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Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises
Game Updates

Ubisoft and Tencent form new subsidiary, Vantage Studios, to lead development for the Assassin’s Creed, Far Cry, Rainbow Six franchises

by admin October 4, 2025


The breakout game development business co-owned by Tencent and Ubisoft finally has a name: Vantage Studios. Eurogamer understands from a source that it’s starting operations today, and will be responsible for new games across many of Ubisoft’s biggest IPs, such as Far Cry, Rainbow Six Siege, and Assassin’s Creed.

Vantage Studios is composed of 2,300 employees across multiple Ubisoft game development teams, including those from Montreal Quebec, Sherbrooke, Saguenay, Sofia, and Barcelona. The studio will be run by the duo of Christophe Derennes and Charlie Guillemot.

Vantage Studios operate under a less centralised model compared to Ubisoft proper, with each development team having more ownership over its own respective project. This in theory would allow developers to be more fluid, and pivot according to industry changes and player expectations, per Eurogamer sources.

Check out Eurogamer’s video review of Assassin’s Creed Shadows here.Watch on YouTube

The formation of Vantage Studios comes as the climax of a tumultuous period for Ubisoft, which reportedly was considering this new venture with Tencent in January of this year following years of lacking performance. This new venture, which would bring many of Ubisoft’s biggest IPs under a new roof, was officially announced in March with Tencent taking a €1.16bn stake in the new business entity.

As for Tencent’s involvement, the Chinese company will have a 25 percent stake in Vantage Studios, and will act in an advisory role to the subsidiary’s leadership team. However, Guillemot and Derennes will retain control over both creative and business decisions. Ubisoft hopes this will allow its teams to have a better degree of creative freedom, per a source familiar with the subject.

How other studios, most notably Massive Entertainment, will operate going forward currently remains unlear. Eurogamer understands the publisher wants its devs to operate in a more decentralised way, with developers taking more ownership of the titles they’re working on – the company employs approximately 20,000 staff at the time of writing (per its site), and how the other ~17,000 staff will fit into this new vision remains to be seen.



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October 4, 2025 0 comments
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Disco Elysium devs at ZA/UM form the UK industry's "first recognised videogame workplace union"
Game Updates

Disco Elysium devs at ZA/UM form the UK industry’s “first recognised videogame workplace union”

by admin October 2, 2025


Videogame developers at Disco Elysium studio ZA/UM have founded what they’re calling “the first recognised workplace union in the UK games industry”, operating as part of the Independent Workers Union of Great Britain. It’s yet another twist in the tale of a once-feted development studio who are now heavily associated with toxic layoffs, alleged fraud and diasporic feuding.

“The recognition process provides workers and management with a strong framework to engage and negotiate on workplace-related matters,” the unionised workers announce in a press release, passed along by Game Developer. “A committee of elected workplace representatives will regularly meet to discuss matters brought forward by the game developers at ZA/UM and management, with the support of union officials.”

The press release notes the past couple of year’s staggering quantity of mass layoffs, commenting that “job security [is] one of the union’s central focuses”. It includes thoughts from Eugenia Peruzzo, organising officer of the IWGB Game Workers Union, who comments that “recognition agreements lay the groundwork for a healthy relationship between the company and workers and rebalance the scale of powers after a few terrible years for the game industry and the redundancies we have seen happening at ZA/UM lately.” Peruzzo is confident that more UK videogame workers will unionise. “Rest assured that this is not a one off, but this is an avalanche in the making,” she says.

There’s a much fuller write-up of the situation on GamesIndustry.biz, which includes an interview with current ZA/UM president and Private Division co-founder Ed Tomaszewski. He observes of studio management’s negotiations with the emerging union “that when we did talk about it, it was clear that recognising a union was core to our values as a studio, to be providing fair working practices.”

In the GI piece, Tomaszewski also pushes back a little against some of the accusations or “characterisations” levelled at ZA/UM by certain former staff. I imagine that said former staff will be pushing back against Tomaszewski in turn.

Image credit: ZA/UM

ZA/UM have lost many of the people who made Disco Elysium a hit, but according to Game Developer, they now have “almost 100” people on the books after laying off a quarter of the studio and cancelling a Disco Elysium expansion early last year. Their current project is Zero Parades, a colourful espionage CRPG James summarised as “Disco Elysium in glasses and a moustache”, adding that “it isn’t always clear whether Zero Parades is inspired by Disco Elysium or beholden to it.”

Many of the departed Disco Elysium staff are now working on spiritual successors of one kind or another. Over at Summer Eternal, several former ZA/UM staff including writers Argo Tuulik and Dora Klindžić are making Red Rooster, which was recently teased in curious book anthology form. Longdue Games are making Hopetown, a psychogeogratuitous RPG which Nic summarised as “Nathan Barley on the bus”; their trueblood Disco complement includes ZA/UM’s co-founder Martin Luiga, plus Piotr Sobolewski from outsourcing team Knights of Unity. Dark Math Games boast of former Disco motion graphic designer Timo Albert and former ZA/UM producer and investor Kaur Kender; they’re making the recently renamed Tangerine Antarctic, which has a “dopamine buffet”.

I offer this summary to the next RPS staffer to write about ZA/UM-related matters, in frail hope that the situation won’t be anymore complicated by then. Oh god, I’ve just remembered we haven’t yet found out what former Disco writer Robert Kurvitz and artist Aleksander Rostov are making at their new outfit Red Info.



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October 2, 2025 0 comments
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Scientists Made Human Eggs from Skin Cells and Used Them to Form Embryos
Product Reviews

Scientists Made Human Eggs from Skin Cells and Used Them to Form Embryos

by admin September 30, 2025


“The biggest challenge is how to make this egg extrude half of its chromosomes—and the correct half,” Amato says. “We’re not quite there yet.” The team dubbed their technique “mitomeiosis” and is trying to better understand how chromosomes like to pair and how they segregate in order to find a way to experimentally induce those conditions.

The ability to make eggs and sperm in the lab—called in vitro gametogenesis, or IVG—has been a growing area of research in recent years.

In 2016, a group of Japanese researchers led by stem cell researcher Katsuhiko Hayashi reported that they produced healthy mouse pups after making mouse eggs entirely in a lab dish. Later, they generated mouse eggs using cells from males and as a result, created pups with two dads. Those advancements were achieved by reprogramming skin cells from adult mice into stem cells, then further coaxing them to develop into eggs and sperm.

Mitinori Saitou at Kyoto University first documented in 2018 how his team turned human blood cells into stem cells, which they then transformed into human eggs, but they were too immature to be fertilized to make embryos.

US startups Conception Biosciences, Ivy Natal, Gameto, and Ovelle Bio are all working on making eggs or sperm in a lab.

But the prospect raises significant ethical questions about how the technology should be used. In a 2017 editorial, bioethicists warned that IVG “may raise the specter of ‘embryo farming’ on a scale currently unimagined.” Conceivably, it could allow anyone at any age to have a child. And combined with advances in embryo screening, the fertility clinics of the future could use IVG to make mass numbers of embryos and then choose the ones with the most desirable qualities. Gene editing could also be used with IVG to snip out disease-causing DNA or create new traits.

Amato says it will likely take another decade of research before IVG could be deemed safe or effective enough to be tested in people. Even then, it’s unclear if the technique would be permitted in the US, since a Congressional rider forbids the Food and Drug Administration from considering clinical trials that involve genetically manipulating an embryo for the intention of creating a baby.

“Their method is very sophisticated and well-organized,” Hayashi, now a professor at the University of Osaka, says of the Oregon group’s approach. However, because of the high rate of chromosomal errors, “it is too inefficient and high risk to apply immediately to clinical application.”

Also, because their process requires donor eggs, it could limit its use as an infertility treatment. As more people turn to IVF to conceive, the demand for donor eggs is increasing, and using them can involve wait times.

Amander Clark, a reproductive scientist and stem cell biologist at UCLA who was not involved in the work, agrees that in its current form, mitomeiosis should not be offered for fertility care until more research is done. But in the meantime, the research has other uses.

“The technology of mitomeiosis is an important technical innovation and could be highly valuable to our understanding of the biology of meiosis in human eggs. Meiotic errors increase as women age. Therefore, understanding causes of meiotic errors is a critical area of research,” Clark says.



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September 30, 2025 0 comments
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Industry veterans form Australian-based publisher Midnighters
Esports

Industry veterans form Australian-based publisher Midnighters

by admin September 26, 2025


A group of games industry veterans have launched a new publisher called Midnighters.

The Australian firm’s leadership team consists of four co-directors: Zea Wolfe (Massive Monster, Die Gute Fabrik), Jair McBain (Land & Sea, Lune Interactive), Aaron Oak (Zero Dimension, Funselektor), and Jacob Vincent (Funselektor, Wymac Gaming Solutions).

Midnighters will provide services to “better support indie developers” with their collective experience, with the aim to help studios develop games “more sustainably”.

The publisher’s services include project management, marketing, release management, public relations, business development, and community engagement.

It’s also open to offering a “full service or light-touching publishing experience” by providing “upfront funding” or teams looking for publishing support “in exchange for a smaller share of project royalties than a typical publisher would expect.”

“The typical publishing model doesn’t always meet the needs of independent developers,” said Wolfe (via Game Developer).

“With our backgrounds as artists, designers, and engineers ourselves, we aim to offer a tailored approach that supports developers in doing what they do best. We are driven by a deep understanding of what it feels like to be in their shoes.”

Midnighters is currently working with Alien Cat x Nomo Studio to support and publish its cozy room decorator title Momento.

The publisher is currently accepting pitches, with developers encouraged to fill out the form linked here.



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September 26, 2025 0 comments
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We finally got our first look at Battlefield 6's campaign, and it looks like a return to form for EA and DICE
Game Reviews

We finally got our first look at Battlefield 6’s campaign, and it looks like a return to form for EA and DICE

by admin September 25, 2025


A new Battlefield 6 trailer has been shown off during today’s Sony State of Play. The trailer focuses heavily on the campaign aspect of the game, which has been kept under wraps up to this point.

We’ve heard plenty about the game’s multiplayer, such as that you cannot block PS players from crossplay if you’re on XBox or PlayStation and that it won’t have tons of silly cosmetics ruining the vibe.

Take a look at the campaign trailer below.

Our first look at Battlefield 6’s campaign.Watch on YouTube

“Campaign returns on a global scale,” reads a blurb. “Step into Dagger 13, an elite squad of Marine Raiders, determined to stop Pax Armata in Battlefield 6’s single-player campaign. Storm the beaches of Gibraltar, take to the streets of Brooklyn for intense gunfights, perform a HALO jump into enemy territory, destruction, scale, and tight squad play shape every choice. Only in Battlefield.”

There’s a lot of real-world stuff in here, but will EA and DICE choose to make any commentary about the military-indusltrial complex and the nature of war in 2025, as we’re experiencing a genocide in Gaza and there’s an on-going war in Ukraine? We’ll see, but I am not too hopeful.

Battlefield 6, which is set to launch on 10th October, managed to break EA records with its spree of open betas recently. The game is even on track to outperform the rest of the series, according to analysts.

Battlefield 6 will be out on 10th October across PS5, Xbox Series X/S, and PC, but don’t expect a Switch 2 version any time soon.



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September 25, 2025 0 comments
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bitcoin
Crypto Trends

Strive And Semler Scientific Merge To Form Bitcoin Treasury Vehicle With 10,900 BTC

by admin September 23, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Asset management firm Strive Inc. today announced a merger with health tech firm Semler Scientific to create a new Bitcoin (BTC) treasury company that will hold more than 10,000 BTC on its balance sheet.

Strive Merges With Semler Scientific, Expands Bitcoin Holdings

According to an announcement earlier today, US politician and entrepreneur Vivek Ramaswamy’s Strive Inc. has inked a merger deal with Semler Scientific in an all-stock transaction.

In addition, Strive announced the acquisition of 5,816 BTC – purchased for a total of $675 million – at $116,047 per coin. Today’s purchase has increased Strive’s total BTC holdings significantly, pushing them to 5,886 BTC.

The merger deal with Semler Scientific represents an approximately 210% premium, equivalent to roughly $90.52 per share. These estimates are based on the trading price of Semler Scientific common stock and Strive Class A common stock as of September 19.

Essentially, each common share of Semler Scientific will be swapped for 21.05 Class A shares of Strive. Notably, Strive aimed to avoid debt-maturity risk, and subsequently pitched a “preferred equity-only” model. The company added that it aims to grow BTC per share faster than the spot BTC price.

Notably, the newly created company will hold more than 10,900 BTC on its balance sheet. While Strive made its first major BTC purchase just before the merger, Semler Scientific has been a fairly established name when it comes to companies that have adopted a Bitcoin treasury strategy.

According to data from Coingecko, Semler Scientific ranked 18th on the list of public companies that hold BTC on their balance sheets. However, following today’s announcement, the new firm could rank 13th in the updated list, behind the likes of Coinbase and Tesla.

Source: Coingecko

The merger between Strive Inc., and Semler Scientific has already been approved by the boards of directors of both firms. Commenting on the development, Matt Cole, Chairman and CEO, Strive, said:

This merger cements Strive’s position as a top Bitcoin treasury company, and we believe our alpha-seeking strategies and capital structure position us to outperform Bitcoin over the long run. This transaction showcases how we can grow Bitcoin holdings and Bitcoin per share at an unmatched pace in the industry to drive equity value accretion.

BTC Corporate Adoption Continues To Grow

Despite BTC’s recent stagnant price action, corporate adoption of the flagship cryptocurrency continues to grow at a rapid pace. For example, Japanese investment firm Metaplanet recently announced the purchase of another 136 BTC.

Similarly, Strategy added another 535 BTC to its reserves earlier this week, extending its lead as the top corporate holder of the digital asset. In the same vein, Cyprus-based Robin Energy allocated $5 million to its Bitcoin treasury strategy.

Most recently, Wall Street veteran Jordi Visser stated that the US financial firms are likely to raise their BTC allocations before the end of the year. At press time, BTC trades at 112,801, down 2.2% in the past 24 hours.

Bitcoin trades at $112,801 on the daily chart | Source: BTCUSDT on TradingView.com

Featured image from Unsplash.com, charts from Coingecko and TradingView.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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September 23, 2025 0 comments
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Avalanche token
Crypto Trends

U.S., U.K. Form Task Force to Align on Crypto and Capital Markets

by admin September 22, 2025



The U.S. and U.K. have established a joint Transatlantic Taskforce aimed at strengthening cooperation on capital markets and digital assets.

The task force, announced on Sep. 22 by U.K. Chancellor of the Exchequer Rachel Reeves and U.S. Treasury Secretary Scott Bessent, will bring together officials from HM Treasury, the U.S. Treasury and market regulators across both jurisdictions.

Two of the goals of the task force is to develop approaches to digital asset oversight and explore new opportunities in wholesale digital markets.

The group will report within 180 days through the existing U.K.–U.S. Financial Regulatory Working Group, delivering recommendations shaped in close consultation with private industry, the release said.

“London and New York remain the twin pillars of global finance,” Reeves said, adding that closer alignment is essential as technology reshapes markets. Bessent echoed that sentiment during a Downing Street roundtable, calling the initiative a commitment to ensuring innovation in financial markets “does not stop at borders.”

Crypto at the forefront

While the task force’s remit spans traditional capital markets, digital assets are expected to take center stage.

Officials will look at both short-term measures, such as facilitating cross-border use cases while legislation remains in flux, and long-term strategies for advancing wholesale digital market infrastructure.

“With the creation of a joint U.K.-U.S. task force on capital markets and digital assets, we can expect meaningful developments on both sides of the Atlantic,” Mark Aruliah, head of EMEA policy and regulatory affairs at Elliptic, said in an email.

While noting that the U.S. has “set the pace with a pro-innovation agenda,” Aruliah suggested the task force “signals a strong intent to close that gap and position the U.K. more competitively.”

More broadly, the firm described the collaboration as a validation of the digital assets industry itself: “Structured collaboration of this kind will strengthen a shared commitment to higher standards of transparency and accountability, and may establish a global benchmark if other jurisdictions follow suit.”



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September 22, 2025 0 comments
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US, UK Authorities to Form Digital Asset Task Force
Crypto Trends

US, UK Authorities to Form Digital Asset Task Force

by admin September 22, 2025



Treasury authorities in the US and UK have announced the formation of a transatlantic task force to explore “short-to-medium term collaboration on digital assets.”

In Monday notices, the US Treasury Department and HM Treasury said the cross-country effort, taking place through the already established UK-US Financial Regulatory Working Group, would release a report with recommendations within 180 days.

The new task force, called the Transatlantic Taskforce for Markets of the Future, will consider crypto laws and regulations as well as how the two countries can collaborate on “wholesale digital markets innovation.”

Source: UK Chancellor of the Exchequer Rachel Reeves

The announcement follows a Financial Times report on a meeting last week between UK Chancellor Rachel Reeves and US Treasury Secretary Scott Bessent on how the two countries could work together on crypto regulation.

The discussion reportedly included representatives from several cryptocurrency companies. At the same time, the task force said on Monday that it should “seek input from leading industry experts to ensure that its recommendations are informed by what matters most to industry.”

The US Treasury did not explicitly state whether the task force formation was related to any crypto-related legislation in Congress, such as the law to establish a framework for payment stablecoins, the GENIUS Act. Under the bill, signed into law in July, the US Treasury Department is required to draft regulations with the Federal Reserve before implementation.

Related: Democrats signal support for bipartisan solution to market structure bill

Cryptocurrency exchange Coinbase shared the US-UK announcement on its blog on Monday, saying it was “proud” to support the partnership. Daniel Seifert, the exchange’s vice president and regional managing director for Europe, the Middle East and Africa, was present in the discussions between Reeves and Bessent, according to a spokesperson for Coinbase.

Similar approaches to crypto regulation?

The US and UK have both taken steps to address regulatory issues affecting digital assets and companies handling them in 2025. UK Prime Minister Keir Starmer met with US President Donald Trump last week, signing a memorandum of understanding to explore the development of technologies, including artificial intelligence, though the deal is not legally binding.

While the UK Treasury under Reeves said in April that it would focus on crypto rules to “support innovation while cracking down on fraudsters,” the US side under Bessent has pushed an approach that suggests scaling back on regulation.

The US Treasury Secretary said in August that the department would explore “budget-neutral pathways” to acquire Bitcoin (BTC) as part of the US government’s crypto reserve plans.

Magazine: Hayes tips ‘up only’ for crypto, ETH staking exit queue concerns: Hodler’s Digest, Sept. 14 – 20



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

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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Dying Light: The Beast Review - A Deadly Return to Form
Game Reviews

Dying Light: The Beast Review – A Deadly Return to Form

by admin September 20, 2025


Post-apocalyptic parkour is the name of the game in Techland’s Dying Light series. With two mainline entries to its name, the series capitalizes on the zombie genre, even if it can fall into some tired tropes and clichés. Still, the iconic nighttime chases, gory combat, and realistic tone have made it more than just a survivor horror franchise. Dying Light: The Beast serves as the developer’s third entry in the series, and, fortunately, it’s as effective as a zombie bite: quick, efficient, and leaves a mark.

Returning as Kyle Crane, the protagonist of the first Dying Light, you embark on a vengeful quest against The Baron, who experimented on him for 13 years. The series’ narrative track record has left plenty to be desired thus far, and, while The Beast is an improvement, it still falls short of its undead contemporaries. The stakes play it safe, and it struggles to maintain the realism the story is aiming for, despite the zombies.

This time around, Crane is a more personable character than in his debut outing. Instead of the rookie from Dying Light, we get a weathered and slightly more capable version in The Beast. Furthermore, his personality shines, and he carves out a more distinct identity within the genre. Helping out with that is voice actor Roger Craig Smith, who delivers a well-rounded performance, balancing his sarcasm with charm.

 

It’s important to note that The Beast does assume you’ve played past titles and doesn’t do much to catch you up, both in story and gameplay. It may prove challenging for newcomers, but once you get the hang of things, like Crane in his new environment, it becomes like clockwork. Past features, such as safe houses and Dark Zones, return and still reach the heights of their predecessors, especially during the intense night segments.

The city of Castor Woods, filled with foliage and Swiss Alps-inspired architecture, isn’t as parkour-forward as Dying Light 2 Stay Human’s Villedor, but it still captures the thrill of traversal quite well, especially in the townscapes. Dying Light is a beacon for free-running, and The Beast does an excellent job of capturing the feeling of the unreal adrenaline high with your life on the line. Jumping from rooftop to rooftop and finding safe houses in the dark before the supercharged zombies catch up to you is exhilarating. Techland has nailed the aspect of maps being essentially large playgrounds for Crane to slaughter zombies and freestyle his way around. Unfortunately, story missions do it a disservice, as you end up going back and forth to the same places repeatedly; getting there ends up being the fun part.

While Dying Light 2 improved upon Dying Light’s combat, The Beast combines both to make one of the most responsive systems in the series. You can feel each swing of a weapon and every shot of a gun like it is actually in your hands. Even more so, you’re never at an advantage against foes, fitting for an apocalyptic setting. The new Beast mode, which makes Crane a hulking powerhouse, does help thin crowds and score some gory kills. Its addition adds more variety to combat and traversal, and I’d be lying if I said it wasn’t fun to just wreck house from time to time.

 

One of the highlights of Dying Light: The Beast, aside from stellar parkour, is how good it looks in action. The series has always delivered impressive visuals, and that’s only become truer as technology and fidelity have improved over the last decade. The autumnal Castor Woods sometimes lack color, but it feels ripped straight from a photograph. Characters, zombies, and gore are rendered with precision, showcasing some of Techland’s best-looking work.

Dying Light: The Beast can feel a touch safe at times with a serviceable story, but the high-flying parkour and gorgeous graphics are top-notch. Castor Woods makes for the perfect zombie-slaying playground for you to enjoy. It’s pure adrenaline packed into its 20 hours, continuing to carve out its own corner of the crowded zombie space.



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September 20, 2025 0 comments
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