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Screenshot from the game Hell Is Us.
Product Reviews

Hell Is Us review: a somber but intriguing adventure with one foot in the soulslike genre

by admin September 1, 2025



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Another month, another attempt to capture the magic of FromSoft’s genre-defining epic (even if French-Canadian developer Rogue Factor claims it isn’t). Yes, action-adventure game Hell Is Us sits with one foot in the soulslike category, but that’s not a criticism; it takes what it needs from Dark Souls and its ilk, discards what it doesn’t, then absconds in the night with a suitcase full of dodge-rolls and ominous-sounding characters.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: August 12, 2025

See, as a big fan of FromSoft’s games, I’ve come to the conclusion that it’s almost impossible to properly capture the magic of a game like Bloodborne or Elden Ring. Many have tried, and there have been some successes; Lies of P and Remnant II were two recent standout examples for me. I think the trick is not trying to mirror exactly what FromSoft does; it’s taking the formula and doing your own thing with it.

Does Hell Is Us succeed in this regard? For the most part, yes. If you’re a fan of either action-adventure or the best soulslike games – or are curious about getting into the oft-impenetrable latter genre – it’s worth a look. The setting is unique and interesting, the gameplay is enjoyable, and it’s more forgiving overall than most games within the soulslike genre, even if the underlying DNA is impossible not to notice.

Needless to say, the ‘Week of Peace’ did not go so well. (Image credit: Rogue Factor / Nacon)

Hard times

Straight off the bat, this game is bleak – the world you inhabit feels dark and dangerous, poised to collapse into unmitigated chaos at any moment, with only small glimmers of hope left. Wracked by a long and bloody civil war, the setting of Hadea is an insular, vaguely eastern European nation with a rich history of animosity between two religious factions, the traditionalist Palomists and the more progressive (but still pretty damn zealous) Sabinians.

By 1992, the war has reached a fever point, with brutal pogroms, fighting in the streets, and virtually every crime against humanity you could care to list. Seriously, this game is not for the faint-hearted; you’re going to see some pretty visceral evidence of those crimes against humanity.

Yep, that’s a mass grave. Don’t expect a cheery time in Hadea. (Image credit: Rogue Factor / Nacon)

It’s all rather horrible, but it does have a purpose. Although Rogue Factor didn’t seek to evoke any singular real-world conflict, the setting certainly echoes events like the Bosnian War, the Georgian Civil War, and the Croatian War of Independence. There’s even a thinly-veiled UN imitator called the Organized Nations, characterised by their blue helmets just like in real life. Considering that Hadea is entirely fictional, there’s an unsettling weight of reality to it all that stands as a testament to the quality of the world-building.

Our protagonist, Remi, doesn’t really give a shit about any of this, though. He’s come back to Hadea to find his parents, from whom he was separated as a young child. Naturally, said parents turn out to be entwined in the core narrative. See, that civil war is merely the backdrop; the real meat of the story here concerns an outbreak of bizarre, violent creatures, an ancient religious order, and a mysterious black-ops group doing nefarious things under the cover of Hadea’s present conflict.

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The framing narrative is well-implemented, even if they do use the ‘well, that’s not how it happened’ joke sometimes when you die. (Image credit: Rogue Factor / Nacon)

Uncovering the mystery

The story is told via a framing narrative, which sees Remi – immediately recognisable as Elias Toufexis, best known as the iconic baritone of Adam ‘I Never Asked For This’ Jensen in the newer Deus Ex games – being drugged and interrogated by a deeply unpleasant man with a chainsmoking habit and about sixteen chins. See, Hell Is Us loves its classic environmental storytelling, but it’s also not above using actual cutscenes. There are also proper dialogue scenes with some (non-player characters) NPCs, which serve to both progress the story and deliver optional exposition about the world.

For the most part, I found the characters believable and (usually) likable. From sardonic war journalist Tania to the kind-hearted Abbot Jaffer, these NPCs inject the world with humanity and authenticity. Unfortunately, Remi himself doesn’t have quite the same screen presence. He’s the cold, brooding type, which mercifully does mean that he doesn’t chatter to himself constantly while you’re exploring or solving puzzles, but also results in him feeling a bit flat. Early in the story, it’s revealed that he’s a diagnosed sociopath with a military past, but this seems to serve mainly as a convenient reason to make him largely unbothered by the insanity unfolding around him.

Best Bit

(Image credit: Rogue Factor / Nacon)

A handful of sections later in the game pit you against literal hordes of weaker enemies, which are so much fun to carve through with reckless abandon.

Many of the people you encounter while journeying across Hadea have side-quests to offer you, though this is usually done in a roundabout way; in typical soulslike fashion, there’s no world map or objective markers. Instead, you might hear a soldier complaining about running low on his medication – and wouldn’t you know it, later on, you’ll find a bottle of the very pills he needs. Sometimes, the clock is ticking; I found a woman with a starving infant hiding from Sabinian soldiers, and by the time I returned with some bottles of baby formula, I was met with a shoebox with a pacifier on top. That hurt a little, honestly.

You can talk to many characters, but don’t expect them all to be friendly or helpful – there’s a war on, after all. (Image credit: Rogue Factor / Nacon)

There’s little handholding here, which admittedly had me wishing for a wiki on a few occasions while I was reviewing the game, but it’s not quite as oblique as the average Souls series entry, instead feeling strangely more like a retro point-and-click adventure game. Remi has a chunky tablet device that doubles as an inventory screen and ‘investigation log’, noting down key information you come across and helpfully sorting the stuff you find into quest-critical items and the many, many lore snippets you can uncover.

Often, the pace is slowed by the inclusion of a puzzle, and these range from laughably easy to moderately head-scratching. Thankfully, these puzzles rarely outstay their welcome; even when you’re hunting for the right combination of arcane sigils to unlock a door in some ancient ruin, you can expect to be set upon by ravenous monsters at any given moment.

Remi’s stolen APC takes you from A to B across Hadea, and also serves as a sort of mobile base of investigations. (Image credit: Rogue Factor / Nacon)

Fight for your life

Speaking of monsters: let’s talk combat. This is where Hell Is Us cribs from FromSoft’s homework the most, with the classic block-dodge-parry mechanics that should feel immediately familiar to any soulslike enjoyer. Of course, virtually every action consumes stamina, which is tied directly to your health bar, meaning that taking even a single hit immediately makes the fight harder.

Simply put, the combat gameplay is solid. Attacks that can be countered are telegraphed by the enemy pulsing red, with a reasonably generous parry window, but Rogue Factor still manages to distinguish itself from the usual business thanks to the ‘healing pulse’ mechanic. There’s no refillable healing flask here, and actual healing items are relatively sparse; instead, dealing damage to enemies releases particles, which periodically coalesce into a ring around you. At this point, you can tap a button to regain a bit of health based on the damage you’ve dealt, but you have to be fast, as the ring dissipates after barely a second.

As is typical of soulslike combat, you can lock onto enemies to more easily dodge and parry their attacks. (Image credit: Rogue Factor / Nacon)

You also get a gradually expanding suite of extra abilities. These take three forms: glyphs that can be slotted into your weapons and consume ‘Lymbic Energy’ (read: mana), powerful relics with long cooldown timers, and programs for the owl-like tricopter drone that perches on Remi’s shoulder and doubles as your flashlight in dark areas. You get three glyphs each across two equipped weapons, one relic, and four drone slots, making for a total of eleven abilities equipped at once – meaning there’s plenty of build diversity available here, even if Remi doesn’t have a traditional stat sheet. Most of these abilities are pretty fun – I was particularly partial to the drone skill that let me grab onto it and zoom forward, dealing heavy damage to anything in my path.

The creatures besieging Hadea are invulnerable to conventional weaponry, with the only way to kill them being ‘Lymbic weapons’. Unfortunately, there’s not a huge amount of variety here: you get a regular sword, twin axes, a polearm, and a hulking great sword, filling the usual melee weapon archetypes. These can be upgraded and imbued with elements (Grief, Rage, Terror, and Elation), but all this does is make them hit harder and determine which type of glyphs you can equip on them. I quickly settled into using a Polearm of Terror and Twin Axes of Rage, but if you’re the sort of gamer who enjoys experimenting with every new weapon you find, you might be disappointed here.

Some of the boss battle arenas are visually striking. (Image credit: Rogue Factor / Nacon)

There’s another issue with the combat that doesn’t emerge until later in the game, though: some of those special abilities are pretty dang overtuned. For example, once I got my hands on the max-level Rage Spike glyph (an explosive ranged attack), most fights became comically easy, with Remi repeatedly blasting enemies to smithereens from far outside melee range. It’s not a massive issue for me, since you have to conquer a good chunk of the game to become that powerful, but it did trivialize the majority of encounters towards the tail end of the story.

Rise to the challenge – or don’t

Speaking of difficulty, Hell Is Us isn’t overly punishing. I experimented with all three difficulty levels (described as Lenient, Balanced, and Merciless), which purely affect the combat and can be further fine-tuned in the settings to adjust enemy health, damage, and aggression, and found that the highest difficulty gave the ‘truest’ soulslike experience. Yeah, I know that customizable difficulty options are a personal affront to the most die-hard fans of the genre, but I honestly think it’s a good inclusion: on ‘Lenient’ difficulty, even someone who has never played a soulslike before could have a good time here.

There’s no shortage of ominous tombs to plunder in Hadea. (Image credit: Rogue Factor / Nacon)

There’s also no real penalty for dying; you just respawn at your most recent save point, and the enemies you killed remain dead (although there is an optional setting to make death fully reset any progress from your previous save). Hostiles *do* respawn, however, if you leave one of the game’s many areas by travelling between them in the armored vehicle Remi commandeers in the opening act. You can stop this – and render an area permanently safe – by collapsing Timeloops, which are large ferrofluid-looking orbs that sustain the creatures you face.

To do this, you have to track down specific enemies marked as ‘Timeloop Guardians’, kill them, then take a special item to the Timeloop and chuck it inside. These are mostly optional, but you do get loot for each Timeloop you shut down, and doing so is its own reward anyway; there’s a lot of backtracking to be done if you’re shooting for 100% completion, so it’s nice to return to a region and find it free of enemies.

Then again, the hostiles you face are actually pretty fun to fight. The ‘Hollow Walkers’ are a brilliantly creepy piece of enemy design, feeling like something straight out of the SCP Foundation universe, with unsettling, jerky movements and eerie vocalizations. Some Hollow Walkers are paired with a ‘Haze’, a floating ball of the aforementioned elemental emotions which must be slain before its linked Walker can be harmed – and if you’re not quick enough, the Haze will reform and you’ll have to kill it again.

These are another good example of strong audiovisual design, with the Rage Haze unleashing a barrage of attacks and screaming with fury, while the Elation Haze cackles maniacally as it zooms around. The creatures were unleashed by the negative human emotions that spiked because of the Hadean civil war, and that plays nicely into their design.

That’s a Timeloop: kill the guardians nearby to shut it down and stop them from coming back for good. (Image credit: Rogue Factor / Nacon)

Sadly, a lack of diversity again hampers enjoyment a little here, as you basically fight the same measly selection of enemies over and over throughout the game. There are three tiers of enemy threat levels, but only the Hazes actually change in appearance and moveset from tier to tier; the Hollow Walkers merely get bigger health bars and more damaging attacks, and there are only five types of Walker to encounter. There’s also a surprising dearth of boss fights – a common staple of both the action-adventure and soulslike genres – with only four real bosses to be found throughout the entire course of the game. The final boss, disappointingly, is just four much bigger versions of a basic enemy type. Clearly, no lessons were learned here from the final boss of the original Destiny campaign.

Hadean tourism

If I’m being honest, though, my criticisms are small. I really enjoyed my time with Hell Is Us, which clocked in at just shy of 30 hours for my review – and I was doing my best to do and see everything, which is possibly why I ended up being so overpowered. I played with both a gamepad and my usual mouse and keyboard, and although the game advises using a controller, I didn’t have any problems playing with the latter.

The biggest issue I have with the game is that I want more, which is quite the double-edged sword. The game is divided into three acts, but the third act is essentially just the underwhelming final battle, followed by a ten-minute cutscene that didn’t quite wrap things up to my satisfaction. Sure, it leaves things open for downloadable content (DLC) or an expansion and perhaps even a sequel (which I genuinely hope we get), but the finale feels a bit rushed, and it’s a shame not to end on a high note.

Arriving on the shores of the peaceful Lake Cynon reminds the player that underneath the violence of the civil war, this world can be quite beautiful. (Image credit: Rogue Factor / Nacon)

Still, it’s a super experience overall that I’d recommend to anyone who enjoys either soulslikes specifically or just dark action-adventure games in general. It runs on Unreal Engine 5 (which may set off alarm bells for some gamers), but I found it to be reasonably well-optimized, with no noticeable performance issues at 1440p on my RTX 5060 desktop or at 1080p on the RTX 4060 gaming laptop I also used for testing. Hadea is genuinely beautiful at times, too. For every dank cave and bombed-out village, there’s a vibrant field of flowers or the crumbling majesty of an antediluvian ruin.

If you like good melee combat and won’t be turned off by graphic depictions of war crimes, Hell Is Us is definitely worth a shot. Just be prepared to consult Google from time to time – or, like I did, keep a pen and notepad handy, so you don’t forget exactly where you were supposed to take those baby formula bottles.

Should you play Hell Is Us?

Play it if…

Don’t play it if…

Accessibility

We’ve got the usual selection of accessibility options here, with three color blind modes – Deuteranope, Protanope, and Tritanope – which can be adjusted to varying degrees of color correction, as well as being able to reduce or disable motion blur and camera shake.

There are also gameplay accessibility options, which let you independently adjust the health, damage, and aggression of enemies, plus some customization options for the HUD and the ability to automate enemy lock-ons.

Of note is a directional audio indicator: this displays an on-screen marker denoting the direction and distance of gameplay-related sounds, including enemy attack sounds in combat and the identifying noise emitted by Timeloop Guardians. Considering how important directional sound can be in Hell Is Us, this is a good inclusion for hearing-impaired players.

How I reviewed Hell Is Us

I played Hell Is Us from start to finish, which took me a little under 30 hours – though I was being very thorough in my exploration, and a speedy player less concerned with 100% completion could likely beat the game far quicker.

I used my gaming desktop, which uses an AMD Ryzen 7 5800X3D and Nvidia RTX 5060 with 32GB of RAM, as well as an Acer Predator gaming laptop with an Intel Core i7, RTX 4060, and 16GB of RAM. On desktop, I used an Asus ROG keyboard and mouse and a Razer Raptor 27 gaming monitor. With the laptop, I used a Scuf Instinct Pro gamepad.

I frequently took the time to adjust both the difficulty level and graphical settings in several in-game locations to get a good idea of both how much challenge the game presents and how well it runs. I naturally also tested out each new weapon and ability the game gave me – though I quickly found my favorites and stuck with those for the majority of the game.

First reviewed August 2025

Hell Is Us: Price Comparison



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September 1, 2025 0 comments
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"History is repeating itself" The real-world inspirations of Hell is Us are as relevant today as they were 30 years ago
Game Updates

“History is repeating itself” The real-world inspirations of Hell is Us are as relevant today as they were 30 years ago

by admin August 28, 2025


“The true horrors of war are a very important narrative pillar of the game. We wanted to do it justice. It’s never done gratuitously, it’s never done in a grotesque way, [but] we want to depict human conflicts as realistically as possible.”

I am speaking with technical designer Simon Girard about Hell is Us, the upcoming action-adventure game from Rogue Factor. In Hell is Us, players take on the role of Rémi, who is searching for his parents in the fictional country of Hadea. However, Hadea is being ravaged by infighting and in the midst of a civil war.

This set up immediately brings to mind the current situation in Gaza, and the ongoing genocide of the Palestinian people, which begs the question: Did real world events inspire Hell is Us?


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“Our creative director Jonathan Jacques-Belletête is a huge history buff, and one of his topics of interest is armed conflict, specifically civil wars, because the nature is of neighbours-against-neighbours,” Girard says of the general civil war theme. “It’s not one country against another. It’s people who are the same, right? They’re divided amongst either geographical or cultural or religious lines, but they’re one in the same.”

So while Hadea is a fictional country and Hell is Us is telling a fictional story, Girard says this has been a topic Jacques-Belletête had been wanting to explore for some time now, and inspiration was taken from 90s wars, which is shown in the clothing. “But, in terms of answering your question, the two main themes we explore with war are the human emotions that are causing this conflict, because the exacerbation of certain emotions can lead to conflict, and the cyclical nature of violence,” Girard continues. This cyclical nature is central to Hell is Us’ overall narrative, and Girard says it is “uncanny” that 30 years later, we are once again living in a world where a civil war is at the centre of many news stories on a daily basis.

“History is repeating itself, and I think without us taking a moralising approach – that’s not what we are about – there is something that resounds with a lot of people because yes [Hell is Us] is far away, is fictional, but at the same time, it has a powerful echo in it.” He reflects on the announcement trailer for Hell is Us, which showed a female civilian executing a soldier kneeling down in front of her, saying his people killed her family. That trailer happened to come out around the time of 2022’s Crimea attacks.

“We find a big echo in our own reality.”

“The studio wanted to create this fictional story. It had no basis in modern history, had no pretence in being a mirror-like reality. It’s a fictional story in a fictional country. But then this happens, right? So, again, we find a big echo in our own reality,” Girard says. He notes Hell is Us has over 160 NPCs, and all of them have been impacted by the war going on around them, be they victims, bystanders or participants.

“No one is left indifferent,” he says.

Image credit: Rogue Factor

More generally, Hell is Us has “three different narrative layers”, Girard tells me. The first is Rémi’s own story and his motivations. The second is of the civil war going on in Hadea, and the third is of The Calamity, which resulted in the appearance of supernatural creatures that also inhabit the land (see image below).

“They’re all intertwined somehow, and all these layers are very important to the story, or the multiple stories that you’ll get out of this experience,” Girard says, without giving too much away for fear of spoiling something. He adds, however, there are “strong narrative and mechanical links and implications” between everything that has been teased so far, but it is up to the player to find out just what they are.

“It’s a very rich environment for us to play with and tell stories with.”

“It’s a type of game I am sure will have subreddits of people trying to [piece together] the same things,” the developer says, talking about the many different items and “information elements” players will be able to find scattered throughout Hell is Us, and which will help shape the world’s narrative. “I am sure people will go very meta outside of the game and try to draw links between some stuff, and reorder things historically or phonologically,” he says, likening it to Peter Jackson’s Lord of the Rings adaptations. “You see this three hour long movie, and it’s a full set piece from beginning to end. But, it’s based on material that’s much larger, right? There’s this whole world behind it.”

The team has built Hell is Us’ world from scratch, Girard continues, and that includes weaving in a fictional history dating back hundreds of years. This means players will be able to find out why Hadea became a hermit kingdom, and discover more about the ruins that lie among more modern settlements. “It’s a very rich environment for us to play with and tell stories with,” Girard says.

Image credit: Rogue Factor

But while Hell is Us will include plenty of lore to untangle, the developer isn’t including what some would say are video game staples – a map and quest markers. The team has instead focused on environmental cues to guide players to where they should go, and a compass to allow them to orient themselves.

“It transpires in the level design, it transpires in the environmental design.”

Girard tells me about a settlement players will come across early on in Hell is Us. At one entrance, they may come across a military captain, who mentions an outpost in the town. “But let’s say you enter the town another way, and you miss the captain, the first thing you can find is either the blacksmith shop [which is illuminated], or there are other characters you can talk to who will also have threads you can fold in that will bring you into what you need to do for your main quest,” he explains. “It’s important to give multiple entry points into the main storyline at all times… and you may even stumble into story elements organically. Your exploration and time is always rewarded in different ways, ranging from the main story, secondary quest lines or just lore elements.”

The Hell is Us team decided early on that they weren’t going to include a traditional map, with this idea being a “design philosophy” for everything else. “It transpires in the level design, it transpires in the environmental design, it gives you different vistas in the background that also represent places that catch your eye from afar that you want to go to,” Girard elaborates. “In interior dungeons that can be very maze-like, we think ‘how can we make each room stand out so you can orient yourself’. So, the frescos [in these areas] are all unique, so you are never lost as a player.”

Hell is Us also features audio cues, which players can follow to help find their way through the world. An example of this happens early in the game, and those who have played the demo will recall it – the wind chimes in the woodland area. “If you’re playing on a 5.1 or 7.1 surround sound system, you could close your eyes and just navigate using the audio at that point,” Girard says. “It’s a small segment, but it’s such a nice touch.”

Image credit: Rogue Factor

My time with Girard is coming to an end, but it is clear the developer has so much more he wishes he could share. “It’s been a labour of love and passion from our team,” he says, catching sight of the time. “We began pre-production of this before the pandemic in 2020, so it’s five and a half years in the making. We began with 35 people, we are now 55. The studio has grown, we’ve built up pools and pipelines and ways of communicating and working together which are now defining what the future of Rogue Factor will be like for us, beyond everything commercial.”

“Don’t get me wrong, the more copies we sell the happier we are,” he closes with a laugh, “but beyond that, for us to be able to say this is Rogue Factor now, this is who we are and these are the types of experiences you can expect from us going forward, that was our main driving force… to find our own space and our own identity, where we can welcome people and have something interesting to present to them.”

Hell is Us – which stars Elias Toufexis, aka Adam Jensen from the Deus Ex series, as Rémi – is set to release next week, on 4th September.



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August 28, 2025 0 comments
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Shovel Game combines Minecraft, Mozart and hell
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Shovel Game combines Minecraft, Mozart and hell

by admin August 22, 2025


I did not expect to meet Mozart in Shovel Game, nor did I expect him to ask me to mine a pyramid of shit, with the helpful advice that I start at the top to avoid any floating shitbricks. Mozart is probably the least interesting thing about Shovel Game, actually.

It’s a shortform first-person oddity with Minecraft-style destructible voxels (yes I know Minecraft doesn’t really use voxels) and a touch of AHL_5am. The idea is to tunnel through “a sequence of strange and unfamiliar spaces”. Here’s a trailer.

Watch on YouTube

Only certain blocks can be mined, and you’ll want to dig with caution, because the catacombs are full of groaning, wailing sprites that look like Zordon from Power Rangers. It’s as if somebody had cracked the glass on his energy tube, freeing the galactic wizard’s blobby visage to wander the Earth in pain. Enemies kill you on contact and I’ve yet to discover any weapons, just my trusty shovel and an 8-ball – purpose unknown.

It’s coming to Steam, but you can find a demo on Itch.io. Expect plenty of aggravation: there’s a labyrinth full of oozy blue phantoms that requires fast footwork. Also a kind of cosmic chapel full of what appear to be flattened babies. The developer is Luke Vincent, who created it for a “shovelware horror” gamejam, ho ho.

Bonus game mention: leafing through the submissions page for that jam, I discover a new work from Mike Klubnika, architect of Buckshot Roulette and the recent S.p.l.i.t., which Nic had eloquent emotions about. Co-developed with James Dornan, Klubnika’s jam game is called Crank It and is about being stuck behind a set of gadgets in a cavernous hallway, trying to spot horrible creatures. Got to say, this sounds far worse than shit pyramid Mozart.



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August 22, 2025 0 comments
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No, Silksong hasn't been in development hell, hype skyrocketed sales of the original game to give Team Cherry financial freedom
Game Reviews

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

by admin August 21, 2025


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

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

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

Hollow Knight: Silksong – Special AnnouncementWatch on YouTube

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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August 21, 2025 0 comments
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Samwell Tarly looks asconce at Jon Snow.
Game Reviews

Game Of Thrones Fan Tells George R.R. Martin He’ll Be Dead Soon

by admin August 19, 2025


Game of Thrones author George R.R. Martin recently appeared on a panel at Seattle WorldCon 2025 entitled The Shifting Landscape of Epic Fantasy, alongside Brandon Sanderson, Robin Hobb, Rebecca Roanhorse and Ryan Cahill. However, during the question-and-answer portion at the end of the session, one member of the audience got up in front of the all-star panel to complain that George R.R. Martin was taking far too long to write the penultimate book in the A Song of Ice and Fire series, The Winds of Winter, and given that he likely doesn’t have that long left to live, shouldn’t he let someone else write it?

The outstandingly rude question was met with an astonished murmur in the hall, while the guests on stage looked incredibly uncomfortable and attempted to move the topic on. However, the audience member seemed not to be able to pick up on the mood they’d created, and just continued digging their hole with a series of staccato additional words. You can see the squirm-inducing moment here (thanks ScreenRant):

Which somehow means someone choosing to film a two-hour panel in portrait wasn’t close to the most offensive thing that happened.

The bizarre, rambling question, which begins with the audience member talking somewhat incoherently about Martin Scorsese directing her in a movie, then takes a dramatic left-turn as she declares, “George, you’re not going to be around for much longer.”

Martin, who is 76 and clearly still reasonably healthy, didn’t appear to react to the premonition of his death (although the person filming infuriatingly avoided filming him at any point). “This is a tough question,” the person at the mic continues while the audience begins audibly booing and vocally disagreeing, attempting to rescue herself by adding, “this is more directed at Brandon…” The reason being that Brandon Sanderson, a spritely 49, took over writing Robert Jordan’s unfinished The Wheel of Time epic fantasy series after the author died, aged only 58. The questioner wondered if the same could be arranged for A Song of Ice and Fire. “How would you feel about someone else taking over and finishing the books?” she said, seemingly now addressing Martin again, despite various members of the panel loudly saying, “No, no,” and getting up from their seats.

“Not me,” you can hear Sanderson say, while Martin gets up from his seat. Even then, the person at the mic keeps going, responding to inaudible comments from the panel, in a room that surely could no longer contain any air at all.

Obviously a lot of GoT fans are frustrated by The Winds of Winter‘s prolonged absence, given the book was due out 14 years ago. Given the series is two books away from being finished, and given Martin’s current output, it’s reasonable to wonder if any human would live long enough to get it finished at the current rate. Assuming another 14 years, Martin would be 90. However, there are obviously more human and decent ways to approach the subject.

Martin said of the delay last year, “How could I be 13 years late? I don’t know, it happens a day at a time.” He then added, “A lot of people are already writing obituaries for me. ‘Oh, he’ll never be finished.’ Maybe they’re right. I don’t know. I’m alive right now! I seem pretty vital!”

And who knows! Maybe he’ll surprise everyone and release his version of the story’s conclusion all of a sudden (the Game of Thrones TV series had to write its own ending, given it unexpectedly ran out of source material). In the meantime, maybe don’t yell at the old dude on stage that you reckon he’ll die soon.



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August 19, 2025 0 comments
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