing flashbacks that give greater context to that original pain, the story of Atsu chasing after these six almost-mythical enemies is an epic one. It has twists and turns and is deeply cinematic and gripping, and Atsu and the change she experiences along the way make her a compelling protagonist. You can feel the anger and deliberation in her encounters, in her visceral combat actions; and you can see how her relentless pursuit of justice changes her outlook along the way, too.

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And while the premise of hunting down the six masked big bads is similar to Assassin’s Creed: Shadows, a linear revenge tale, and checking off an assassination hitlist, this is not. There are more layers to the story and to each of the narratives around the enemies to get stuck into.

Image 1 of 3

(Image credit: Sony/PlayStation/Sucker Punch)(Image credit: Sony/PlayStation/Sucker Punch)(Image credit: Sony/PlayStation/Sucker Punch)

Experiencing the beauty of nature

That stylish way that the story is delivered is indicative of the lands that it takes place in, too – as well as how you explore it.

Firstly, the scenery and sense of place in the game’s landscapes and environments are wonderful. From expansive, sweeping fields of grasses and flowers bathed in sunshine, to the icy mountainsides of an arctic, wintry region. And from the spring-like, verdant, and lush fluvial landscapes either side of meandering waterways to the gorgeous and blinding oranges and golds of hundreds of trees in their autumn form, all four seasons are draped over the landscapes of Ghost of Yotei beautifully.

As well as offering sheer beauty, everything seems truly part of the environment; each location does seem purposefully placed, sprouting from the ground or perched on it intentionally.

There’s also a wider use of the landscape to create ‘landscape moments’ as I call them; using the wind for guidance is a sheer joy once again, throwing up thousands of flower petals as you bound across plains is a thrill, and there’s a few moments where your ride across the countryside or along winding tracks is accompanied by wonderful and haunting songs.

(Image credit: Sony/PlayStation/Sucker Punch)

Mapping an adventure

Taking the importance of the landscape and environment further is Atsu’s in-game map, the way objectives are presented, and also how exploration and discovery work.

In short, the map is outstanding. Its art style is gorgeous, and the way icons and your travel route appear on it like paintings is great. Additionally, cartographers’ maps can be bought and placed over areas on your own map to reveal locations in an incredibly satisfying way that brings the map to life as opposed to being a static resource. This is echoed by other locations on the map being slightly animated, rather than just quest markers on a static background.

The details are excellent here, too. For example, if it’s raining in the world, you’ll see a pitter-patter of raindrops fall on your map. Teaming this map with your spyglass makes for satisfying exploration that nails the ‘see that over there, mark it, and go there’ incentive, which is key to a well-done RPG world.

Additionally, there isn’t a smattering of side quest markers on the map or a list of text in your menu – there’s a superb card system instead, which is stylish and artsy – and you can stumble across simple side encounters naturally through exploration. It’s a world that demands to be explored, and its slowly revealing open zones in the open world are filled with things to see and do, and are more densely filled than massive, open, and empty.

(Image credit: Sony/PlayStation/Sucker Punch)

Put them to the sword

However, it’s not just style and aesthetics and a stacked world; there’s plenty of substance elsewhere in Ghost of Yotei, and at the forefront of that is Atsu’s violent, bloody, and super-slick combat.

With access to five melee weapons when fully kitted out, Atsu can cut through hosts of enemies with ease and grace; it really can be like a dance, almost, and chaining together parries, strikes, weapon swaps, and dodges to seamlessly work between enemies and cut them down is almost poetic.

The violence and bloodshed are incredibly graphic – something that I’ve greatly enjoyed upping the ante on by playing in the game’s Miike mode – but also arty and make for extremely reactive visuals to this dance too.

At the core of the combat is, of course, the weapons and toolset open to Atsu. Yotei does away with the different stances to combat different enemies and weapon types, and instead gives you an arsenal of different weapons to use.

Each will work against anybody, but it pays to know your katana from your Kusarigama and who best to fight with each, for example – however, each weapon is excellent, dynamic, and exciting to use and master. I greatly enjoyed the process of acquiring these weapons through quests, too. Each expert you find for the weapons feels organic and feeds into Atsu’s learning and developing skills to be best equipped to fulfill her revenge mission.

The bows in Yotei are once again satisfying to use, and while the rifle is an option, I barely used it – though finishing a stand off with a quick, hip fire shot of the pistol is dead cool. Complementing this are some ranged throwables you can use, such as firebombs to wreak havoc on groups of enemies, and quickfire kunai knives.

Armor always plays a part by offering perks that can be boons to different play styles. You can gain new sets to obtain with mysterious side quests or tasks, and they can be upgraded – but your main Ghost one is upgraded through the main story.

(Image credit: Sony/PlayStation/Sucker Punch)

Style *and* substance

There’s plenty of opportunity to customize Atsu’s gear, too, and there’s clearly an emphasis on this. You can work to find resources for weapon and armor upgrades, and a whole raft of charms – themselves upgradeable through in-game tasks or actions – can give you edges in certain play styles. However, you can also enjoy a whole host of cosmetic upgrades to give Atsu the perfect look.

There are loads of skill trees and options to explore and acquire to enhance Atsu along your journey too. Each weapon has its own tree; there are some skills relating to Atsu’s survivor background (reducing fall damage, etc), and even some that relate to help you can sometimes get from a wolf companion.

You’ll unlock these abilities by bowing in front of altars. These can be found out in the wild on their own, or be tied to clearing camps of badmen. I appreciate the simplicity of this, but to mirror the location-specific skills of those who can teach Atsu skills, it could have added a further layer by tying certain abilities to certain altars or locations to give some geography-based nuance – i.e., certain skills can only be acquired at specific altars, for example.

Putting all of that to practical application is fantastic. Whether you’re absorbing the main quest line, or going off the beaten track to hunt down challenging or intriguing bounties, exploring myths and legends, or simply clearing out bandit camps to rid the land of baddies, utilizing Atsu’s wealth of combat approaches – either stealthily or head-on – is a joy.

(Image credit: Sony/PlayStation/Sucker Punch)

In an incredibly strong field, perhaps my favorite part of Ghost of Yotei that made me smile every time I did it was when dispatching a whole gang of goons while barely receiving a scratch. Changing weapons out seamlessly while knowing when to strike, when to parry, and when to go in for the kill is one of the things that makes Ghost of Yotei’s combat spectacular. I have to add that the map itself could have been my choice here, or indeed the landscapes and how they affect and frame the gameplay.

On the whole, I have found myself preferring head-on combat. There is a good balance between stealth and combat – but I prefer the stealth found in Assassin’s Creed Shadows. Charging in and beating goons of all types and sizes, and bosses, with Atsu’s beastly weapons is so moreish.

Either way, whatever you choose, there’s excellence and mileage in both approaches, I’ve found. Utilizing tall grass to sneak around camps and pick off guards with a bow or with distant assassinations with the Kusarigama – a personal favorite – is brilliant. However, nothing quite hits like taking out a few pesky ranged enemies before engaging in a standoff to dispatch a host of guards. Throw in Atsu’s Onryo’s Howl skill – a banshee-like scream you can blast toward your enemies, causing them to cower in fear.

(Image credit: Sony/PlayStation/Sucker Punch)

A near-perfect cut

Are there creases in all this bloody brilliance, though? Of course, but only a few that I found that impacted my enjoyment. While I’m always one to sink dozens of hours into an open world, checking activities off a list, I did feel a bit of fatigue when stumbling across a vast number of the same activities such as bamboo cuts, hot springs, and altars.

The number of which also impacted the sense of exploration and discovery that the world is generally so good at. Elsewhere, the conversation options you get don’t seem to make a huge impact on encounters or quests I’ve found, which is a shame, and there are some strange moves later in the story that reintroduce tutorial-like sections that affect pacing.

However, one thing that is a fierce double-edged sword for Yotei is the game that came before it, as it wears the influence of Ghost of Tsushima and all that made that game excellent proudly on its sleeve. As a result, in a similar way to Horizon Forbidden West, there’s a lot of iteration on established features and facets.

Golden birds and foxes are present again, breaking guards in combat with heavy attacks is key again, and acquiring charms from shrines up broken pathways are back, to name a couple of examples. This might disappoint some, but it also offers ‘more of the same’ of one of the most memorable and enjoyable games of the last five years.

This is simply a world worth committing dozens of hours to

Technically, however, Ghost of Yotei does a lot to make itself feel like the PS5 exclusive we’ve been waiting for. The Ray Tracing Pro mode available on the PS5 Pro is superb and has offered a fault-free and technically excellent experience for my entire 55+ hours, but it’s the DualSense integration that is a real highlight.

Those raindrops I mentioned earlier falling on your map? You can feel those on the controller, along with rain on Atsu in the world; the balance of your instrument’s music coming from the main speakers with that of the DualSense’s speaker is a delight, painting sumi-e with flicks across the touchpad is superb, and you can even blow in the microphone to help light your campfires.

If there was any other indication needed to show what I think of Ghost of Yotei, then it’s the fact that I have kept playing the game, long after finishing the story and almost all of the quests, and am committed to going for the platinum trophy.

Yes, those few slight gripes hold it back from true generational greatness, but I’m already planning my way mentally across the map, strategizing weapon swaps and attack combos in my mind, and this is simply a world worth committing dozens of hours to, and I’m going to drink it all up.

Should you play Ghost of Yotei?

Play it if…

Don’t play it if…

Accessibility

Ghost of Yotei‘s accessibility features are a little lighter than some of its PS5 first-party contemporaries. There are no colorblind options, which is a shame, for example.

Elsewhere, you do have options for subtitle size and color, you can increase gameplay clues and visibility, and simplify control schemes for things like campfires and forging, and also get some assistance for combat, such as projectile indicators.

(Image credit: Sony/PlayStation/Sucker Punch)

How I reviewed Ghost of Yotei

Totalling more than 55 hours of testing, I reviewed Ghost of Yotei on a PS5 Pro teamed with a Samsung Q6F 55-inch 4K QLED TV and Samsung soundbar, and carried out some brief testing on a PS5 Slim combined with an Acer X32QFS gaming monitor and a Yamaha SR-C20A soundbar. On both machines, I used a standard DualSense Wireless controller, and I also spent many hours playing the game on my PlayStation Portal. When using a headset, I used a Drop + EPOS PC38X wired gaming headset combined with a Creative Sound BlasterX G6 on my PS5 Pro, and a SteelSeries Arctis Nova 7 wireless gaming headset on the PS5 Slim.

I tested the game thoroughly in all its graphics modes and found its Ray Tracing Pro mode on PS5 Pro to be the best way to play on Sony’s premium console. I also played chunks of the game on several of the difficulty levels to explore and experience the different challenges in the combat, and tried out the different filmic modes too, with my favorite being the Miike mode by far.

First reviewed September 2025

Ghost of Yotei: Price Comparison



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September 26, 2025 0 comments
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Kiryu looks into the middle distance, stoic.
Product Reviews

Yakuza Kiwami 3 is beautiful and ridiculous, and I’m finally going to actually finish the game this time

by admin September 25, 2025



Friends, I’m ready to be Kazuma Kiryu again. I admit it: I kind of smoked the whole pack on Yakuzas 0 through Kiwami 2, playing them almost back-to-back and in such quick succession that, when I booted up the remaster of Yakuza 3, it felt like gazing at the single remaining profiterole on the plate after a bacchanal of candies and chocolates. I couldn’t do it. My Yakuza journey ground to a halt.

From the hands-on time I’ve had with Kiwami 3, it’s a remake that doesn’t reinvent the original, but—like the two Kiwamis before it—polishes it to a shine, bolts on some fantastic new nonsense in substories and activities, and acts as a glitzy refresh for a generation that, perhaps, didn’t get to it back in 2009. Meanwhile, Dark Ties—a bonus Gaiden game releasing with Kiwami 3 that has you play Yakuza 3 villain Yoshitaka Mine—acts as the wholly new red meat to draw in those of you who already know Okinawa like the back of your hand.

(Image credit: Sega)

But don’t let me undersell it: Kiwami 3 looks absolutely gorgeous and plays wonderfully. It just, you know, does those things much in the same way Kiwami 2 did. It’s still a pleasure to charge about Okinawa dispensing righteous violence to anyone who looks at you askance, the series’ trademark mix of high drama and screwball comedy still hits just right, and having it all remade in the Dragon Engine, glistening and golden? I’m more than happy to take it. I think I’m finally gonna beat Yakuza 3.


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Orphanised crime

My demo consisted almost exclusively of running around Okinawa as Kiryu, but let me quickly get you up to speed on the plot anyhow. Having gone through quite a bit in the previous three (chronologically) Yakuza games, hardened organised criminal Kazuma Kiryu has settled down to run an orphanage, which is what Al Capone would have done had cruel fortune not struck him with syphilis and tax evasion charges.

Shadowy fellas want to tear down Kiryu’s bucolic child ranch and, hey presto, off Kiryu goes to put an end to that.

(Image credit: Sega)

And off I go, in my demo, to Okinawa, which looks gorgeous. I’m still stunned by how great these games look, with their lush pallets and detail-stuffed worlds, and Kiwami 3 is no different. It was four minutes and 48 seconds into my demo that someone tore off their shirt to reveal a lavish yakuza tattoo on their back, and I could have looked at it for hours.

But a man tearing his shirt off means one thing—combat, and it’s here that Kiwami 3 reveals its first addition to its Yakuza 3 framework: Kiryu has two combat styles. The first is the Dragon of Dojima style we all know and love. Kiryu kicks, punches, grabs, throws, and generally uses his immense strength to reduce thugs to thin smears, with all sorts of grisly, definitely-should-be-lethal heat actions that RGG has clearly had a great deal of fun animating.

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But in addition to that, you can at any point pop over to a new Ryukyu style, which as far as I can tell is essentially a sword and shield. This is, says RGG, inspired by actual Okinawan martial arts, and feels a little bit more defence-focused and oriented around combos than the big, splashy attacks of the default Dragon style. It’s a satisfying one to switch to when you’re up against groups, letting you zip about stabbing punks (Kiryu has never killed anyone) before they can land a hit.

Over in Dark Ties, meanwhile (I’m attempting to preview two games at once here, like a games criticism Evel Knievel), Mine only has access to the one combat style. Or at least, he did in the 25ish minutes I got with him. Not to worry though, because it feels faster and more frantic than either of Kiryu’s, and revolves mostly around building up ‘shackled hearts’ by landing hits on enemies.

(Image credit: Sega)

Build up a full heart, or two, or three, and you can pull the trigger to have Mine absolutely lose it, with the effect getting more powerful the more hearts you use. His attacks get more animalistic and unhinged and, oh, the music transitions into some fairly unhinged buttrock.


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It’s all very good fun, but as to whether it holds up over the longue durée of the game or, indeed, in actually difficult fights, I can’t say. I’ve definitely run into scenarios in previous Yakuza games where the fighting system—though fun in regular combat—can feel a little frustrating against some of the harder bosses (skill issue? Perhaps!). But no one I fought in Kiwami 3 or Dark Ties was all that difficult, so I don’t know if RGG has ironed that out.

(Image credit: Sega)

Small asides

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity. It’s the side stuff: the minigames, the substories, the ridiculous RGG sense of humour, that makes the series so beloved.

Which is why I’m a little sad I didn’t get any time with Kiwami 3’s Ryukyu Gal Gang, its new side-activity (think Yakuza 0’s Cabaret and Real Estate side-stories, or Kiwami 2’s Majima Construction stuff) that sees Kiryu join up with an all-ladies biker gang in a team-battle mode. Naturally.

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity

Another thing I’m a little sad about: RGG has confirmed to PCG that original Yakuza 3’s Boxcelios side-game won’t reappear in Kiwami 3. “Only the one guy—the programmer—made that, [and] he’s gone” RGG’s Masayoshi Yokoyama tells us.

(Image credit: Sega)

So I can’t speak to that, but I can speak to other things. Of course, all the stuff you’d expect in a Yakuza is here: Sega arcades, karaoke, infinite varieties of restaurant. But there are a few new additions, too. Hit L2 while wandering around and Kiryu drops into search mode, which lets him… catch butterflies with a net and identify potential new friends. Similarly, he can customise his flip phone with stickers and himself with clothes—Kiwami 3 has a surprisingly robust outfit system that lets you dress Kiryu up like an absolute dingus while he solves the world’s problems a fistfight at a time. I gave him a pussyhat. He looked great.

There are new substories, too. One I ran into, which saw Kiryu talk down a pair of bridge-jumpers (they didn’t know each other, they just happened to choose the same bridge) before visiting justice on the people who had wronged them, was classic Yakuza—utterly ridiculous and very amusing. Another, where a concerned father asked me to talk his daughter out of moving to Tokyo—a reworked take on a pre-existing Yakuza 3 substory—ended with an all-timer of a Kiryu heart-to-heart speech.

(Image credit: Sega)

And then there’s Dark Ties. Mine can do much of the same side-stuff Kiryu can, dropping in for some karaoke or heading out for a drink, but in Kamurocho I couldn’t find a single substory to take part in. Now, to be fair, my time with Mine was incredibly brief: I probably spent all of five minutes actually exploring Kamurocho as him, so it’s entirely possible I missed something. Still, it feels like he has a little less to do about town than Kiryu does. He’s certainly not catching butterflies in Tokyo.

Kiwami’s back(a mitai)

You can probably condense all 1000+ words of this preview into a single, diamond-hard sentence: Kiwami 3 does for Yakuza 3 what Kiwami 2 did for Yakuza 2. And frankly? Great. I’m well up for that, and a great-looking re-do of the OG Yakuza 3 with some new accoutrements thrown in—not to mention a whole bonus Gaiden game that’s entirely new—works perfectly for me. Now all RGG has to do is Kiwami-fy 4 and 5 and I might actually make it to those Ichiban games before I’m 80.



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September 25, 2025 0 comments
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Hornet against a gloomy underground cave backdrop
Product Reviews

Hollow Knight Silksong review: a daring, experimental, and breathtakingly beautiful sequel

by admin September 16, 2025



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Long-awaited metroidvania game Hollow Knight: Silksong is already proving to be a victim of its own success.

The unbearable hype surrounding its storefront-destroying launch, combined with the simultaneous release into the eager hands of both critics and players, has created a uniquely voracious narrative.

There’s a sense that one must devour Silksong all at once, or else risk being left behind and out of the loop on what is surely one of the biggest gaming events of the decade so far.

The problem is, Silksong is not a game to be binged. It’s a sprawling, complicated, and brilliant sequel that demands patience above all else. Only then does it fully reveal itself as a game that’s much more than the conversations around difficulty would have you believe.

Review information

Platform reviewed: Nintendo Switch 2
Available on: PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch 2, Nintendo Switch, PC
Release date: September 4, 2025

Not even two weeks into its life, developer Team Cherry’s Silksong has largely been misrepresented and mislabelled as an impossibly difficult and sadistic continuation of 2017’s brilliant Hollow Knight. Of course, Silksong is a very challenging game; I agree with that wholeheartedly. It’s so much more than that, though.

As the dust settles, and now looking back on my first completed playthrough, I believe it’s going to take years for the collective player hivemind to truly unpack exactly what Silksong does well, and where it falters.

Rough starts and Bellharts

(Image credit: Team Cherry)

I made the decision to play the first five hours of Hollow Knight alongside those of Silksong’s. This is where the two games differ most drastically. Hollow Knight is much more generous with checkpoints, resources, and clear tutorial sections than Silksong.

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Enemies hit hard from the get-go in the sequel, while Hollow Knight gives you some softball encounters to practice on before its first proper boss fight. These are very different games, diverging from one another almost immediately and taking very different paths towards completely different conclusions.

The opening hours of Silksong are likely to be where players find the most friction. Enemies frequently deal two full health segments of damage, though you’ll have more freedom in how you heal thanks to main protagonist Hornet’s increased speed and aerial options. Instead of a simple down attack, Hornet dives in diagonal needle drops. This in itself requires hours to master, and it’s made very clear that bouncing between enemies without touching the ground is the strongest strategy available to you at first.

Your main special resource in Silksong is the silk meter, which is primarily filled by hitting enemies. Upon collecting enough silk, you’ll need to make a quick decision: heal, or unleash a special attack to hopefully end a fight earlier. Risk vs reward is hammered home again and again in Silksong, and it’s the first few hours where you’ll need to experiment with how you want to play. Eventually, you’ll get to the first town area, learn how to purchase items from merchants, and the currencies that you’ll have to focus on seeking out.

Rosaries are the main ones, but they’re also lost upon death, wrapped in a cocoon that must be retrieved in order to get them back. Shell Shards are somewhat supplementary, used to craft tools and open up your combat options.

My wallet is filled with moths

(Image credit: Team Cherry)

The economy between Rosaries and Shards is a tricky one to make the best use of. Silksong doesn’t give you many opportunities to get Rosaries consistently until a few hours in, while Shards aren’t particularly useful until you’ve bought tools and crafting kits from later merchants.

Tools become vital against flying enemies, bosses, and mobs of enemies, leading to one of the game’s key frustrations. To craft tools, you need Shards. To reliably purchase Shards, you must earn Rosaries, which come from exploring or, more reliably, killing enemies.

Many of the difficulty spikes I hit in Silksong completely cleared out my tools. I’d then have to travel elsewhere to farm Rosaries just to have enough tools to have another go at what was besting me. It’s reminiscent of the awful Blood Vial farming required for some bosses in Bloodborne, taking the player away from the action for repetitive bouts of repeated enemy hunting.

Unfortunately, this never really goes away in Silksong, and if anything, it becomes more common as you progress. The Shard vs Rosary reward balancing is ever so slightly off, making certain areas more and more difficult to progress through.

Shall we take a detour?

(Image credit: Team Cherry)

Silksong offers the same approach to problem-solving as seen in Elden Ring and its expansion, Shadow of the Erdtree, in that you’re supposed to go and find something else to do when a perceived skill wall presents itself. Silksong’s map is vast, and much of it is completely optional.

Best bit

(Image credit: Team Cherry)

The Needolin is an upgrade that turns Hornet’s needle into a musical instrument. You simply hold down a button, and Hornet plays along to nearby or ambient music. It’s used to unlock secret doors, interact with NPC events, and even open up new paths that are linked to the final ending of the game. It’s very ambiguous as to what the Needolin can interact with, so experimenting while exploring becomes its own intriguing side quest. I bet there’s even more the Needolin can do, and it’s going to take players years to find out all of its hidden functions.

Many times, I’d find myself throwing Hornet into the same repeated encounter, as I grew increasingly tired of losing the same fight over and over. At a certain point, however, it clicked that I simply needed to open up the map, look for new paths, and follow them forward. Every single time I did this, I happened upon something that made my build stronger – be that secret bundles of Rosaries, new move sets and upgrades, or non-player characters (NPCs) that could be brought into particular fights alongside Hornet. I developed a mantra to live by: if a section took me more than five tries, I needed to go somewhere else.

Once I opened myself up to Silksong’s non-linear progression paths, I started to meet less friction. Side quests are smart new additions that gently nudge players towards points of interest: An old town built into caves of gold, silver, and bronze bells; a decrepit medical wing filled with Lovecraftian horrors and a few allies to meet; a new encounter at the starting village that changes its topography and makes use of music to deliver sorrowful worldbuilding.

Kicking over a log in the woods

(Image credit: Team Cherry)

Playing Silksong makes me feel itchy; I’m not sure how else to describe it. Anyone else who spent their childhood wandering around rain-soaked woodland and muddy river banks will know the feeling. You find a rotten piece of wood, roll it over, and jump back at the writhing cities of grubs, bugs, and spiders you’ve unearthed.

Stepping into every new area always feels like a log turned over. You’ll hear the scritch-scratch of tiny legs from somewhere in the shadows. Tiny gnats will whine nasally as you approach. There’s a griminess to Silksong’s initial zones that’s made all the more potent by the golden gleam and religious opulence of late-game areas.

All of this is achieved in a 2D game, mind you. Somehow, Team Cherry has managed to make even the simplest passages feel thick with dirt, fog, and dust. Light is expertly used to add extra volume and scale to the standard side-scrolling formula used in other modern Metroidvanias.

In comparison, the map is one area where there’s been the least innovation. You still need to purchase them before you’ll see certain areas; there’s still a Compass that takes up a Crest slot, and pins can be used to mark key information.

Given the added variety and scale of Silksong, it’s unfortunate that the map isn’t really up to the task of leading you through the game. There frankly needs to be more information on NPCs, added options for pin types, and a reworking of the way the compass works to measure up to the changes made in this sequel.

Sting like a Hornet

(Image credit: Team Cherry)

Playing as Hornet is a wildly different experience when compared to the silent Knight of the first game. Hornet has dialogue. She’s confident, empathetic, and sternly protective of her personal space. There’s also a concerted effort to contextualize Hornet within the world of Pharloom. You get the impression that she has a personal connection to the bugs you meet, and a genuine desire to help them.

I’m impressed by how well-rounded Hornet is as a protagonist, which makes the combat and boss fights all the more impactful. Silksong is once again filled with an expansive lore and world history. Having Hornet be a part of that lore is a master stroke that elevates the sequel above the first game.

Let’s dance

(Image credit: Team Cherry)

Silksong is at its best when you’re fighting a boss. Every single one is memorable: equal parts deadly and stunning, with clear design motifs bolstered by bespoke musical accompaniment. Many of the boss battles are intricately choreographed affairs. One early game fight with a needle-wielding foe plays out like a synchronized dance routine, all death-defying dives and sparking slashes of sharpened steel.

I’m struggling to remember another game that’s so filled with best-in-class bosses as Silksong. With enough patience and a bit of time spent exploring for upgrades, none of them feel unfair. The loop of slowly learning patterns and then executing daring counters is what all great boss fights are about. Silskong delivers again and again and again in this respect. I can’t wait to jump back in and face the gauntlet of bosses with new tactics, builds, and strategies, and there isn’t a single boss I’ll be skipping in a second playthrough.

Silksong is every bit the sequel that Hollow Knight deserves. It’s the spoils of a team going the extra mile. It’s challenging, yes, but take your time and explore the vast world of Pharloom, and you’ll be rewarded with yet another masterpiece. I can’t wait to see what comes next from Team Cherry, as it’ll never be a team that settles on delivering ‘just more Hollow Knight’.

Should you play Silksong?

Play it if…

Don’t play it if…

Accessibility

Silksong offers the option to turn off camera shake and customize HUD size. There are audio sliders for individual tracks, and you can remap controls. This is a very limited offering, with no color blind, difficulty, or repeated button input options available.

How I reviewed Silksong

My first playthrough of Silksong lasted 36 hours, and I spent a while doing every side quest available before the final boss fight, not counting courier missions. I still haven’t explored the two final sections of the map, and there are plenty of secrets and locked doors I didn’t get to before the end of the credits. I played Hollow Knight back in 2018, completing the main story and some of the first DLC. I intend to go back and play Silksong a second time, focusing on a different Crest, and making use of a completely different set of tools.

I played Silksong on Nintendo Switch 2, making use of the 120Hz mode when docked. The Nintendo Switch 2 Pro Controller was perfect for this game, though d-pad users may want to go for an alternative controller (the d-pad on the Pro 2 is very subpar when compared to other options like the 8BitDo Ultimate).

I ran Silksong on my LG UltraGear 4K gaming monitor (27GR93U), making use of the extra refresh rate options. Generally, I played Silksong docked, though I did play about five hours handheld.

First reviewed September 2025

Hollow Knight: Silksong: Price Comparison



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September 16, 2025 0 comments
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Hollow Knight: Silksong review - beautiful, thrilling and cruel
Game Updates

Hollow Knight: Silksong review – beautiful, thrilling and cruel

by admin September 11, 2025


Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality.

Metroidvanias are the games where I’m allowed to get stuck in several places at once. Head upwards and there’s a boss that I can’t beat. Try going down the stairs instead and there’s an environment that kills me just for stepping into it. Left and right are dead ends that I don’t have the tools to navigate yet. Stuck on all four points of the compass! That’s a Metroidvania.

Hollow Knight: Silksong review

Hollow Knight: Silksong is a Metroidvania. It’s a Metroidvania with rare poise and – this is crucial, even after a recent patch – a fearsome sense of conviction. It casts you as an elegant and swift-spirited bug, a hornet, who’s been kidnapped and left to explore the kind of close-up worlds of wonder and horror that Robert Hooke once revealed with his microscope. What a place, or series of places! Down in the moss and dewy earth, the merest ant is suddenly a monster, while a bedbug is a hulking battletank bristling with weapons, and bristling with bristles.

Let’s pause here for a second, before the carnage begins, and just ponder how beautiful this hand-drawn universe is. Here are grottoes, caverns, and passageways carved from the living earth. Here are complex factories filled with spinning saw-blades and steam vents, and abandoned coastal towns scaled for inhabitants no bigger than the lint that gathers at the bottom of your pocket. Here are cursed churches and battlements and palace attics and whole communities that seem to live inside addled jewelry boxes, their streets encrusted with loose gems and shards of copper and solder, the mineral air thick with petals and pollen. All of this complemented by a score that’s haunted, playful, and endlessly beckoning: the perfect soundtrack for a collection of spooky short stories you’ve stumbled across by accident in a wonky old bookstore.

Here are 12 great tips for Hollow Knight: Silksong, courtesy of Eurogamer.Watch on YouTube

It’s all filled with life, too. As with the first Hollow Knight, Silksong’s world is fairly rattling with shopkeepers and cartographers and all kinds of neglected artisans and explorers. They’re filled with charm, and the art style’s fully able to switch things up from one area to the next. All of this without warping the game’s own sense of internal coherency. There’s always something of Mucha to the swoop and curve of branch and brass in this place. There’s always something of Méliès to the flickering world and its alien inhabitants, all glimpsed a touch more sharply in the gentle iris of grainy light that surrounds the hero. If there was ever a game to play on a magic lantern, it’s this one.

This is all artful stuff, in other words, and sure enough there is an art to everything in Silksong. Even, since this is a Metroidvania after all, to the act of being stuck. So let’s talk about getting stuck. It’s a big part of Silksong, for a player of my abilities at least.

Here’s what I’ve learned over the last week: you have to learn how to get the most out of being stuck in Silksong. You have to see it as an opportunity. After all, here is a game in which you can get stuck at almost any point, doing almost anything. Bosses? Sure. But also kill rooms. Combat gauntlets. Those particularly tricky platforming sections involving spike walls and untrustworthy flooring that only 2D games can conjure. I’ve yet to get stuck in a menu, but, hey, give me time and I’m sure I can manage it.

Image credit: Eurogamer / Team Cherry

With all these ways of getting stuck, what to do next when you are stuck in Silksong becomes a question of self-expression. You’re not moving forward, so what now? I drift through different moods in this regard, through different ways of being in this hazardous world. In one early difficulty spike – it was a kill room filled with all manner of hideous scarecrow beasts, several of which brandished huge scissors – I just kept at it. I got my head down. It took me all day to power through, each fight a little better, a little better, and then a lot worse as my attention wandered and I got exhausted. I finished those scarecrows off in the end, but as the straw settled I felt like I had approached things all wrong. This was very early on in my Silksong journey, and I was starting to realise that I needed a better Stuck Strategy.

A few hours later (actual Progress Hours later; in human terms it had probably been a day and a half) and a ceiling-hugging boss was really doing my head in. This is the only real thing I’ll spoil in detail in this review, so skip forward if you don’t fancy it.

Sister Splinter. She’s a sort of mole witch, I think. She hangs from the ceiling and pummels you from above with massive clawed fists. These attacks are actually pretty easy to avoid when you get the hang of it after a few deaths, and I also got the hang of removing the vines she’d place to stop me from dashing away from her fists. All friendly stuff, by the wider standards of the game. But then she spawns these horrible floating stinger things in her second wave, and those things? Those were the one thing that was one thing too much for me to cope with. They were the deadly eighth digit in the telephone number that stopped it from slotting into my memory.

Image credit: Eurogamer / Team Cherry

So I decided to try something new. I left. I wandered. I started to play speculatively, heading back and forth across Silksong’s tight clusters of interconnected maps. What was I looking for? A secret I had failed to spot. A health boost or a silk boost, both of which would make me hardier. More rosary beads, Silksong’s gorgeous ever-scattering currency, to buy new things at the shop, that’s always nice. Side-bosses I might have missed. (I am always searching, fruitlessly, for a disarmingly easy side-boss who leaves me with something comprehensively overpowered as a reward; it hasn’t happened yet.)

What I was really looking for as I wandered (and wandering, speculatively, like this has since become my defacto Stuck Strategy, the way I most like to play the game) is the confidence, often wildly misplaced, that I had learned enough, grown enough, and that I could now return to the Sister and pummel a way through her and her mobs. In a game with so little hope to it, I wandered its Gormenghastly corridors and intestinal chambers in search of a new way to believe in myself.

Right: this all sounds very annoying. And at times, stuff like this is very annoying. But the Sister Splinter saga has a happy, albeit convoluted, ending that gets at everything I’ve come to realise that I properly love about this game. Eventually, while wandering and pondering, I had moved so close to the game, I was so deep in its world in a way that I wouldn’t have been if I hadn’t been aimlessly moving through it, that Sister Splinter came into focus. I realised I needed an attack just for those flying mobs, something localised and quick, something one-hit to swat them away. I’d heard on TikTok of a sort of area attack that I could have earned way across town in a rainy aviary, a place I’d already been, but where waves of birds had been too brutal for me so I’d given up and done something else.

Image credit: Eurogamer / Team Cherry

So wait: could I take on those birds now? Birds vs mole-fisted hanging witch: which was less tempting? I figured the birds were worth a go. And so I did it. I trekked all across the map on my own side quest, I eventually kicked those birds to pieces, I got the power-up – which involved an additional bit of deeply annoying parkour – and then I went back and splattered the Splinter Sister’s mobs before doing her in double-quick. In the end I didn’t take a single piece of damage.

Spoilers over. The original Hollow Knight had moments of these, of course. But Silksong, as you may have heard, is pretty much nothing but them. The world is brutal. Even the simplest of enemies will occasionally cough up an attack that does two points of damage rather than one, while most bosses lop off two points as standard. Then there’s the wider world, which is massively expanded, more ambitious in its scope, its size, and the horrors it wants you to navigate as you slowly gain the powers to access more and more of it. But for me, I started to enjoy all this stuff, to engage with it, to truly see the beauty and the potential and the fun in it, when I was wandering around and looking for something to do while stuck somewhere else.

Much of the changes to the world of Hollow Knight are because of Hornet, the new main character. Hornet is faster and more nimble than Hollow Knight’s protagonist, so there’s a learning curve from the very off. Relatively quickly she earns a dash, but it’s an endless dash rather than Hollow Knight’s timed boost, and this encourages you to tackle things at extreme speed and to be geographically ambitious. She can also mantle, so mere traversal has an accelerative pace to it too – go back to the first game and I guarantee the newly realised absence of mantling will provide the hardest readjustment. And, again, fairly early on she gets the ability to float gently to the ground. Texture! Fast and fast then slow. A little change in tempo to work into your attacks and escapes.

Image credit: Eurogamer / Team Cherry

Hornet also attacks at an angle, her down-strike busting out on a diagonal that takes a little time to get used to. In combat, this means you need to put in the work to understand how distant from a foe you should be in order to land a strike on them from above. When it comes to movement, and a pogo-ing downstrike move the game wants you to do an awful lot, it means that lining up paths through rebound spots is a little like being the knight from chess, let loose on a bouncy castle that is itself rumbling around on a storm-struck ferry. There is a lot to learn, in other words.

But there are rich pleasures to all this, not least when you know what you’re doing and you become a darting rapier, able to exploit the sharpest of angles and the tiniest of openings. Bosses and tricky enemies will also encourage you to make the most of your wider arsenal. In point of fact, they will really punish you for not doing this. And so we head into the new menus where you typically have a few slots to pick between specials, a few slots to pick between passive items and a few for new offensive items like throwing knives or traps like the universe’s most painful tacks. Choosing what to go with in these menus can change a battle, and then there are crests, which can fundamentally transform your attack approach, and which bring their own slots with them. You can change all this up at rest spots, which is also where you’ll regenerate after a brutal pummeling. Experimentation is the true name of the game, and after a few hours you’ll probably have favourite load-outs for specific kinds of challenges.

(A little note here: one of those early crests makes a lot of Hornet’s moves a lot more familiar to fans of the first game. It’s a temptation, and I succumbed to it, but I still sort of wish I hadn’t.)

Image credit: Eurogamer / Team Cherry

Hornet also heals slightly differently than players coming from Hollow Knight might be used to. Hornet uses silk to heal, which is commonly generated through attacks. You build it all up until you have enough, and then you cash it in for three masks-worth of health. Trade-offs, though! You’re vulnerable when you heal, and then you’re vulnerable right afterwards too, because the silk you use for healing is also used for powering special attacks.

Into this vulnerability the game builds potential strategies, like bosses where you’re safe if you heal in the air at just the right moment. And it builds complexity. Early on I had two in-game items related to healing. One allowed me to gain silk whenever I was hit. Another granted me invulnerability while I was healing. But they both belonged in the same item slot, so it was one or the other. Which was better? It took me an age to work out that they’re both better, depending on what I’m up against next.

Stopping at a bench and retooling yourself, as well as healing, is crucial to Silksong, then. And that’s because as the game moves from swamp and forgotten homestead upwards and upwards to its glittering cathedrals and mountaintops, it’s constantly mixing up what it wants of you. There are devious, maddening pogo-stretches where you dash between rebound points and cling to walls. There are those kill rooms where the doors come down and the waves come in, which are often harder than the bosses. There’s a narrative that is happy to thread you back and forth through new areas and neglected aspects of very old areas until you feel like a sewing needle stitching the whole map and all its parts together. There are the new quests, called wishes, which are there to tempt you off the main path with the promise of a cool new gadget.

Image credit: Eurogamer / Team Cherry

Enemies are beautiful and deadly, scaling in size and complexity as you move back and forth through the world. I love the dopy sack-covered cultists who attack with intricate staffs that look like old weather vanes and often miss. I hate the fluttering hornets and the birds and anything that flies essentially, because I am unskilled in the air and need to use up specials to bring them down. Then there are the bosses, which allow Team Cherry to offer the kind of choreographing complexity you’d expect from a Busby Berkeley number.

There are loads of these bosses, and while the worst can feel like slogfests with over-powered attacks, the best foreground Hornet’s ability to dance around danger. These bosses go for delight over sheer challenge, from the robot ant who swipes you away with a brisk glissandos of lava, to a pair of tragic ballet partners you face later on: a boss battle not just with storytelling but a bit of pathos to it. The very best of these bosses feel like team efforts, too. They’re joint performances undertaken between the developer and the player, as you find a space for yourself within an established routine.

Even the worst can be weirdly enjoyable. There are cheesing strategies for some of them, but they all eventually respond to thought as much as nimble fingers. It’s not uncommon for me to head into a boss for the nth time muttering the various things I have learned to do and not to do. Dash from attacks. Hold back until certain. Don’t jump too high. Again: there is a lot to learn here.

Image credit: Eurogamer / Team Cherry

Bosses, kill rooms, platforming gauntlets: all these things thrown in together get to a truth about Silksong. It is at least a handful of different games in one. And my favourite of these – and perhaps the one that’s both most obvious in theory and the hardest to truly spot – is a game of tiny glittering details that speak to a long, love-bombed development. Example: you buy your maps in Silksong, as you did in Hollow Knight. Fine. And if you want to read the map at any point you squeeze a trigger and it comes up on the screen. Also fine. But if you’re standing in water, the map won’t appear, and the reason for this is obvious: your character can’t hold up a map while they’re in water. The developer noticed. The developer followed this through and added this tweak.

And one of the games, yes, is both brutally hard, but also often gleefully, provocatively cheap with it. Silksong is filled with giggling cruelty that provides a wonderfully tart counterpoint to the haunted dreaminess of the characters and their world. It’s a confrontational kind of difficulty. It seems to want to make you ponder why the game treats you the way it does – the harsh damage, the general absence of vulnerability, the epic pile-ons, the endless churn of bosses, many of which come with elaborate and soul-sapping runbacks because the benches are sparse and most of them you have to pay to unlock and some of them are trapped or even broken! Deep breath. Yes: it’s not uncommon to fight your way through hell in Silksong, only to find a rest area and discover that you can’t actually afford the rest.

Granted, difficulty is a nightmare to think about and write about because it’s ultimately subjective. What I find difficult in a game I readily expect most other people would not. But Silksong isn’t just difficult to me, it’s purposefully and creatively cruel in its design at times, and this feels like a more objective observation. It wants to surprise and frustrate and occasionally make you really angry. I once witnessed Dark Souls developers playing their own game and laughing at its sheer unreasonableness, and I think you’re meant to laugh here too at times. It’s perverse, or maybe I am. I hate games that are thoughtlessly difficult, but it turns out some awful part of me can find enjoyment in a game that is needlessly cruel very much on purpose, that does it with wit and elegance and leaves you with something to think about.

Image credit: Eurogamer / Team Cherry

(Example: there’s a shop in Silksong with a door that automatically shuts whenever you leave – and you need to pay to open it again! Who would design something this horrible? But think about it for a second: is there maybe more to this? Is there a trick for keeping that door open if you just pay attention? This one moment feels like Silksong’s philosophy and its sense of humour in perfect microcosm.)

What is all this sweet work worth? Silksong’s very nature frequently suggests that difficulty isn’t just an aspect of the game. It’s not just a symptom of the design, as it were. Even with the first softening patch arriving, difficulty feels like a central preoccupation here. There are moments where Silksong is really trying to be as unkind as possible. And so to play Silksong isn’t just to navigate the difficulty but to kind of interrogate it – to try and work out why it is the way it is, and what it wants to achieve.

“I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much…”

It’s a choice, in other words. So what does Silksong lose through all this? A certain degree of goodwill, certainly. Social media is already filled up with fans who just can’t take any more of this kind of bullshit, and I can’t help but salute every one of them. Those runbacks! The platforming gauntlet that comes after a boss but before the next bench and any kind of reward! The paying and paying for the most basic things in the game! Our time on earth is short. Don’t spend it on things you hate. Difficulty like this ultimately means that fewer players will see everything this team has made. Lost delights abound.

(And I think, for me at least, that story is another victim. I’m sure Silksong tells a fascinating tale, but I haven’t noticed much of it, as I’ve just been clinging on and trying to stay alive.)

But what does it gain? For one thing, community. Back to social media again where Silksong truly is everywhere. And it’s not just people complaining. More often it’s people sharing tips, pointing out ways to get more of a handhold on this awful world, telling strangers how to have a slightly better time of it out there. This is free publicity of course. To finish the game many people will pretty much have to engage with the community; you make progress by word of mouth. But it’s not just publicity. It’s a bunch of people coming together to help one another, to explore something together, and sometimes to endure it together and vent about it together.

Image credit: Eurogamer / Team Cherry

Oh yes, and it also gains identity. I think I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much, trading mechanical difficulty for brilliant conceptual puzzles. I was delighted – and intermittently horrified – to find that Silksong’s firmly on its own path. Again, it’s not difficulty per se, more like a winningly brisk jerkishness. It’s that mean streak that can make you laugh even as it strikes you. This game has character.

Hollow Knight: Silksong accessibility options

Options to reduce camera shake and alter HUD appearance and remap controls.

I’m surprised and somewhat ashamed to say all of this worked for me. I was halfway through the slog, whining about locked benches, losing rosaries by the dozen, returning to bosses who I already knew would kill me in seconds even if the road back to them didn’t kill me first, and I suddenly realised I was having fun. Why? Because this was all intentional. The cruelty was part of what the team wanted to offer players. They’d found a way to make a lot of it entertaining.

And this came into focus when I learned just how small the team is that made this. This is the work of a small group of people making a game absolutely for themselves – and I mean that in the best way. Even with the patches rolling in, they made the game they wanted to make, without much obvious compromise or fretting over trends. In a world of Netflix algorithms telling film directors they have to have a fight in the first five minutes, and of ingratiating AI, and of endless producers who just have a few notes guys, it’s so good to see this kind of thing in all the instances where it happens.

So while I don’t always like Silksong I’m not sure I’d want it any other way. And when I really don’t like it, I know I can break off from what I have to do next and just explore speculatively, bringing this rich world back into focus with my roving attention.

A copy of Hollow Knight: Silksong was independently sourced for review by Eurogamer.

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No Man's Sky Fan Discovers Beautiful Planet Full Of Testicle Mounts
Game Reviews

No Man’s Sky Fan Discovers Beautiful Planet Full Of Testicle Mounts

by admin August 29, 2025


No Man’s Sky players are always talking about the fascinating planets they discover. Some are breathtaking paradises that look straight from the cover of a sci-fi paperback. Others are deadly traps ready to claim unsuspecting travelers as their next victims.

It’s less often that you hear about the weird creatures living on these procedurally generated space rocks. They are also randomized to simulate the diverging evolutionary trends of life finding a way throughout vast and far-flung corners of the cosmos. And on at least one of those planets are aliens that look like, well…this.

“I was going to show how beautiful this planet is, but then I saw these guys lolol,” UnderstandingDull174 posted on the No Man’s Sky subreddit this week. Lounging on tall grass under blue skies was what looked like—how else can I describe it—a dick and balls. Buoyant and springy, it greeted UnderstandingDull174 with the best of intentions. The planet might have looked like Avatar‘s Pandora but the inhabitants more like Cronenbergian abominations from Rick and Morty.

The player was allowed to feed them, pet them, and even ride them:

The player could also…milk them.



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An in-development screenshot of World of Warcraft's player housing, which is coming in the Midnight expansion. A blue-roofed cottage covered in vines and lights sits in a valley.
Product Reviews

World of Warcraft’s player housing won’t lock out casual players: ‘We’re not gonna put a beautiful bookcase behind killing a raid boss’

by admin August 25, 2025



When I heard player housing is coming to World of Warcraft, I immediately thought of the sheer amount of stuff in the game that could find its way into your home. Blizzard could reward housing items like they do rare mounts for achieving some of the most grindy or challenging things in the game. It could be a real time sink.

But thankfully that doesn’t seem like that’s the direction Blizzard wants to go in when it comes to collecting decorations. Speaking to IGN at Gamescom, game director Ion Hazzikostas said they won’t be locked behind “content that is too hardcore.”

“There may be distinct trophies or things that you can earn for being the best raider on your server or being one of the best dungeon players in the game,” he said, “but we’re not gonna put a beautiful bookcase behind killing a raid boss.”


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I for one am glad that Blizzard has drawn this line: You shouldn’t have to be good at raiding at the highest levels to have a fancy pad. Limiting high-level rewards to trophies is a smart way to let players celebrate their achievements without forcing people to play the game in ways they might not enjoy.

This theme of unrestrained creativity with WoW’s player housing is what has me and a lot of other people pretty excited for it to drop (in an early form) with the upcoming Midnight expansion. Decorations can be dyed, scaled up or down in size, rotated, and clipped into other objects in any way you want. You can take your entire house and save the blueprint to share with other players too. Other games with housing, like Final Fantasy 14, aren’t nearly as customizable.

Blizzard has spent the last year hyping playing housing up and we’ll finally get to try it with the launch of the final patch for the current expansion, The War Within. Anyone who buys Midnight will have access to it, and Blizzard says it will be updating it and adding new items to it for the foreseeable future.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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August 25, 2025 0 comments
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