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Quirky horror with a timely story hidden beneath? Indie gem No, I'm not a Human might be one of my favourite games this year
Game Updates

Quirky horror with a timely story hidden beneath? Indie gem No, I’m not a Human might be one of my favourite games this year

by admin September 17, 2025


Going into No, I’m not a Human, I think I was expecting a quirky horror curio about identifying monsters in people-suits, which it sort of is – for a while. But slowly, it slips on a new face, and by the time things wrapped up several hours later in a smog of suffocating hopelessness and a smear of blood and bone, I was genuinely a little shellshocked by it all.

No, I’m not a Human

  • Developer: Trioskaz
  • Publisher: Critical Reflex
  • Platform: Played on PC
  • Availability: Out now on Steam

It’s clear from No, I’m not a Human’s strikingly assured opening moments that developer Trioskaz is completely in control of its vision. A lilting guitar strums over a photo montage of sunsets, swing sets, sleeping cats, and placid bays, while a muffled voice on the phone talks a little sadly about coming home. It’s an understated, unexpectedly melancholy start, but quickly its mood shifts again.

It’s night. You, whoever you are, stand in a sparsely decorated hallway, walls papered in disorientating swirls of lurid green. An upbeat melody plays insistently on the soundtrack, waning and warping in a way that immediately unnerves. Suddenly, a knock at the door; you peer through a peephole and a sullen face stares back – a concerned neighbour with news of a deadly heatwave, dangerous Visitors with human faces infiltrating homes, and a firm warning to stay indoors. (It’s a little weird my two favourite horror games this year, the other being Look Outside, involve people being trapped inside a building as meteorological calamity rages without, but that’s probably a story for another day). Then, bedtime.

Get used to this corridor – you’ll be seeing it a lot. | Image credit: Eurogamer/Trioskaz

Squint and there is, perhaps, a touch of PT here. As in Hideo Kojima’s oft-mimicked horror teaser, No, I’m not Human’s L-shaped hallway is your entire world. Sure, it has a couple of spartan rooms you can peer into either side, but for its duration this grim corridor – the game’s sole explorable 3D space – is pretty much everything you know. But unlike PT, which finds a kind of forward momentum in its endless loop, here you remain stuck – literally and thematically – in this stagnant hole. Even your limited means of interacting with the outside world – glimpses through peepholes and sealed windows, through TV broadcasts and muffled telephone calls – only serve to intensify No, I’m not Human’s sense of claustrophobic incarceration.

They come at night. | Image credit: Eurogamer/Trioskaz

With the scene set, things soon settle into a distinct rhythm – a cycle of repetition that’s suffocating in its own way. You sleep by day, as the burning sun turns the world to ash, then wake at dusk, always to another knock-knock-knock at the door. Each night as the world cools, a ghoulish parade of loners and losers – drunks, wasters, conspiracy theorists, religious nuts – appears on your doorstep, each requesting sanctuary. And it’s for you to decide whether to welcome them in or send them on their way. Any of them might be a Visitor – othered creatures with human faces and unclear intentions – but companionship, you’re warned, is critical for your survival. A nightmarish end supposedly awaits if you’re visited by the Pale One when all alone.

Quickly, a problem arises; undetected Visitors will pick off your guests one-by-one in the dead of night if you inadvertently invite one into your home. And other complications force your hand in different ways, as events unfold. But the effect is the same: your days are spent in mounting paranoia, roaming your house and interrogating guests using information gleaned from TV broadcasts and scrambled radio signals – all in a bid to identify Visitors and eject them from your home, with brutal, ugly violence or otherwise. It’s a sort of highwire juggling act, where you’re attempting to manipulate events using extremely transient resources and limited tools, but the way you always seem to be playing catch-up with No, I’m not Human’s ever-evolving rules suggests Trioskaz is deliberately setting you up to fail.

Slowly, your house fills up with guests… and Visitors? | Image credit: Eurogamer/Trioskaz

No, I’m not Human might present itself as a sort of quirky deduction horror, but it feels equally haunted by the spirits of This War of Mine, Papers, Please, and Pathologic 2. Gradually, almost imperceptibly, its initial affectations slip away; the mood grows sombre and an overbearing sense of hopelessness settles in. As you spend more time with your oddball guests (assuming they survive each night) they’ll begin to open up, sharing humanising stories of their strange, sad lives. Each glimpse out the window paints an increasingly severe picture of the world beyond. Glib observations make way for genuine pathos as cities burn, ash-faced corpses hang from telephone poles, and children rot in the streets. By the time my playthrough ended with the protagonist pounding another man’s face to a liquefied pulp using his bare hands, it felt like we’d come a long, long way in a few short hours.

Curiously, though, No, I’m not Human isn’t exactly a one-and-done adventure, and is instead designed for repeated play. Guests are randomised, as are the symptoms you’ll need to identify Visitors each time, and there are hints of new narrative revelations to uncover, if only the incessantly shifting pieces would correctly align. Admittedly, my eventual ending – as vicious as it was – felt a little arbitrary, struggling to pull my playthrough’s unique story beats together in a narratively satisfying way. It’s hard to tell if this is an inherent design flaw based on a single playthrough, but even so, No, I’m not Human remains a fascinating thing.

Before long, you’ll be checking guests for telltale symptoms. | Image credit: Eurogamer/Trioskaz

It offers a slithering, deeply idiosyncratic slide into darkness, and a bleak vision of an uncomfortably close future (as masked government stooges begin moving from home to home disappearing ‘visitors’, it quietly invites obvious parallels). But for all its squalid discomfort and smothering despair, there’s an unmistakable sliver of light at its core: find connection and compassion when all hope seems lost, it suggests, and humanity might just endure. Not what I was expecting to be thinking about when I fired up this unassuming little horror game.



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September 17, 2025 0 comments
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In rare show of hacking for joy, Blue Archive player fills the world with clones of their favourite character
Game Updates

In rare show of hacking for joy, Blue Archive player fills the world with clones of their favourite character

by admin September 6, 2025



Late last month, players of Nexon’s tactical schoolgirl gacha fest Blue Archive were horrified to discover that their universe had undergone Koyukification. For context, Kurosaki Koyuki is one of Blue Archive’s recruitable characters, a twin-tailed pinkhead known for her immense natural code-breaking skills, her passion for gambling, and her mischievous persona.


On August 31st, Blue Archivists logged onto discover that Koyuki had multiplied like a virus. Cafes and arcades teemed with duplicates of the character. Her snaggle-toothed rictus filled the game’s recruitment banners. The very information page – once a source of guidance and solace to so many – had been edited to read “nihahaha”, in mimicry of the character’s giggle.


It was kind of like this scene from Being John Malkovich, if John Malkovich had been a freakazoid 15-year-old piker armed with a light machinegun. And also, the closing scenes from Matrix Revolutions (Koyuki’s in-game nickname is “White Rabbit”), if Neo and Agent Smith had decided to lay off the kung fu and sample the local parfait.


How to explain these nightmarish events? It was a hack, obviously. As reported by Automaton West, publishers Nexon took Blue Archive offline for a few hours that Sunday to expunge the excess Koyukis and carry out an investigation. Seemingly, this was the good kind of hack, carried out for the glee of it rather than to filch anybody’s credit card details. Or at least, that’s what they’re saying publicly.

According to Nexon’s subsequent notice to players, somebody managed to break into the game’s content delivery network and mess with the environment settings, which are managed separately from the game itself, redirecting them to an IP address in the Netherlands.

The hacker’s changes only “affected the client-side content display”, it seems. Nexon say that “players’ accounts, game data, and payment information were not affected, as they are operated in a separate database and always revalidated by the game server.”


You may find the idea of your online gameworld being suddenly suffused by goblin cryptanalysts amusing. Rest assured that Nexon do not. Aside from introducing new restrictions and countermeasures, they’ve reported the whole ordeal to the Korea Internet & Security Agency. They’ve also prepared a player compensation package of in-game McGuffins to say sorry for the emergency maintenance period. Thoughts and prayers, etc.

Is Blue Archive worth playing post-Koyukification? I can tell you nothing save that this trailer thoroughly weirded me out with its bright and breezy scenes of school life in which everybody present is packing enough firepower to clear out a Terminid nest.



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September 6, 2025 0 comments
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My favourite tech at Gamescom is this "falcon-shaped" split gaming keyboard
Game Reviews

My favourite tech at Gamescom is this “falcon-shaped” split gaming keyboard

by admin August 23, 2025


I want to tell you about my favourite thing from Gamescom. It’s not the Xbox Ally X, it’s not an active sim racing brake pedal, and it’s not even that 720Hz tandem OLED monitor. It’s a keyboard – a very special keyboard with one glaring flaw. Let me explain.

The Falcata is another of Asus’ keyboards named after a sword (Falchion, Claymore), and in this case it’s a falcon-shaped sword that was used in the Iberian peninsula. I had no idea that “falcon” was a valid shape for a sword, but there you go. The keyboard itself isn’t Falcon-shaped (thankfully), instead it’s kind of normal 75 percent keyboard sized. It does look a little odd though, with a loop of USB wire up top connecting the left side to the right.

That’s because the keyboard splits in half when given a tug, allowing some interesting possibilities. The left side houses all of the internals, so you can use it fully standalone as a keypad, giving you a huge amount of mousing space even if you have a small desk. You can also keep that right side connected, but separate the two halves, angling them outward for a more comfortable typing position. The bonus here is that a convenient space opens up between the two halves, which is ideal for a steaming mug of tea.

Here’s what the keyboard looks like when you use a proper camera to take a photo, instead of relying on a camera phone in a weirdly lit press area on a boat. | Image credit: Asus

Beyond the split ergonomic design, the Falcata is quite a comfy keyboard for typing. The big difference here is the inclusion of four layers of sound dampening poron and silicone, quieting the keyboard while also making its report deeper and more satisfying. There are also PBT keycaps, which last longer than ABS alternatives and tend to have a bit more texture to them, and detachable wrist rests for each side.

The Falcata is also very capable when it comes to gaming, with a laundry list of “best mechanical keyboard 2025” features: magnetic (Hall Effect) switches, rapid trigger (keys react instantly to being pressed or released rather than only when passing set depth thresholds), SOCD (pairing keys so that pressing one automatically disables the other, useful for side-strafing in FPS titles), 8000Hz polling (rinses your battery life to minimise input latency). And yup, this keyboard has 2.4GHz and Bluetooth connectivity, so there is a built-in battery. You can also use the keyboard wired if you prefer, with 8000Hz being an option both wired and via the 2.4GHz connection.

The magnetic switches in the Falcata look just like this, but smaller.

You can see some of the four layers of sound-dampening poron and silicone here.
Image credit: Eurogamer


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Setting up your keyboard can take a second or hours, depending on your requirements, but you don’t need to install software to do this with the Falcata. Instead, you can access web software to rebind keys, adjust the RGB lighting or make macros. This is a continuing trend these days, and as someone that is contractually obligated to clutter up my computer with thousands of peripheral drivers and software, I feel very grateful.

Now here’s the bit where I lose the otherwise-interested reader: the Falcata costs £376 or $420, which is about 50 percent higher than even I expected. That’s a ludicrous price, even for the high-end specs and features offered, but sadly ergonomic keyboards like this do come with a massive mark-up. The keyboard isn’t yet out, so I hope there’s room for that price to come down before launch – or a cheaper wired model to be commissioned. Regardless, it’s likely that we’ll see more affordable imitators before too much longer. And maybe one of those keyboards will be my favourite piece of tech from Gamescom 2026.

Disclosure: Asus paid for flights and accommodation to Cologne for Gamescom so that we could see their new products in person.



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August 23, 2025 0 comments
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Cult favourite PC and PlayStation game, Shenmue 3, is being reworked for PS5, PC, and Nintendo Switch 2.
Game Reviews

Cult favourite PC and PlayStation game, Shenmue 3, is being reworked for PS5, PC, and Nintendo Switch 2.

by admin August 18, 2025


Shenmue 3 is coming back, with Yu Suzuki and publisher ININ Games announcing the Enhanced edition. The reworked and tweaked version of the 2020 game will be arriving on PS5 and PC as before, but also hitting Xbox and Nintendo consoles (TBC, but I think it’s probably safe to say that’ll be Switch 2 rather than the original Switch).

As well as improved visuals and image scaling support, there’ll be increased NPC density, a Classic Camera mode, tweaks to health and progression, expanded QTE windows, and more.

Key Enhancements:

  • Enhanced Graphics & Performance – Sharper textures, richer details, faster load times, and smoother gameplay.
  • 4K Texture Uplift – Refined, more detailed environments and characters.
  • DLSS/FSR Support – High-quality upscaling without sacrificing performance (supported platforms only).
  • Increased NPC Density – The city village Niaowu feels more alive with more characters populating the streets.
  • Classic Camera Mode – An optional camera perspective inspired by Shenmue I & II, alongside the modern view.
  • Gameplay Tweaks – Optional stamina system adjustments, health restoration before fights, and reduced money barriers for smoother progression.
  • Improved Interactions – Cutscene and conversation skip options, expanded QTE timing window for more accessible gameplay.
  • Menu & UX Enhancements – Streamlined navigation and helpful purchase alerts.
  • Optionality First – All major changes can be toggled to preserve the original experience for purists.

Step back into Ryo Hazuki’s world, which is now more vibrant, more responsive, and more accessible than ever, guided by Yu Suzuki’s vision.

ININ Games has said that owners of the original Shenmue III on PS4 and PC will be able to upgrade to the new Enhanced Edition, but more details on how that will work are coming at a later date. Expect the full reveal of Shenmue 3 Enhanced Edition at Gamescom this week.



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August 18, 2025 0 comments
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