Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

horror

AMC Hopes Its New Slash Pass Lures Horror Fans Into Theaters
Product Reviews

AMC Hopes Its New Slash Pass Lures Horror Fans Into Theaters

by admin September 8, 2025


This weekend’s The Conjuring: Last Rites kicks off fall’s slate of horror movies, and AMC Theaters wants to use the occasion to get more butts in seats. Enter, the Slash Pass.

Beginning with Last Rites, theatergoers can use the Pass to see six participating horror movies, or do different combinations like seeing one of the specific movies with five of their friends. Horror movies tend to do pretty well financially, something AMC’s senior marketing VP Ellen Copaken highlighted in the press release: “Horror has quickly become one of our most popular genres, especially among Gen Z audiences, who know [they’re] best enjoyed in the comfortable, communal environment of our theatres.”

For those interested, the Slash Pass will cost you $66.66 and last through the remainder of 2025. Films under its purview include next week’s The Long Walk, along with Him on September 19, October 17’s Black Phone 2 and Five Nights at Freddy’s 2 on December 5. It can also be applied toward classic horror movies coming back to AMC for its “Thrills & Chills” banner. That selection of films includes the original Nightmare on Elm Street, Friday the 13th, Scream, Candyman, and Terrifier. 

If any of this sounds up your scary alley, you can read the full selection of films and the Slash Pass’ rules here.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

September 8, 2025 0 comments
0 FacebookTwitterPinterestEmail
Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
Game Reviews

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic

by admin September 6, 2025


“There was a big thing where Sony didn’t like the game when we released it,” Until Dawn creative director Will Byles recalls. “They really hated it in fact, and pulled all the marketing. It was really frustrating.”

It wasn’t the reception Until Dawn studio Supermassive Games was anticipating after spending half a decade developing the now-beloved cinematic horror game, but any concerns Sony might have had were quickly forgotten. When Until Dawn launched in August 2015, it was a critical and commercial hit, scaring up a legion of fans and even winning a BAFTA. Ten years later, Until Dawn is now rightfully considered a modern horror classic, fondly remembered both as a bold experiment in storytelling and a hugely entertaining game in its own right – one that still holds its own today. And with its tenth anniversary now here, we sat down with Byles to discover how it all came to be.

1.

Byles’ career had already been an eventful one by the time he joined Supermassive Games in 2010. He’d started out as an artist before moving into theatre as an actor, director, and prop maker, and it was his skill in model making that eventually took him down a different path toward animation, initially under the guidance of Paddington and Wombles animator Barry Leith, then at famed Wallace and Gromit studio Aardman.

It was a journey that would lead to computer animation and, later, a stint at EA, where Byles – then serving as art director on Battlefield – began dreaming about what else games could be. “I could see a future inside gaming that was more than just hardcore design and much more about the aesthetics, the storytelling, the narrative and beauty of it,” says Byles. And then came developer Quantic Dreams’ Heavy Rain.

Until Dawn creative director Will Byles. | Image credit: Will Byles

“There wasn’t anything really like it out there,” Byles recalls. “Sony, quite bravely I think, went: let’s give that a go, [and] it came out and got a great reception.” It was a success Sony was keen to replicate, and so it approached Supermassive, then a second-party studio, with an idea. “They said to [co-founder Pete Samuels], ‘Can you make a game like this as well?’, and Pete said, ‘Not right now, but I know a man who can.'” And that was where Byles joined the story.

Supermassive’s first attempt at an interactive drama was, by Byles’ own admission, ambitious to the point of unworkable. “It was a non-UI [game] where everything you did was basically a choice all the way through. And it had a sort of adaptive way to deal with stuff; if you wanted to open a door, you could just walk up to it. But [there was] a modifier so if you held the stick forward, you’d basically kick it in… But when we built a prototype, you didn’t know those choices were happening, they just were happening all the time. So that invisibility became its own worst enemy… We pitched to [Sony] which they really liked, but they ultimately said, ‘Listen, it’s a bit too complex.'”

Meanwhile, another project within Sony was struggling to coalesce. “They’d already started making it in Sony’s London Studio and it had problems,” explains Byles. “[So Sony said], ‘Given you’re doing this kind of interactive story stuff, why don’t you have a look at that?'” And that was how Supermassive inherited the game that would eventually become Until Dawn. Known as Beyond, it was a first-person horror title designed for PlayStation 3’s Move motion controller that told the story of a masked killer terrorising a group of teenagers at a snowy ski lodge.

“The way you played it was with a flashlight [mapped to Move],” recalls Byles, “and you had a bunch of QTEs and stuff. There were some great things in it, some quite clever ideas, but it was very literal, and the story was a difficult sell… It was very dark. One of the girls had got pregnant by her boyfriend the year before and had an abortion because she’d spoken with some of her friends. And then this boyfriend had decided to kill everybody who was involved in it. So [Sony] gave us this and said, ‘Listen, please just rewrite this and do something with it because it’s not working [and] we’d really like to push this to another level.’ So I rewrote the whole thing.”

Until Dawn as it would eventually look five years later. | Image credit: Eurogamer/Supermassive Games

Supermassive’s work on Until Dawn, then still planned for PS3, began in 2011, with Byles drafting a 100-page story treatment charting the game’s journey – minus the branching narrative that would come to define it – from beginning to end. “If that works then that’s a starting point,” he explains. “But if it’s not an engaging story, you start again.” The essence of London Studio’s original idea, though, remained. “It was definitely not [a case of] throwing the baby out with the bath waters,” says Byles. “There were a few names we kept, the balance of eight teenagers, the teen horror… And I personally really like [the mountain] aesthetic. But we really pushed it to a very different level, to a self-aware sort of Scream style… where we started off as one thing, this teen slasher, but switched it around so that’s not the thing at all.”

Byles describes Supermassive’s vision for Until Dawn as a “deliberately pitched” teen horror. “Once it’s up and running,” he elaborates, “it starts to kind of unravel a little bit. A lot of it was designed to really foil your expectations, [so] we intentionally made all the characters very primary coloured to start off with, like a sort of teenager’s facade. [At that stage in life], your biggest worry really is about who you are; we wanted everyone to be at the pinnacle of self-actualisation with all their own little demons and [then, as their survival instincts kick in] start pulling bits away [until they’ve] become a more realistic, genuine person. There was a lot of that, trying to start it off from this position of not ridicule but certainly, ‘We know we’re not a serious horror film-stroke-game.'”

“It’s very difficult working with a publisher on subjective storylines, because everybody above a certain level has got feedback [and] you really do end up in a committee level of story writing where almost nothing from the original has stayed.”

For Byles, though, Until Dawn’s narrative – which gradually swaps classic slasher tropes for more cryptozoological concerns – wasn’t just about subverting audience’s expectations. “I was actually very deliberate in making sure there wasn’t a psycho hitting people,” he says. “A very lazy way of giving jeopardy is putting somebody who’s mentally ill into a position of killing people… I’ve had close relationships with people who’ve struggled with mental illness and I thought, ‘I’m not going to be part of something that’s perpetuating a level of stereotyping.’ [The character of Josh] is suffering badly from the trauma of losing his sisters and is reacting to it in a way that’s maybe not quite proportional, but he certainly isn’t murdering people.”

Another storytelling rule the team adopted came not from movies but rather Byles’ frustration with Heavy Rain. “There’s a bit in the typewriter shop,” he explains, “where you’re playing as the detective and they murder somebody. It happens outside of you knowing it and from then on you don’t know you’re the murderer. And it really annoyed me… that wasn’t just a bit of misdirection, it was an absolute lie. That was being disingenuous. So we had a rule that no player character could know anything of pertinence the player didn’t know.”

Larry Fessenden and Graham Reznick promoting Until Dawn. | Image credit: Will Byles

With the narrative groundwork laid, Supermassive turned to renowned horror filmmakers Larry Fessenden and Graham Reznick to develop Until Dawn’s initial story outline into a full, and more genre-authentic, script. “It’s very difficult working with a publisher on subjective storylines,” Byles explains, “because everybody above a certain level has got feedback. And that ultimately makes things insanely difficult, even more so when it comes to script and dialogue, because you really do end up in a committee level of story writing where almost nothing from the original has stayed; you’ve ended up with this sanitized, bowdlerised version.”

“So, we made a point of going to find film writers, in a way to try and avoid those conversations over the scripts. We just said, ‘Listen, these people make horror films all the time… whatever they come up with, effectively that’s okayed. No one’s allowed to say it’s not unless it’s broken something, unless it’s breaking the law, or whatever. And then we can have a conversation.'” The hope, ultimately, was that the approach would result in a slightly more sophisticated script than those typically seen in video games at the time.

2.

With Until Dawn’s story pieces in place, Supermassive could start building them out into a game. And while its status as an interactive drama meant player choice was already a given, the team was keen to take things further. “We asked ourselves right at the very beginning really, what’s the important thing in a horror movie? And one of the big things is jeopardy. But in video games, you didn’t really have jeopardy because you could just start from where you left off… So we threw in a rule that everybody can live and everybody can die, [and that] you couldn’t go back… because otherwise death was basically just a failstate rather than a story element. We didn’t want any of that. We wanted [the story] to literally change as you went on.”

As Byles recalls, that immediately made choices more consequential, “because if I die and I’m playing Ashley, and I like Ashley… I’m going to be really, really upset… so that whole thing set up a level of consequence and tension we didn’t have [before].”

Until Dawn’s core cast of characters, and their respective performers. | Image credit: Will Byles

But arranging a story around characters who weren’t guaranteed to make it through to the closing credits brought its own complications, which Supermassive approached by developing a narrative structure Byles refers to as the “circles of destiny”. Essentially, this imagines the story as a wheel, with each character’s journey following its own ‘spoke’ from an outer starting place to a converging point in the centre.

“If one of them dies halfway through, the structure is still there,” Byles explains. “All these other spokes are still there. And as long as you meter those out… you can absolutely guarantee you’ll get to the end of the story with at least one or two of those characters just by writing it that way. But that doesn’t mean you haven’t got 50 deaths available up until that point.”

All of which left ample room for different player-driven permutations to Until Dawn’s story, but there were limits. “Ultimately, because you’ve got a finite budget,” says Byles, “the more branching you have, the less you can spend on any one particular branch. So it’s always going to impact the quality and the story. Stories can’t make themselves – they do need to be honed and engineered and worked out – so we had a rule… that if we came up with a really good idea and it was on a branch, the other branch had to be equally as good.”

As it happened, Supermassive’s aborted original attempt at developing an interactive drama for Sony had already taught the team a valuable lesson: that less is more. “We [originally] thought it would be more exciting to have this almost unlimited level of branching, and that’s really not the case,” Byles explains. “People want a really good story that you can control as you go through it… It turns out choices are much more about the appearance of the choice and the feeling you get when you make a choice than the choice itself.”

Byles points to developer Telltale Games’ celebrated The Walking Dead series – and its infamous “X will remember that” prompts – as a great example of this idea in action. “Often they didn’t make any difference,” he says, “but there was the awareness you had as a player like, ‘Shit, that feels like I’ve done something, but I don’t know that I want them to remember that'”. Similarly, Until Dawn’s Butterfly Effect alerts, which would appear in response to certain choices, were designed to imbue player decisions with a sense of weight and tension. “Just going to players, ‘Listen, that’s a thing now’, honestly made such a difference, [creating] that level of expectation and understanding of how consequential things were.”

Some choices are more impactful than others. | Image credit: Eurogamer/Supermassive Games

Not that every choice moment in Until Dawn was equally consequential. “Things happen from all of them,” Byles explains. “It’s just how much happens. I’m loath to say they didn’t [all] matter, but I’m also very aware that [some of them are] cursory. The number of actual Butterfly choices that really made a difference – whether people lived or died because of them – I think was nine in the entire game.”

As the team discovered, though, even choices that appeared minor on paper could weigh heavily on players’ minds. “There’s a funny thing,” says Byles. “As well as the… actual outcome [of a choice], there’s another outcome which we didn’t know about at first but that we now utilise a lot, which is the contextual outcome.”

“If you have a conversation with somebody who has just told you they hate you,” he elaborates, “every part of the conversation that follows is a different conversation regardless. It might be the exact same words and it might be performed in the exact same way, but fundamentally it’s a different conversation because you feel differently about it.”


To see this content please enable targeting cookies.

Manage cookie settings

Among Until Dawn’s myriad choices, there was one branching path the team assumed only a few players would be foolhardy enough to follow – an assumption that proved almost comically wrong once the game hit shelves. In Chapter 9, shortly after learning Wendigos can mimic voices, Ashley hears her missing friend Jessica calling – and players are given the choice to either stick with the group or splinter off to investigate.

“Within a horror context, you stick with the others,” laughs Byles. “Of course that’s what you do. We thought, ‘No one’s going [to investigate]’, but we’ll put it in there anyway.” Supermassive even offered the option to rejoin the group shortly after, assuming players would soon regret their earlier decision. And finally, for those who’d pushed ahead regardless and suddenly found themselves dealing with a violently banging trapdoor, it implemented one last opportunity to turn back and avoid a messy end. “We thought by that stage maybe one out of a thousand would open that trap door,” recollects Byles. “It was 50/50. It was extraordinary!”

3.

While Until Dawn’s choice and consequence system provided a unique way to manipulate tension, its teen slasher trappings meant Byles – a life-long horror fan – and Supermassive could also delve deep into more traditional cinematic scares. “For years I wanted to make the scariest thing there is,” explains Byles, “and I did a lot of research on horror and fear; why some horror films work and some don’t; what goes on physiologically and emotionally. And it’s such an interesting area of creativity because fear is such an atavistic emotion [and] there’s a whole thing about managing that within a narrative.”

Fear can be manipulated through mood, through suggestion, and through other means – but the horror movie staple is, perhaps, the classic jump scare. “It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that,” explains Byles. “And Until Dawn has its fair share of jump scares – maybe a little too many for my liking; it’s a [method that’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that [but it’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“There’s a thing about fear… where you can’t be frightened for very long,” he continues. “Eyes dilate and all kinds of things happen to your vascular system, your nervous system. Your breathing changes and you go into a fight-or-flight response state, but that can only last a little while… because your adrenaline starts to drop; your body gets tired and wears itself out… So if you try to keep people frightened for 90 minutes [in a movie] or 10 hours in a game, you’ll fail 100 percent. What absolutely works is if you do that then let it fall away; add in levity, a bit of a love story, it doesn’t really matter as long as it’s not horror or frightening. Manipulating that is good fun to try and do, but I’d have a few arguments about that because ultimately it’s a subjective art form.”

In an effort to ensure its scares were hitting the mark, Supermassive eventually turned to science. “Galvanic Skin Response testing measures the electricity conduction in your skin,” Byles explains, “and the wetter it is the more conductive it is. They put a load of electrodes on your hands, and I think a couple on your head. As you play, an alarm sounds if you go into that arousal state of fear… You can literally watch it in real-time; a player will be walking down a corridor and a noise will happen, then suddenly the little graph peaks. And if you go into a really big scare, it goes off the charts. So it’s a really good way of saying, ‘Okay, it’s not subjective, it’s objectively scary amongst this cross-section of people.'”

Motion controls were also used to heighten tension. | Image credit: Eurogamer/Supermassive Games

As Byles recollects, there was one scare the team was particularly proud of, involving Chris, Ashley, and a locked basement door. “We purposely got it to a stage where it’s very, very tense, and [as Ashley opens the door] we stuck in an over-the-shoulder perspective and put players back in control… Only once they’d started moving forward did the actual ghost come out and scream in their face. It got everybody, but it took ages to design it in a way that made sure that [response] happened each time. It was definitely one of the more technical ones.”

Throw in the occasional splash of gore to complement the tension and scares (“Gross had to be the smallest [part of the mix],” says Byles, “otherwise it starts to become gratuitous and loses strength; it just becomes comedy”), and Until Dawn’s horror language had been defined.

Mike and Jessica’s long walk up the mountain. | Image credit: Eurogamer/Supermassive Games

To pull these disparate elements into a cohesive experience, Supermassive homed in on several key mechanics its designers could deploy between cinematic sequences: a choice for players to make, an action scene, or exploration scenes to give the story some breathing room. “It would be, ‘Okay, we’ve got the story, now where should we start putting these things?'”, Byles explains. And over time, the team established a structural rhythm that was intended to keep a balance between its interactive and non-interactive elements, and to ensure players remained engaged. “We tried to keep each [cinematic] sequence less than a minute long,” explains Byles, “less than a page basically, and if you got to two pages, you’d probably pushed it too far.”

As Byles recalls, some of Until Dawn’s more deliberately languid pacing initially proved contentious during development. “There was a lot of resistance to that,” he says, “especially chapter three, when Jessica and Mike are wandering up to the lodge; it takes around 25 minutes and almost bugger-all happens on that entire journey… Ultimately it’s just them having a chat… but we looked at other games like Life is Strange, and whilst it’s not horror, it’s very much about relationships and that’s more powerful than you think. Having access to that within horror became really a big deal. If you don’t care about the people, then you can have as much horror as you like. It doesn’t matter.”

A saucy – but not too saucy! – moment. | Image credit: Eurogamer/Supermassive Games

As for that other classic teen slasher staple, sex, Supermassive moved cautiously. “There’s a lot of underlying innuendo [in Until Dawn],” explains Byles, “and there’s obviously the scene where Jessica and Mike can both get down to their underwear… but we were very aware of the level of exploitative sexism that can happen inside these kinds of stories [even though that’s] part of the point of them, certainly back in the 80s. So we didn’t want to be puritanical about it, but we also didn’t want to be gross – it was a fine line.”

4.

Supermassive’s initial PS3 version of Until Dawn featured many core elements carried over from London Studio’s earlier Beyond – the first-person camera, for instance, and a control system built around pointing a Move-powered flashlight. But the release of PlayStation 4 in 2013 gave Sony and Supermassive an opportunity to take Until Dawn’s horror further, and that started with a shift to a third-person camera – something the team had already been tentatively exploring.

“There was a really annoying thing about being in first-person,” Byles recalls. “Having your light source going down the same axis as your viewpoint means you just get flat lighting; you get no side lighting, no rim lighting, no back lighting, and there’s no beauty to it. Every time we went to a cutscene, it was like, ‘My god this looks so much better’. The snow and the woods and the moonlight and the characters, it all looked great. So when Sony said, “Listen, let’s do this for PS4,” we went, “Okay, [but] we need to do it in third-person,” and they said yes.”

“The hard thing was making sure the player wasn’t lost inside that,” explains Byles, “keeping them oriented in the right way… it’s harder than a follow-cam first-person. Way harder. But there’s something potentially very scary about [a cinematic camera]; if I can frame what you can see, I can organise a scare or organise a level of tension just based on that.” Byles points to a carefully framed moment during Until Dawn’s seance scene, one of the few times a genuine ghost appears on-screen. “Beth is just standing in the background and almost no one sees it because we made a point of getting no one to see it.”

When you know you know… | Image credit: Eurogamer/Supermassive Games

The jump to PS4 would also, albeit more indirectly, herald the birth of one of Until Dawn’s most iconic elements: the unsettling psychotherapist Dr. Hill.

As Byles remembers it, the Hill scenes – where he addresses players directly in first-person, forcing them to make choices relating to their deepest fears – were not in the original PS3 design plan. “We went out to Gamescom in 2014 and we were really aware that the whole choice thing was very divisive,” Byles explains. “People were like, ‘What do you mean by choice? What’s going on with this? You’re not really branching.’ And there was a lot of scepticism around how it would pay off, whether it would make a difference. And the interface, that was a big deal… At the time, as far as I remember, the PS4 still allowed you to use the funny little triangle at the front as a Move controller, so you could make a choice with a joystick or without a joystick.”

Crowds gather to play Until Dawn at Gamescom. | Image credit: Will Byles

With all this in mind, Supermassive built a questionnaire-like level Gamescom attendees would need to complete before delving into Until Dawn’s demo proper. “It was about showing them how to make a choice,” Byles explains, “almost like a tutorial.” And to add a bit of thematic flavour, the team included choices such as whether players were more afraid of spiders or zombies. “[They] made no difference to the game whatsoever,” Byles notes, “but everyone [who tried the demo] thought they did; they thought it was going to slightly adapt their game, to make it more zombie-based if they’d chosen zombies. So, we came home with that feedback and it was like, ‘My god, this is interesting.'”

As it happened, the team had already been contemplating introducing a storytelling element that would enable it to address players directly – specifically to establish the idea that while past events couldn’t be changed in Until Dawn, its choice mechanics made it possible to influence what happens in the future. “And we thought, ‘Okay, this is quite an interesting format; we could tie it into Josh and his mental illness'”, says Byles.

“So it was at that point we decided to kind of fake a first-person perspective where, for a narrative reason, you were talking to a psychiatrist as yourself effectively, and within that you’d be asked a series of questions that would make changes in the game. So you might be attacked with a needle instead of gas if you said you were afraid of needles, or if you say you’re fond of zombies, Dr. Hill literally starts to rot, and he’s almost become a zombie by the end of the game. They were relatively cosmetic, but they were enough.”

Dr. Hill was a relatively late addition to Until Dawn. | Image credit: Eurogamer/Supermassive Games

The shift to PS4’s more powerful hardware also brought Byles closer to fulfilling another ambition. “I’m probably ultimately a frustrated filmmaker,” he explains. “I wanted to make Until Dawn as close to a film as we could get it.” And PlayStation 4’s increased oomph, in combination with Horizon developer Guerrilla Games’ Decima engine, gave the team at Supermassive the space to pursue a more cinematic ideal. “There was a lot of stuff that we could do that we wouldn’t normally have done before,” says Byles. “So, snow was very good, we got a lot of the new shaders that were suddenly able to be developed.”

“There’s a thing you learn in filmmaking very early on which is that you almost always stick a fog machine into a set before filming anything to give it depth,” he continues. “So, making sure everything in Until Dawn had that on a filmic level – the snow, the amount of dust particles – was huge for believability… and just the way we lit it too; even environments that perhaps aren’t the best looking can look amazing if they’re lit in the right way.” Supermassive even went as far as to give each character their own invisible lighting rig, orientated against the camera norms. This essentially functioned as a portable three-point illumination set-up, helping overcome environmental lighting limitations and enhance Until Dawn’s cinematic feel.

One of Until Dawn’s most ambitious elements, though, was its animation. “I decided I wanted to try and push [things] once we went to PS4,” says Byles. “So we talked to these guys called 3lateral in Serbia who’d been [developing techniques that] meant we could do ridiculously good facial animation for the time. Unbelievable facial animation that was as close to a film as possible… it’s 10 years old [now but] it still knocks the socks off a bunch of stuff today.”

Peter Stormare, Wolfie the dog, and a body performer during motion capture. | Image credit: Will Byles

To facilitate that process, Supermassive hired a mostly new cast when Until Dawn moved to PS4, keeping only a handful of actors – including Brett Dalton as Michael and Noah Fleiss as Christopher – from the PS3 version. These were complemented by new additions including Rami Malek as Joshua and Hayden Panettiere as Samantha – who was a well-known face at the time thanks to her role as the cheerleader in hit TV show Heroes. “We pushed for the names,” recalls Bayles, “[Sony] didn’t want names at all… but there was also a budget limit. Peter Stormare [who played Dr. Hill] was really expensive, so we could get him for a day, but we needed some of the people for a lot longer than that.”

“I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.”

Calling on his past experience in theatre, Byles directed Until Dawn’s cast himself. Recording sessions initially took place in LA in 2014, the core group of actors working through 40-50 pages of complex branching script each day. However, practical considerations meant the shoot was limited to capturing facial animation, while body capture happened later in the UK’s Pinewood Studios. These latter sessions utilised different performers, replicating the filmed moves of the original cast. “I now do everything together,” notes Byles, “because it kind of works out better, but in those days it was such a massive ask.”

Byles also believes his experience helped tease out performances that weren’t necessarily typical of games at the time. “Being an actor on stage is really scary,” he explains. “Being an actor in a motion studio is really scary. People don’t get how scary it is… You’re in a white box room studio; you’re in a leotard covered in dots; so unless you’re in good shape, if you’re anything other than buff, they’re not flattering. You’ve got a helmet screwed tightly to your head which can give you a headache and you’ve got to give a performance. It’s a hostile environment… and I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.

Byles directing Rami Malek during motion capture sessions. | Image credit: Will Byles

“What happens on a game shoot is a bunch of different directors turn up; there’s a performance director, there’s the creative director, there’s the audio director, there’s often the art director, and at the end of every take there’s a discussion and a bunch of feedback given by people who don’t really know how to direct actors. It’s really soul destroying for actors if they’re engaged in the part to be told, ‘Can you do it like this?’ Getting a good performance out of an actor is mostly allowing them to give a good performance as opposed to confining an actor to a very specific set of parameters you’ve decided you want.

“So, for instance, the big performance Rami Malik gave where he’s being dragged to be tied up, which is an extraordinary performance, was me just telling him what was going on beforehand and him just going for it. There are games out there that absolutely do it nicely,” adds Byles, “but the majority don’t… so that had never really been done in that way before and it allowed a subtlety of performance.”

Tying all this together, of course, was sound. To complement audio director Barney Pratt’s work, Supermassive turned to Jason Graves – who was working with Larry Fessenden’s Glass Eye film company at the time – to compose Until Dawn’s score. “He’s a great horror musician,” says Byles, “and if you listen to any of his other work, it’s really evocative. We were very much against going down the big orchestral route because… we’d strayed into mythology – the whole kind of indigenous population level of mythology – so we didn’t feel like we wanted to overly westernise it. We didn’t want to exploit it either. There was a definite conscious decision not to make it [sound] old-school Hollywood and in a way make it more like an indie film.”

5.

Eventually – two studios, two consoles, three versions, and half a decade of development later – Until Dawn was ready for release in 2015. But what should have been a celebratory time for the team at Supermassive was, as Byles recollects, hampered by a last-minute loss of confidence at Sony. “There was a big thing where Sony didn’t like the game when we released it,” he says. “They really hated it in fact, and pulled all the marketing… It was really frustrating.”

Byles blames Sony’s sudden change of heart on a mock review of Until Dawn the company had commissioned about three months before its launch. “The person who did the mock review hated interactive narratives and said, ‘This is a 50 at best’,” explains Byles. “And on the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

“On the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

Sony’s lack of marketing didn’t go unnoticed by the public, either. Speaking to Eurogamer shortly after Until Dawn’s release, Sony Computer Entertainment’s then-president of worldwide studios, Shuhei Yoshida, addressed the situation, claiming the company had decided to focus on “big third-party titles like Destiny” in the run up to Christmas and “didn’t see the need to push Until Dawn that much from the platform marketing standpoint”.

Any fears around Until Dawn’s potential proved unfounded. It launched to a positive critical and commercial reception in August 2015, and would go on to be named Best PlayStation Game of the Year at the Golden Joysticks, even winning a BAFTA for Best Original Property in 2016. “When it did come out and suddenly got a good reaction,” Byles recalls, “lots of people [at Sony] came steaming in saying they deliberately did a stealth launch… It was frustrating.” Even Yoshida later admitted to Eurogamer, “I think everybody was caught by surprise by the positive reaction.”

Until Dawn was enough of a success that Sony later resurrected the series for a PSVR prequel, The Inpatient, as well as a non-canonical PSVR arcade shooter spin-off, Rush of Blood. And while Byles never got to revive his original Until Dawn 2 idea, he teases it was planned to feature the Nixie, a water spirit found in Germanic folklore, as its monster.

Supermassive onstage for Until Dawn’s win at the BAFTA Games Awards 2016. | Image credit: BAFTA

As of early 2022, Until Dawn on PS4 had officially surpassed 4m sales, and the public’s ongoing affection for the series has been significant enough to help buoy it toward a revival. Last year saw Until Dawn get the remake treatment on PS5 and PC, courtesy of developer Ballistic Moon, and it received a movie adaptation – one reimagining the game’s core branching story elements as a time loop narrative – earlier this year. There’ve even been persistent rumours, spurred on by the remake’s new endings, that an Until Dawn 2 is in development at Sony’s Firesprite Studio. Supermassive, too, has capitalised on Until Dawn’s success, launching its similarly styled The Dark Pictures Anthology series, and Byles’ own summer camp horror The Quarry.

As to why Until Dawn has endured, Byles – who departed Supermassive in 2022 to found Dial M for Monkey – has a few thoughts. “I look back on it really fondly, and every time I either play it or see it, I’m always amazed at how good it still looks. It’s interesting because I’m working with the literal cutting edge of facial technology at the moment and it’s scary good, but there was a charm to the stuff in Until Dawn that we’re still having a hard time getting.

“I think it was Sony’s most completed game that year, and the number of people who played it not just once but more than once, 10 times, was extraordinary.”

“I think maybe [that’s] partly due to the brewing process. It did take five years to make, even though we made it twice, so there was a degree of maturity in some of the ideas… It was such an effort to make it and such a struggle to put everything new we did in it, and there [were things that] just hadn’t been done before. I think a big part, too, is that it doesn’t take itself seriously… we very purposely went, ‘This is just a bit of fun, come along for the ride’… but done in a really honest way. There’s a kind of truth to it, I think, and we never ever pretended it wasn’t anything but what it was.”

As our conversation comes to a close, Byles shares one last anecdote. “I [went] to do a talk at Middlesbrough University,” he recollects. “I think it was relatively soon after we’d released Until Dawn and I was still very bruised by the negativity that had gone on around it. I went up and there was just love for the game; I was astounded.” And the people that loved Until Dawn seemingly really loved it. “I think it was Sony’s most completed game that year,” he says, “and the number of people who played it not just once but more than once, 10 times, was extraordinary… We started seeing Until Dawn cosplay, tattoos, and I couldn’t believe we’d done something that even on a tiny level had become part of a zeitgeist in a way. And weirdly, as the years go by, it becomes even more so.”



Source link

September 6, 2025 0 comments
0 FacebookTwitterPinterestEmail
Put your neighbours under surveillance in automation horror game Beyond The Doors
Game Updates

Put your neighbours under surveillance in automation horror game Beyond The Doors

by admin September 4, 2025


“Horror” and “automation” are concepts I’m used to seeing together in fiery/weepy essays about late capitalism. I’m less used to seeing them together in videogame marketing blurbs. Horror, in an automation-based game? Why, games with automation are supposed to deliver the finest and most methodical of chemical highs. They are supposed to feel like building yourself a better brain out of candy-coloured conveyor belts and smelters. They are not supposed to make you afraid.

The game that inspires these ruminations is Beyond the Doors, out this year, which has an alpha demo on Steam. It casts you as a lonely greasemonkey working in the basement of a dour, weed-hung apartment building. Your job is to bug your neighbours, in the sense of placing them under surveillance. Every night, somebody emails you to request that you set up a listening device near somebody else’s door, then send them a recording of any activity within.

Watch on YouTube

Gathering these recordings is a ponderous challenge, partly thanks to cumbersome, MicroProsaic interface design, but also because Beyond The Doors wants to be ponderous. You have to daisy-chain devices, copying and pasting codes to synch them together. Then you have to select and save the file using DOS commands on your server computer, before wiring it to your desktop for analysis.

The fiddliness of all this is intensified, of course, by the nape-tickling awareness that Something Is Wrong. The apartment block is all greyspace and neglect, built around a central chasm with a webbed glass ceiling. You fear to turn your back on any particular door, any particular corner.

There are boulders of trash that sort of multiply like amoeba when you pick them up, but may have useful objects beneath them. The worst part, possibly, is that I can’t find a way to listen to the files I’m recording. I have no idea whether this is deliberate, or a limitation of the demo, but I think Beyond The Doors is more powerful for refusing to satisfy the very voyeurism it kindles.

I didn’t get far enough to experience this in the demo, but going by the above header image and the trailer, it all gets a bit freaky later on. I’m intrigued to see how that freakiness gels with the absorbed tinkering that defines most automation-based games. In this case, you’ll be overhauling your surveillance network with cash from each job – merging chains and installing upgrades.

“This alpha version includes the core gameplay loop: placing recorders, building receiver networks, collecting sounds, and sending reports,” write developers Dream Error on Steam. “There’s much more to come, this is just the beginning.” There’s a development roadmap, if you’re into that kind of thing, but Beyond The Doors is probably more fun if you preserve your ignorance before taking the plunge.



Source link

September 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
10 Horror Sequels to Watch on Peacock
Product Reviews

10 Horror Sequels to Watch on Peacock

by admin September 4, 2025


Horror is a staple on nearly every streaming service, but what if you’ve seen all the important classics and are looking to venture a little further afield? One way to keep mainlining your favorite villains and settings is to dive into sequel territory. Not all horror sequels are created equal, but for every misguided cash grab, there’s a cult classic waiting to be rediscovered. Head to Peacock, home of next year’s Crystal Lake prequel series, to check out these 10 horror sequels.

Halloween II

We’ve had Halloween II on the brain thanks to the upcoming Strangers: Chapter 2, which imperils the Final Girl anew as she’s trying to recover from the first film’s horrific attack. That’s not unlike Laurie Strode’s ordeal in 1981’s Halloween II, which shows us what happens once she checks into Haddonfield’s local hospital—a facility with a horny staff and not many existing patients, where Michael Myers easily tracks down that troublesome babysitter and continues his stalking rampage. Watch on Peacock.

Halloween III: Season of the Witch

The only film in the Halloween series not to feature Michael Myers as the killer—he does get a blink-and-you’ll-miss-it cameo, though—Halloween III is a wonderfully bonkers tale involving a witchy plot to massacre scores of children using cursed Halloween masks powered by Stonehenge-adjacent witchcraft and activated by an irritatingly catchy commercial jingle. It also features one of the least likely horror-movie heroes ever, as well as one of the booziest. Watch on Peacock.

The Exorcist III

The first Exorcist is an influential masterpiece. The second Exorcist teeters between “so bad it’s good” and “no, seriously, what were they thinking?” But The Exorcist III, written and directed by Exorcist book author William Peter Blatty (and, as pop culture will have us believe, beloved by Jeffrey Dahmer), is a deeply distressing tale that both picks up the threads of William Friedkin’s original film and creates its own specific nightmare. It also has one of the greatest jump scares in cinematic history, so searing that even if you know it’s coming, you’ll still flinch. Watch on Peacock.

Day of the Dead

Make sure you click on the 1985 version from George A. Romero; Peacock also has the forgettable 2008 remake. Zombies are still roaming the earth in this third entry in Romero’s classic trilogy, but in this military-focused entry, you can definitely see why it’s time for humankind to consider bowing out. Wonderful gore further elevates the story, as does the endearing undead dude Bub, an eternal fan favorite. Watch on Peacock.

Terrifier 2 and 3

The saga of Sienna the warrior angel versus the maniacal Art the Clown takes shape in Damien Leone’s second and third Terrifier movies, which back-to-back equal some four and a half hours of circus-tinged mayhem and cruel brutality. The kill scenes are always the main attraction, but part three in particular introduces some intriguing Art lore that Leone has said he’ll further explore in the upcoming fourth film. Watch on Peacock: Terrifier 2 and Terrifier 3.

Son of Frankenstein

Most horror fans have watched the classic Frankenstein and Bride of Frankenstein. But as we await Guillermo del Toro’s fresh take on Mary Shelley’s literary creation, why not watch the third film in that original series? Released in 1939, Son of Frankenstein stars Boris Karloff as the revived Monster, Bela Lugosi as the diabolical Ygor, and Basil Rathbone as Baron Wolf von Frankenstein. As the title suggests, he’s Henry Frankenstein’s son, and he ill-advisedly decides it’s his job to restore the family reputation. Watch on Peacock.

Child’s Play 2

Chucky may have been burned to a crisp at the end of 1988’s Child’s Play, but you can’t keep a killer doll down—especially one hellbent on claiming a human body by any means necessary. The sequel brings back kid actor Alex Vincent as Andy Barclay, giving him a tough foster sister (Christine Elise) and cementing one of horror’s best sibling duos. It also takes on the corporate jerks behind the Good Guy doll line, which gives the film reason to skewer big business and build to an inspired climax in a Chucky-filled toy factory. Watch on Peacock.

Amityville II: The Possession

There are now over 50 movies purporting to be part of the Amityville film series, including several parodies and in-name-only entries. But back in 1982, just a few years after The Amityville Horror “true story” book, Amityville II did its best to continue the success of the first film by offering a prequel of sorts to its events. While the famous haunting was later debunked as a hoax, there was a real-life tragedy behind the ghost story, and Amityville II digs into the family massacre—with the expected sensational supernatural twist, of course.  Watch on Peacock.

Phantasm: Ravager

The final Phantasm film was released in 2016 and reunited original stars A. Michael Baldwin (Mike Pearson), Reggie Bannister (Reggie), and Angus Scrimm (the Tall Man)—the latter sadly passing away before the film hit theaters. While the original Phantasm will always be the best entry, not to mention one of the purely weirdest horror movies ever made, this farewell entry offers a blend of “one last time” nostalgia as well as its own extremely freaky dream-world adventures. Watch on Peacock.

Scream 4

Wes Craven’s Scream 4 is sort of the odd man out of his Scream series. It was released in 2011, 11 years after Scream 3 and 11 years before the series’ revival with Scream in 2022. It follows Sidney Prescott, self-help author, as she returns to Woodsboro, where Ghostface launches a fresh series of attacks, with Sidney’s teenage cousin at the center. Scream 4 is not unaware of its odd place in the continuity, poking fun at excessive sequels with glimpses of the in-universe Stab series having reached parts six and seven—and it’s well worthy of rediscovery. Watch on Peacock.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

September 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
The main character from Cronos The New Dawn looking out across a desolate encampment
Product Reviews

Cronos: The New Dawn review: a merging of survival horror greats that struggles to find its own identity

by admin September 3, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

A few hours into Cronos: The New Dawn, I saw it. A corpse slumped against the wall, a message scrawled in blood above him: “Don’t let them merge”. If it wasn’t already clear that the latest survival horror game from Bloober Team was drawing from some of the genre’s greats, that warning, a nod to “cut off their limbs” seen in equally foreboding lines of jagged crimson in Dead Space, hammered the point home as subtly as a boot stomp to the skull.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2, Mac
Release date: September 5, 2025

A feeling of déjà vu was a running theme in my time playing through Cronos. Here’s the main character, gun hoisted high in Leon S. Kennedy’s iconic pose from Resident Evil 4. Here are my limited crafting resources straight out of The Last of Us, ones I must choose to make either ammo or health items. Here are my gravity boots, pinched from Isaac Clarke’s locker on the USG Ishimura.

  • Cronos: The New Dawn at Loaded (Formerly CDKeys) for $51.29

It’s perfectly fine to be influenced by other works, especially when they are as iconic and genre-defining as the ones I’ve listed above. But when it just feels like you’re retreading the same path with less confidence and not bringing enough new ideas, what’s really the point of it all?

(Image credit: Bloober Team)

Now, that opening may read like I came away massively disappointed by Cronos: The New Dawn. In some aspects, I certainly did. It is painfully derivative in many areas, to the point where it made me question if anything has changed in sci-fi survival horror games in the last 20 years.

But, unsurprisingly, given its influences, it’s also a game that plays well. Combat is tense, shooting is solid, resource management is challenging, exploration is unsettling, and the environments drip with atmosphere. And there are kernels of ideas that, if only they were more fully realised or executed better, could have elevated the game beyond a decent – if standard – survival horror.

Let’s start with the premise: you play as the Traveler, an undefined being encased in a cross between a spacesuit and a diving suit. The game starts as you’re activated by a mysterious organisation known as The Collective and told to travel through time to extract important survivors after an apocalyptic infection dubbed the ‘Change’ turns most people on Earth into grotesque and amalgamated monstrosities.

The nexus point of the disaster is Poland in the 1980s, which at least makes for a unique setting that’s far from the spaceships and abandoned mining planets we usually find ourselves stomping around. There’s an inventiveness to the world design, too, which not only sees the infestation overrun dilapidated buildings, roads, and subways with a gloopy and pulsating biomass, but also fractures entire structures to create floating, twisted, and mind-bending new forms.

Sign up for breaking news, reviews, opinion, top tech deals, and more.

Add to that violent sandstorms and heavy snowfall, and safe to say, it’s not a pleasant stroll. I had to seriously pluck up some courage to carefully inch forward in many locations, especially towards the latter half of the game, when everything is so consumed by the effects of the infection and dotted with poisonous pustules that you feel suffocated by it – even if this trap is overplayed a dozen too many times.

Skin-crawling

(Image credit: Bloober Team)

Visually, it is disgusting (in all the right ways), but huge credit has to go to the audio. It masterfully ramps up that oppressive and stomach-churning atmosphere with all sorts of sloshing and wheezing and bubbling that gives a terrifying sense of life to the coagulated mass that surrounds you. One of the best gaming headsets is recommended.

If Cronos was all just trudging through fleshy corridors, then Bloober Team would have smashed it. Unfortunately, other parts of the game don’t excel in the same way and are merely fine or disappointing in comparison.

Combat is one. The gimmick here is that dead enemies remain on the ground and can be assimilated by other creatures to become larger and stronger foes – hence the bloody message of “don’t let them merge”. Fortunately, you come equipped with a torch. Nope, it’s not a bright light, but a burst of flames that can incinerate corpses and stop this merging from taking place.

Best bit

(Image credit: Future)

Cronos: The New Dawn finds its identity more as the game progresses and the section in the Unity Hospital is when the game hits its stride. It’s one of the scariest and creepiest places to explore, as you descend further into the bowels of the building, where the infection has taken even greater hold and you uncover some horrifying secrets about the impact of the Change.

That leads to the main flow of combat. Take down targets with your weapons, then prevent any survivors from merging by setting the bodies ablaze. It’s a setup that can create some tense encounters – ones where you’re busy dealing with one target, only to hear the awful sounds of two bodies smushing together in the distance (shoutout to the audio design again), and knowing there’ll be an even greater threat if you don’t introduce them to the cleansing flames immediately.

The problem is that I could count on one hand the number of times I felt seriously threatened by the risk of enemies merging. Too many encounters had too few enemies, were in too small spaces, or were littered with too many (respawning) explosive barrels, that I could comfortably handle the situation. It was only towards the end of the game when I felt overwhelmed in some encounters, needing to more strategically pick my targets, hurriedly craft ammo on the fly, and regularly reposition to burn dead enemies so they couldn’t merge.

Burn, baby, burn

(Image credit: Bloober Team)

It isn’t a disaster, just a shame that Cronos doesn’t really make the most of its main idea. Instead, the overwhelming feeling I had was that I was just playing Dead Space again, swapping between the limited ammo in my pistol, shotgun, and rifle to blast away everything. Outside of rare encounters, the mechanics of merging and burning feel like massively underused and unimpactful parts of the game.

It’s a common feeling. Take your main objective of ‘rescuing’ the specific survivors. I use quotation marks there because the actual process of saving them is kept ominously vague, and is instead best described as extracting and absorbing their soul to gain the knowledge needed to save humanity.

It’s here when I thought Cronos might step up from its clear inspirations with some fresh ideas. Not only is there a morbid mirroring at play (wait, are we the baddies?), but those other lives bouncing around inside your head lead to all sorts of different visions and hallucinations, depending on the characters you choose to save.

In its cleverest moments, who’s knocking about in your noggin can influence the environment or completely change how you perceive things in the world to create some genuinely spooky moments. Once again, though, outside of less than a handful of instances, this idea isn’t explored any further when it’s rife for some really interesting, exciting, and unique possibilities.

It frustrates and disappoints me more than anything. I really want to be clear that Cronos: The New Dawn isn’t a bad game: it plays fine, looks good enough, and runs well. Although I’d stick to performance mode on consoles if you can to get a smooth 60fps, as the quality mode feels far too jittery.

I just can’t help but feel that with the way it relies so heavily on what worked in classic survival horror games from yesteryear, I may have travelled back two decades myself to play it.

Should I play Cronos: The New Dawn?

(Image credit: Bloober Team)

Play it if…

Don’t play it if…

Accessibility

Cronos offers a range of standard accessibility options, including three color blind modes for green, red, and blue color blindness, as well as the option to add clear interaction indicators and subtitles in multiple languages that can be fully customised in terms of size and color.

The game has one Normal difficulty setting, with a Hard mode unlocked after you finish the game once. To customise the difficulty, though, you can adjust settings to get a more generous aim assist and alter whether you hold or tap for quick time events.

A center dot can be added to help alleviate motion sickness, while the game also provides options to reduce or turn off camera shake and sway.

How I reviewed Cronos: The New Dawn

I played Cronos: The New Dawn for around 16 hours on a PlayStation 5 Pro on a Samsung S90C OLED TV using a DualSense Wireless Controller. I mainly played in Performance mode, but I also tried Quality mode for a brief time and found the graphical improvements minimal compared to the benefits of a smoother frame rate.

I swapped between playing audio through a Samsung HW-Q930C soundbar and a SteelSeries Arctic Nova 7, and I definitely suggest headphones for the best experience.

I completed the main game and spent a lot of time exploring the environment to uncover as much of the story and as many hidden extras as I could find.

Today’s best Cronos: The New Dawn deals

Cronos: The New Dawn: Price Comparison



Source link

September 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
Cronos: The New Dawn Review - Solid Survival Horror
Game Reviews

Cronos: The New Dawn Review – Solid Survival Horror

by admin September 3, 2025


Despite nearly sharing its name with a joyful Mario squid enemy, developer Bloober Team makes horror games almost exclusively, but its track record is spotty. Its last game, however, the 2024 remake of Silent Hill 2, was met with nearly universal acclaim. The positivity surrounding that game inspired confidence in Cronos: The New Dawn, and while there are some clear lessons the team has taken away from its time in foggy scary town, Bloober’s time-travel horror game is not without its pain points. If you’re in the mood for something that recalls games like Resident Evil 4 and Dead Space, though, Cronos might hit the spot.

 

Taking clear inspiration from the 1995 Terry Gilliam film, 12 Monkeys – a movie I like a lot – Cronos: The New Dawn follows the Traveler awoken without memory for a mission of such great importance that it is treated with religious reverence. A mysterious incident in 1980s Poland caused a horrific disease outbreak that infected humanity, turning us into violent, powerful monsters with the ability to merge together to become even more violent and powerful. The Traveler must survive the present and go back in time to extract the memories of important individuals to figure out what happened and hopefully prevent it.

The science-fiction premise is fascinating, and whether intentional or not, the art direction emulates the dangerous and hopeless mood of 12 Monkeys well. I was intrigued by the Traveler’s robotic devotion to the Collective and its mission to save humanity, but emotionally, I was left hanging. The ending devolves into difficult-to-track ambiguity that left me more confused than curious to learn more. It also doesn’t help that the protagonist is faceless. She never leaves her diving suit or removes her helmet, so moments meant to feel weighty and important often come off as goofy, with the performance relying on large swinging arm gestures.

The narrative’s shortcomings, however, are offset by generally solid survival-horror mechanics. The Traveler makes her way through the pre- and post-apocalyptic eras of Poland, finding keys to open doors, managing her inventory, keeping track of ammunition, and fighting monsters (named Orphans here) as conservatively as possible. The gameplay is familiar without ever straying too far out of the bounds of the genre, and I appreciated it for that. I was rarely surprised by the task at hand, but as a fan of survival horror, I welcomed the reliable and generally well-balanced gameplay.

Shooting feels pretty good, and the ability to charge every weapon for a stronger attack without expending extra ammo created intense moments of Orphans stumbling toward me while I waited to fire off a shot at the last second. The Traveler is also able to play with gravity later in the game, and it leads to some enjoyable visuals while maintaining the basic fun of the shooting.

 

I did miss the ability to do the quick 180-degree turn seen in comparable games and would occasionally get frustrated by not being able to do much to dodge enemy attacks outside of trying to run away. Cronos also frequently makes what are meant to be jump-scare moments damaging at best and lethal at worst. These always frustrated me because many are unavoidable, and I would die, and then the horror would evaporate on the second attempt because I knew what to look for. I signed up for a horror game, and I don’t mind getting jump-scared, but it shouldn’t always kill or nearly kill me. At that point, it’s more frustrating than frightening.

Cronos: The New Dawn has an excellent, thoughtful premise that feels dark and dangerous, but does a poor job of executing on its promising sci-fi ideas. A questionable religion born from trying to save the world in the face of a rampaging disease with clear parallels to the global pandemic we all recently experienced is great fodder for a story, but I was left shrugging my shoulders by the end. Thankfully, the gameplay, though familiar, offered plenty to pull me through the approximately 12-hour experience to see the end.



Source link

September 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
Cronos: The New Dawn review - Bloober matures with a twisty psychological horror
Game Reviews

Cronos: The New Dawn review – Bloober matures with a twisty psychological horror

by admin September 3, 2025


Cronos: The New Dawn is Bloober Team’s best original game yet. An immersive romp through a suffocating portrayal of 80s Poland, where your journey is far from what it first seems.

Cronos: The New Dawn invites you into a rich and authentic representation of 1980s-era communist Poland in the wake of a terrifying cataclysm – The Change – that has completely wiped out humanity. This strange disease has rendered mankind into grotesque beings, set on merging into aggressive clumps of biomass and in the process becoming all-powerful. It’s our protagonist’s job – the Traveler, ND-3576 – to travel back in time and ‘awaken’ lost souls who refuse to move on. The one key imperative to note here, when you aren’t soaking in all the impending doom, is: don’t let them merge. The game won’t let you forget this in a hurry.

Cronos: The New Dawn review

Survival horror enthusiasts will be glad to hear that Cronos: The New Dawn has all the markings of some of the genre’s biggest cult classics: Dead Space, Resident Evil, Alan Wake, and Silent Hill are pulsing through the roots of the biomass-coated environments you’ll be battling with here. But don’t be fooled: this is no Dead Space clone, and despite initial appearances, in no way are Cronos’ borrowed elements done on the cheap. Bloober Team has successfully created something wholly distinct, mixing the best parts of these games into something authentically new, and in turn showcasing everything it has learnt from the development of the exceptional Silent Hill 2 Remake. In many ways this is Bloober Team’s strongest original work yet.

Storytelling especially – through notes, newspaper clippings, the environment, and the souls of those who remain trapped in the past – is where Cronos shines, with the most attentive of players being rewarded for truly immersing themselves, and taking the time to explore everything this haunting world has to offer. Stepping into the hefty boots of Traveler ND-3576, you’ll travel back in time to reclaim the trapped souls of those who died to The Change, all at the whims of the mysterious Collective. This organisation and their goals are never truly explained; instead, it’s left to you – and ultimately the Traveler – to figure out what their real goal is. As the Traveler initially adheres to the commands of The Collective mindlessly and robotically, those that she meets begin to make this morph into a much more personal story of the implications of The Change, and the fact that many refuse to move on from it.

Here’s Eurogamer’s video team detailing Cronos: The New Dawn for you.Watch on YouTube

As is to be expected from Bloober Team by now – who are growing from a slightly hit-and-miss studio to one with genuine expertise in psychological horror – there’s a lot more that lurks beneath the surface. Nothing is as it first seems, and by the end your expectations of this story will have been upturned for the better.

Many of the answers you’ll be searching for here won’t be given to you, but found, by carefully taking in your environment and paying close attention to decorations, graffiti, littered debris, and more. Some of these are small, pointed moments – take, for example, a fellow traveller you meet with a prosthetic, robotic arm and leg; in the next area he sends you to, just a short walk away, you’ll find something that looks an awful lot like a pair of dismembered traveller’s limbs. Others are more significant to the story at large; countless theories about The Change can be found in intimate diary entries from the deceased, with your own theories forming as you encounter audio logs from fellow Traveler’s, scientists, and military personnel, or graffiti and comic-books depicting artistic representations of the experience of The Change… and the Traveler’s part in it.

While wading through decaying buildings and diving through time and space, it’s your job to track down people who were key to the Change to extract their souls with a device called the harvester, a contraption that could be straight out of A Nightmare on Elm Street which sees needle-sharp blades extend like claws from the traveler’s suit. As you make your way through this ruined take on 80s Poland – accompanied by a synthy, 80s-era soundtrack, as well as the guttural noises of foes to constantly put you on edge – you’ll meet the elusive Warden, a guide to other Travelers who immediately appears to have motives of his own. But what exactly are those motives? It’s queries like this that’ll keep you enthusiastically pressing on.

Image credit: Bloober Team

ND-3576’s bid to awaken those lost to The Change soon becomes a quest to extract whoever can give her the most answers about this affliction, her role in it, and her true identity. It’s selfish, really, but you’ll soon find that a lot of the characters in this harrowing tale are only out to serve themselves (for the most part). You can’t trust anyone. Through the influence of The Warden, and the questions raised by the lost souls she meets, this stoic Traveler – who often feels robotic – slowly becomes more human. She stops blindly following orders to extract specific targets and starts to question what The Collective’s real motives are, whether she could have been responsible for The Change, and who she really is under that heavy-metal suit.

Without sharing too much, as you meet more people it becomes apparent that you’re playing as the person that everyone thinks is the bad guy (which I find quite interesting – it’s something we don’t often get to do in a genre usually intent on casting you as the everyman-slash-cop-slash-special agent that’s typically at least trying to come to the rescue). People are hostile towards the Traveler, scared of her, and convinced she’s the one who’s responsible for The Change that has robbed them of their lives. As a result, you’re constantly battling with whether or not you’re helping these people, or whether you’re the monster they’ve been led to believe you are. As the Traveler slowly becomes less robotic, and more intent on getting answers about The Change and her employer, The Collective’s part in it, so do you. This slow and steady development from robotic worker to human – of both the Traveler and the Warden, as they grow to learn more about the human experience – is heartwarming, but also concerning. You’re prompted to wonder who these characters really are beneath the suit, and what their true intentions may be. (I’d love to elaborate here but, alas: spoilers).

Image credit: Bloober Team

Cronos’ darker truth is where the real meat of this story lies, the thing that sees you constantly pressing forward in search of answers (“Tell me, what exactly happened in the Steelworks?”). Or at least pressing forward in-between moments spent petting the collectable cats, a much-needed bit of respite in this otherwise lawless land, where nowhere and nobody is safe.

While Cronos: The New Dawn stands out where its story and character development is concerned, gameplay sometimes left a little more to be desired. Cronos plays most similarly to a Resident Evil game, where inventory management is incredibly important and resources are scarce, and while I welcome the challenge, Cronos falls into the frustrating category rather than fun more often than I’d like.

The upside is, as I mentioned above, that Cronos: The New Dawn may borrow plenty of things from other horror series, but it rarely feels derivative. In fact the end result feels genuinely refreshing in a genre that so often sticks to its trusted formats. One of the more unique elements, for instance, is that merge system, which is effectively the direct opposite of Dead Space’s dismemberment system – and something you will need to give very careful consideration to throughout Cronos. By leaving the corpses of Orphans behind – Orphans being the range of enemies you face, those who have been sadly inflicted by the plague that was The Change – you run the risk of new ones merging with their bodies, becoming even more formidable in the process. And you don’t want to be wasting ammunition in Cronos by any means.

Image credit: Bloober Team

Likewise, extracting the essences of people, the Traveler’s main objective, isn’t as redundant as you first think; these essences offer different perks for your build, such as one character’s essence letting you deal more damage to burning enemies, or another allowing you to retrieve 10 percent more Energy (your in-game currency), with trade-offs coming from the limit to how many of these you can store. These also lead to some of Cronos’ most interesting, hallucinatory moments: the souls that the Traveler harvests ultimately haunt her physically, with their frustrations – and therefore their presence – only becoming more prevalent throughout the game. Be prepared for jump-scares (not that you ever can be).

By the same token, those who dismiss the merge system will soon find it comes to bite them. There’s a reason the game is constantly reminding you “don’t let them merge” and “burn their bodies”; adhere to that, or you might as well be playing on hard mode. And the unique tools provided in Cronos are again part of that sense of newness – an Emitter that lets you manipulate time oddities to traverse new terrain, Gravity Boots that let you walk on walls and fly from platform to platform, a Conductor that creates electrical paths to power generators. All provide puzzle-solving aspects to an otherwise combat-heavy game, and grant some relief from otherwise brutal fights. That said, the Gravity Boots and Platforms are perhaps the weakest of these, sometimes feeling quite repetitive and maybe a tad gimmicky. The game is self-aware of what it’s doing though; it knows it can be repetitive in places (especially where turning on generators is concerned) and the Traveler says as much. And those tools – and new weapons – are at least provided at a pace that keeps things from getting tiring.

Image credit: Bloober Team

Similarly important to concentrate on is your inventory, which is again where some minor frustrations can creep in. Games that focus on inventory and resource management aren’t new by any means, but it’s taken to a whole new level here, and for the most part forms the kind of challenge I think survival horror veterans will welcome. Those less well versed might find themselves struggling, however. You can only carry a select amount of crafting materials and items (which can be upgraded over time using an upgrade item, found through exploration, called Cores), and it means you must strategically plan your enemy encounters. You don’t want to waste ammunition on uncharged shots, nor do you want to waste explosives, so you’re very quickly forced to take combat a little slower and learn from any mistakes you make (such as letting them merge!). Mastering this then makes encounters easier, and it’s rewarding to feel your character become more powerful – not just because of the upgrades offered to you, but because you’re learning that the combat priority here isn’t always just shooting. (And when ammunition does get low and things do get ropey, the environment’s always there to be used to your advantage; more often than not, there’s a canister or two waiting to be blown up.)

Prioritise your inventory upgrades early, as well as the firepower of your weapons, and you’ll be off to a good start, but without careful consideration of your upgrades and resources, Cronos: The New Dawn can later become a matter of constantly running back and forth from save points, simply because you’ve found yet another key item and once again have no room for it. Add the horrors that are the Orphans – and the Merge mechanic – into the mix, and you’ll regularly find yourself in some very troubling situations. Fortunately, while mistakes can and very likely will be made here, the opportunity to re-spec your build or simply change your approach is available and encouraged.

Between inventory management and the merge system, Cronos requires strategic approaches to fights, and you’ll want to be prepared to die plenty. Various bouts with waves of Orphans saw me coming back with new strategies (and more explosives). Rewarding as that can be, the pitfall that Cronos falls into is that some of these combat sequences, where there are an abundance of Orphans on your tail or you’re forced to fight many in a closed space, are more difficult than boss encounters. Perhaps this is intentional, but it made a few boss fights (excluding two later fights in the game, which you should otherwise definitely look forward to) feel underwhelming.

Image credit: Bloober Team

At the best of times, combat and traversal is punchy and satisfying. Firing off charged shots, switching between powerful weapons and tools, watching enemies explode as you kite around beautifully, faithfully crafted environments that, despite their decay, display the beauty of Poland – it’s all good fun. At the worst of times, however, Cronos is a real test of patience, and can lead you to lean into cheesing certain moves for survival. Stomping is mapped to the same button as shooting, which means accidentally slamming your foot on things is easily done, while it’s easy to fall into simply kiting enemies to explosive canisters.

Without careful resource management, too, you can find yourself trapped in some very challenging combat sequences without enough ammo or explosives to navigate them – Orphans everywhere, merging away with abandon. This often saw me spending my hard-earned Energy on ammunition, rather than saving for the upgrades I wanted, and that was with real concentration on preventing enemies from merging to the best of my ability. I’ll be the first to admit I could’ve always managed my resources better – don’t make the same mistakes I did! – and maybe this is simply a skill issue. But this still feels like it can get a little out of hand.

Cronos: The New Dawn accessibility options

Aim assist, revisitable tutorials, and colourblind options. Customisable subtitles (size, transparency, dyslexia-friendly font), adjustable sensitivity and fully remappable inputs for keyboard and controllers. Independent sliders for music, dialogue, and sound effects. Adjustable interaction indicators, toggles for sprinting, and QTEs input method can be adjusted. There are flashing light effects that cannot be turned off. Camera shake and sway can be turned off. Motion blur can also be turned off, though there are scenes later in the game where this seems to occur regardless of this setting. No lower difficulty modes.

While I have my qualms with some aspects of Cronos: The New Dawn’s combat and inventory systems (and even had a less-than-pleasant issue that saw the final boss despawn mid-fight for me) what I absolutely can’t deny is that Bloober Team has created an incredibly immersive adventure – one that can test your concentration and strategy as much as your patience. Persevere through demanding fights and use the environment to your advantage, and you’ll find plenty to enjoy here. Cronos’ jumpscares got me on more than once occasion; its story of disease, identity, and companionship will tug at your heartstrings between all the horror; and through the exquisite execution of 1980s Poland – Bloober Team’s home country – and it’s detailed environmental storytelling, you can see just how much passion has gone into this brutal excursion. Cronos: The New Dawn is ultimately a showcase of Bloober Team’s strengths; both the lessons it’s learned from previous games and the major success of the Silent Hill 2 Remake. And crucially it’s also something new, a game where you have to bring something of your own to it, to piece together and find meaning in its elusive story, and to devise strategies for survival. The end result is worth all the struggle.

A copy of Cronos: The New Dawn was provided for this review by Bloober Team.



Source link

September 3, 2025 0 comments
0 FacebookTwitterPinterestEmail
100 New Sci-Fi, Fantasy, and Horror Books for September
Gaming Gear

100 New Sci-Fi, Fantasy, and Horror Books for September

by admin September 2, 2025


September brings with it io9’s biggest list of new books so far this year, with an emphasis on horror titles as the days grow shorter. That said, there are still plenty of sci-fi adventures and fantasy tales on the way.

September 1 and 2

© Fairwood Press LLC, Tor Books

Kingdom of Tomorrow by Gena Showalter 

“A fusion of modern and fantastical worlds, where a young woman must navigate a secret society, uncover a shocking enemy… and resist an undeniable attraction.” (September 1)

Bees in June by Elizabeth Bass Parman 

“With a captivating blend of Southern grit, magical realism, and an empowering journey of self-discovery, Bees in June is a tender reminder of the healing power of community, second chances and the quiet magic all around us.” (September 2)

Beyond All Reasonable Doubt, Jesus Is Alive! by Melissa Lozada-Oliva 

“An ethereal and revelatory short story collection about faith, delusion, and the demons that can’t get enough of us.” (September 2)

Boudicca’s Daughter by Elodie Harper 

“The notorious warrior queen who led a legendary rebellion in 60 CE against the Roman Empire in Britain” comes to life in a book that “follows Boudicca’s meteoric rise and devastating fall through the eyes of her youngest daughter, Solina, who seeks revenge against Rome.” (September 2)

By the Horns by Ruby Dixon 

In this sequel to Bull Moon Rising, “a woman with a deadly magic secret needs the help of the minotaur she’s trying to forget.” (September 2)

Changelog by Rich Larson 

“Ranging in length from byte-sized drabbles to elaborate novelettes, the 26 stories assembled in Changelog rove from the sands of biopunk West Africa to the scarred hull of a generation ship to the dismantling of time itself—exploring the symbiosis of humanity and technology at every stop.” (September 2)

Head Witch in Charge by Avery Flynn 

“When two witches with a tangled history are forced to team up, it spells disaster in this steamy rom-com.” (September 2)

Honeyeater by Kathleen Jennings 

“A richly imagined dark fantasy that pulses with the beautiful destruction of a town reclaimed by the natural world.” (September 2)

A Land So Wide by Erin A. Craig 

“Playfully drawing from Scottish folklore, Erin A. Craig’s adult debut is both a deeply atmospheric and profoundly romantic exploration of freedom versus security: a stunning celebration of one woman’s relentless bravery on a quest to reclaim her lost love—and seize her own future.” (September 2)

Livewire by Sarah Raughley 

“Amanda McKee is a psiot, an evolved subspecies of humanity with mysterious psychic powers … the ability to talk to machines, control technology, and even see into a secret parallel world that exists inside computers.” Her complicated existence gets even more so when a man from the future appears, intent on killing her to prevent what he says is her role in destroying the human race. (September 2)

Making History by K.J. Parker 

In this dark fantasy tale, “a group of scholars must do the impossible for a ruthless king. The cost of refusal, of course, is death.” (September 2)

Moonflow by Bitter Karella 

“A gloriously queer and irreverent psychedelic trip into the heart of an eldritch wood and the horrors of (cis)terhood.” (September 2)

The Nga’phandileh Whisperer by Eugen Bacon 

“A glossary of Bantu, Afrocentric, and made-up words complements this genre-bending, cross-cultural novella. Something beautiful, something dark in lyrical language packed with affection, dread, anguish, and hope.” (September 2)

Night & Day edited by Ellen Datlow 

“A horror anthology with one side featuring stories about what haunts the night while the other side showcases the terrors that can exist in the light of day in this new addition to the Saga Doubles series.” (September 2)

The Shattered King by Charlie N. Holmberg 

“A captive healer and a mysterious prince are drawn to each other in the midst of war and magic in a beguiling dark fantasy.” (September 2)

These Dreaming Spires: A Dark Academia Anthology edited by Marie O’Regan and Paul Kane

“A beguiling, sinister collection of 12 more dark academia short stories from masters of the genre, including Olivie Blake, Genevieve Cogman, MK Lobb and more.” (September 2)

Tracer by Brendan Deneen 

“A fast-paced sci-fi romance adventure that sends one mercenary on a dangerous mission across a postapocalyptic landscape.” (September 2)

Wild Reverence by Rebecca Ross 

This tale is “set in the world of the gods first introduced in Divine Rivals” and “delivers a sweeping, beautiful adult novel filled with tension, romance, and dark secrets.” (September 2)

September 9

© Zando, Berkley

Acquired Taste by Clay McLeod Chapman 

“Packed full of humanity, humor, and above all, relentless creeping dread, Acquired Taste is a timely descent into the mind of one of modern horror’s finest authors.” (September 9)

The Burial Tide by Neil Sharpson

“Drawing on the creatures and horrors of Irish folklore, The Burial Tide unearths our darkest truths: how far we’d go to win our freedom, and how quickly our desires can become monstrous.” (September 9)

Coffin Moon by Keith Rosson 

“A Vietnam veteran and his adopted niece hunt—and are hunted by—the vampire that slaughtered their family.” (September 9)

David Lynch: His Work, His World by Tom Huddleston 

“An in-depth, richly illustrated exploration of the work and life of cinema and TV’s greatest cult creator.” (September 9)

The Gnomes of Lychford by Paul Cornell 

“Gnomes, witches, and podcasters clash for the future of the village of Lychford in this delightful conclusion to the Witches of Lychford series.” (September 9)

The Haunting of William Thorn by Ben Alderson 

“How to Sell a Haunted House meets The Haunting of Hill House in this split timeline queer romance, set against the backdrop of a haunted English manor.” (September 9)

A Hexcellent Chance to Fall in Love by Ann Rose 

“In this slightly spooky paranormal romance, will two women finally break their curse and get the happily ever after they’ve fought for?” (September 9)

The Hexologists: A Tangle of Time by Josiah Bancroft 

“The second book following the adventures of the Hexologists, Iz and Warren Wilby, as they tackle a case that could redefine the nature of magic itself.” (September 9)

House of Idyll by Delilah S. Dawson 

“A darkly seductive tale of beautiful rock stars, sinister cults, and a magical oasis where dreams come true… for a price.” (September 9)

The Macabre by Kosoko Jackson 

“A stand-alone novel blending time travel and globe-hopping adventure, art history, and dark fantasy about magical paintings and the lengths people will go to collect them, destroy them… or be destroyed.” (September 9)

The Maiden and Her Monster by Maddie Martinez 

A healer’s daughter strikes a surprising deal with the monster lurking in the nearby woods, then must contend with an even bigger threat in this story “rooted in fairy tales, folklore, and sapphic romance.” (September 9)

Pantomime by L.R. Lam 

The first in “a fantasy trilogy about a circus aerialist’s quest to escape his past and decipher the magical prophecy that will shape his future.” (September 9)

Play Nice by Rachel Harrison 

“A woman must confront the demons of her past when she attempts to fix up her childhood home in this devilishly clever take on the haunted house novel.” (September 9)

They Fear Not Men in the Woods by Gretchen McNeil 

“When Jen Monroe hears her father’s remains have been found, she returns home to disprove his death, only to find the forests of rural Washington are hiding something ancient and dangerous.” (September 9)

An Unbreakable World by Ren Hutchings 

“A petty thief is kidnapped to take part in the heist of a lifetime in this space opera.” (September 9)

We Are Always Tender With Our Dead by Eric LaRocca 

“The disturbing first installment of a new trilogy of intense, visceral, beautifully written queer horror set in a small New England town.” (September 9)

September 16

© Blackstone Publishing, Inc., Berkley

American Werewolves by Emily Jane 

This satirical tale “brings readers from the wilds of the New World to the opulent board rooms and golf courses of the 21st century, where devouring the weak is an American birthright as old as the country itself.” (September 16)

Among the Burning Flowers by Samantha Shannon 

“A story of human resilience in the face of dire circumstances, Among the Burning Flowers leads readers through the gripping and tragic events that pave the way for the opening of The Priory of the Orange Tree.” (September 16)

The Audition for the Fox by Martin Cahill 

“In this stellar debut fantasy, a trickster Fox god challenges an underachieving acolyte to save herself by saving her own ancestors. But are Nesi and her new friends from the past prepared to defeat the ferocious Wolfhounds of Zemin?” (September 16)

The Enduring Universe by Kritika H. Rao 

“The explosive and reality-shattering Rages trilogy, started by The Surviving Sky, concludes as Ahilya and Iravan fight one last time to save everything they’ve ever loved—the survivors of humanity, their families, their home, and each other.” (September 16)

The Ever Queen by LJ Andrews 

“With his queen missing, the king’s wrath knows no boundaries.” (September 16)

Exiles by Mason Coile 

“A terrifying locked-room mystery from the author of William—this time set on a remote outpost on Mars.” (September 16)

The Faerie Morgana by Louisa Morgan 

“In this atmospheric and bewitching novel, Louisa Morgan reimagines the story of Morgan Le Fay, one of the most enigmatic and powerful women in Arthurian legend.” (September 16)

Fiend by Alma Katsu 

“Historical horror maven Alma Katsu turns her talents to the modern world for the first time, in this terrifying tale about an all-powerful family with an ancient evil under its thumb.” (September 16)

Hopelessly Teavoted by Audrey Goldberg Ruoff 

“After the deaths of his parents, a witch returns to his spooky family manor and joins forces with his former crush when his parents’ spirits warn them of a sinister threat in this witty and lyrically unique rom-com.” (September 16)

If Looks Could Kill by Julie Berry 

“A true-crime-nail-biter-turned-mythic-odyssey pitting Jack the Ripper against Medusa. A defiant love song to sisterhood, a survivors’ battle cry, and a romantic literary tour de force laced with humor.” (September 16)

Love at First Fright by Nadia El-Fassi 

“In this paranormal spicy age-gap romance, a successful author—whose novel is being adapted into a movie—clashes with the actor cast as the male lead, all in a cozy mansion filled with friendly ghosts.” (September 16)

A Ruin, Great and Free by Cadwell Turnbull 

The Convergence Saga concludes as “the inhabitants of Moon have been very fortunate in the intervening months. Inside their hidden monster settlement, they’ve found peace, even as the world outside slips into increasing unrest. Monsters are being hunted everywhere, forced back into the shadows they once tried to escape from. Other secret settlements have offered a place to hide, but how long can this half-measure against fear and hatred last?” (September 16)

The Shattering Peace by John Scalzi 

“After a decade, acclaimed science fiction master John Scalzi returns to the galaxy of the Old Man’s War series with the long-awaited seventh book.” (September 16)

The Sleep of Empires by David Annandale 

“Eloran is a world of imperious elves, fractious human realms, and the hated, skeletal kaul—with each nation poised to grasp at any advantage over the others … A chance encounter with a pair of mercenaries leads Latanna to a lost crown, a relic of forces the world has tried desperately to forget, and gives her the means to break free from her corrupt family—but at a terrible price.” (September 16)

The Summer War by Naomi Novik 

“A young witch who has inadvertently cursed her brother to live a life without love must find a way to undo her spell.” (September 16)

Sunward by William Alexander 

“This story of found family follows a planetary courier training adolescent androids in a solar system grappling with interplanetary conflict after a devastating explosion on Earth’s moon.” (September 16)

To Clutch a Razor by Veronica Roth 

This sequel to When Among Crows “pulls from Slavic folklore to explore family, duty, and what it means to be a monster.” (September 16)

Uncharmed by Lucy Jane Wood 

“A ‘perfect’ witch must learn to embrace imperfection and live for herself in this spellbinding cozy fantasy sprinkled with love, laughter, and magic.” (September 16)

Veil by Jonathan Janz 

“A heart-stopping story of one father who will stop at nothing to save his family.” (September 16)

The Whistler by Nick Medina 

“A young man is haunted by a mythological specter bent on stealing everything he loves in this unsettling horror.” (September 16)

Wickedly Ever After by R. Lee Fryar 

“In this (delightfully screwball) fairy tale romp, even the most wicked deserve their happily-ever-after.” (September 16)

September 23

© S&S/Saga Press, Tor Nightfire

Alchemised by SenLinYu 

“In this riveting dark fantasy debut, a woman with missing memories fights to survive a war-torn world of necromancy and alchemy—and the man tasked with unearthing the deepest secrets of her past.” (September 23)

Beings by Ilana Masad 

This novel “based on true events asks whether extraterrestrial life might be what ties us to one another, to history, and to reality itself.” (September 23)

Body of Water by Adam Godfrey 

“A wildly inventive, sinister thriller following an estranged father and daughter who find themselves trapped in a diner by a living body of water.” (September 23)

In the Dragon’s Wake: The Ashen War Saga Book II by Dan Le Fever 

This sequel to The Ashen War delves “further into the cultures and peoples in the post-apocalyptic world of a vastly changed 1910 America,” as “James Barlow must come to terms with his violent nature and what it means to those he’s chosen to protect.” (September 23)

The Revelation Space Collection Volume 1 and Volume 2 by Alastair Reynolds 

These two separate volumes gather “the complete collection of tales set in the Revelation Space universe.” (September 23)

Road Trip With a Vampire by Jenna Levine 

“A vampire who can’t remember his past and a witch with secrets of her own hit the road in this zany, cross-country romantic comedy from beloved author Jenna Levine.” (September 23)

Slashed Beauties by A. Rushby 

“A gothic feminist body horror in two timelines revolving around three Anatomical Venuses—ultrarealistic wax figures of women—that come to life at night to murder men who have wronged them.” (September 23)

A Spell for Winter’s Heart by Morgan Lockhart 

“In this holiday romance with an enchanting twist, a magic-averse witch returns home to save her small town’s beloved winter festival in time for the holidays with the help of her estranged coven and distractingly handsome childhood rival.” (September 23)

Spread Me by Sarah Gailey 

“A routine probe at a research station turns deadly when the team discovers a strange specimen in search of a warm place to stay.” (September 23)

Terms of Service by Ciel Pierlot 

“When her cousin gets kidnapped by a dastardly trickster, Luzia is forced to sell herself in servitude to the Eoi in exchange for his life. But the terms of the deal turn out to be much more complicated than she ever imagined.” (September 23)

Thief of Night by Holly Black 

Sequel to Book of Night. “There’d always been something wrong with Charlie Hall. Crooked from the day she was born. Never met a bad decision she wasn’t willing to double down on. She may be good enough to steal a shadow from a tower, but will she be good enough to steal back a heart?” (September 23)

This Inevitable Ruin by Matt Dinniman 

“Carl and Princess Donut are ready to battle it out in the epic seventh book in the Dungeon Crawler Carl series—now with bonus material exclusive to this print edition.” (September 23)

The Unfathomable Curse by Courtney Smyth 

“A witty, witchy fantasy murder mystery packed with ancient magic and fiendish puzzles. When Cornelia’s twin sisters are taken by the Wickermere Reaper, Mallory, Diana and Theodore must race against time to uncover the buried secrets of the Broadwicks before it’s too late.” (September 23)

We Love You, Bunny by Mona Awad 

“Frankenstein by way of Heathers, We Love You, Bunny is both a prequel and a sequel and an unabashedly wild and totally complete stand-alone novel. Open your hearts, Bunny, to another dazzlingly original and darkly hilarious romp in the Bunny-verse.” (September 23)

What Fury Brings by Tricia Levenseller 

“A sexy, empowering romantasy featuring a warrior general who must kidnap and train a husband in order to take her rightful place as queen.” (September 23)

Why I Love Horror edited by Becky Siegel Spratford 

“A captivating anthology and heartfelt tribute to the horror genre featuring essays from several of the most celebrated contemporary horror writers, including Grady Hendrix, Paul Tremblay, Stephen Graham Jones, Josh Malerman, Victor LaValle, Tananarive Due, and Rachel Harrison.” (September 23)

September 30

© ECW Press, Flatiron Books

The Autumn Springs Retirement Home Massacre by Philip Fracassi 

This unconventional slasher mystery is set in a retirement community and stars a 70-something Final Girl. (September 30)

The Captive by Kit Burgoyne 

“A satirical Rosemary’s Baby for our conspiratorial present in which anti-capitalist activists unwittingly unleash terrifying demonic forces when they kidnap a pregnant heiress.” (September 30)

Crossroads of Ravens by Andrzej Sapkowski 

“A new standalone novel following fantasy’s most beloved monster hunter, Geralt of Rivia, on his first steps towards becoming a legend.” Read an excerpt from this latest Witcher tale here. (September 30)

Daedalus Is Dead by Seamus Sullivan 

“A delirious and gripping story of fatherhood and masculinity, told through the reimagined Greek myth of Daedalus, Icarus, King Minos, Ariadne, and the Minotaur.” (September 30)

Dinner at the Night Library by Hika Harada, translated by Philip Gabriel 

“Literary misfits” who gather and work at a library displaying works by deceased authors band together when a series of strange events endanger the museum-like sanctuary. (September 30)

Falling in a Sea of Stars by Kristen Britain 

“Magic, danger, and adventure abound for messenger Karigan G’ladheon in the eighth book in the Green Rider fantasy series.” (September 30)

Fate’s Bane by C.L. Clark 

In this “tragic sapphic adventure,” peace among the clans of the fens is threatened when a surprising love awakens a new magic. (September 30)

First Contact by Becky Ferreira 

“A narrative and visual exploration of humanity’s age-old search for and fixation with extraterrestrials.” (September 30)

The First Thousand Trees by Premee Mohamed 

“This stunning novella concludes the story Mohamed started in The Annual Migration of Clouds and continued in We Speak Through the Mountain, bleaker than ever but still in search of a spark of hope in the climate apocalypse.” (September 30)

The Heist of Hollow London by Eddie Robson

Two clones who exist to serve as backups for important executives scramble when their corporate owners go out of business. Their new owner is a scientist who promises them freedom—if they can pull off a dangerous heist. (September 30)

Horror’s New Wave: 15 Years of Blumhouse by Blumhouse with Dave Schilling 

“Celebrate legendary horror studio Blumhouse’s legacy with this lavishly illustrated visual compendium that takes you behind the scenes of the films that have reshaped the horror genre, from The Exorcist to the Paranormal Activity and Halloween franchises.” (September 30)

How to Defeat a Demon King in Ten Easy Steps by Andrew Rowe 

“The LitRPG bestseller releasing in a stunning new deluxe hardcover edition, now with a new Afterword.” (September 30)

The Infernus Gate by Anthony Ryan 

“The thrilling conclusion to the epic saga of the Seven Swords.” (September 30)

Level: Apocalypse by David Dalglish 

In this “epic fantasy isekai LitRPG,” set “inside the mysterious Artifact world of Yensere, Nick has scored a major victory in the war against God-King Vaan, but now the true test of power has begun, and it won’t end until either Nick or Vaan are truly dead.” (September 30)

A Mannequin for Christmas by Timothy Janovsky 

“A Christmas romance for Barbie fans who wished Ken and Allan got their own love story.” (September 30)

A Philosophy of Thieves by Fran Wilde 

“Robin Hood meets Parasite meets Six of Crows in multi-award-winning author Fran Wilde’s thrilling, high-tech adventure heist wrapped in a futuristic fantasy where thieves are entertainment for the wealthy.” (September 30)

Princess of Blood by Sarah Hawley 

“Once a servant, now a princess, a young woman thrust into power challenges everything about the underground Fae realm in the spellbinding sequel to Servant of Earth.” (September 30)

Saltcrop by Yume Kitasei 

“The epic tale of two sisters who sail across oceans to find their missing third sister―and Earth’s environmental salvation.” (September 30)

The Secret of Orange Blossom Cake by Rachel Linden 

“A magical cookbook and a summer on her family’s Italian olive farm help a brokenhearted social media chef cook up a satisfying new life in this delectable novel.” (September 30)

Shadowman by Shola Adedeji 

“In this thrilling origin story, one young man finds himself in the middle of a war between powerful gods, and tasked with saving the city he holds dear.” (September 30)

The Shocking Experiments of Miss Mary Bennet by Melinda Taub 

“An utterly fantastical and undeniably queer melding of Pride and Prejudice and Frankenstein that recasts Mary Bennet as an insatiable scientist, one who creates a monster in an attempt to save herself from spinsterdom.” (September 30)

Silver and Lead by Seanan McGuire 

The October Daye series continues as “Toby Daye is thrust once again into danger… and this time she has more than ever to protect.” (September 30)

So Blooms the Dawn by Julie C. Dao 

“Freshly vampiric Lucy Westenra thirsts for revenge in the second and final book of this Dracula retelling.” (September 30)

The Sovereign by C.L. Clark 

“The Sovereign brings princess Luca and soldier Touraine together one last time in the thrilling conclusion to C. L. Clark’s beloved queer political fantasy trilogy.” (September 30)

What Stalks the Deep by T. Kingfisher 

The Sworn Soldier continues as Alex Easton heads to West Virginia to explore a haunted coal mine. (September 30)

Who Will You Save? by Gareth L. Powell 

“With settings ranging from the dead sands of Mars to the seedy backstreets of Amsterdam and Buenos Aires, these action-packed tales explore mind-bending ideas through the eyes of unforgettable and all-too-human characters. As their lives implode around them, will they use the moment to save their own skins, or to find a way to make up for past misdeeds?” (September 30)

Widow’s Point: The Complete Haunting by Richard Chizmar and W.H. Chizmar 

“A riveting found footage narrative about doomed thrill-seekers trapped in a haunted lighthouse.” (September 30)

Wings of Tabat by Cat Rambo 

“In the final book of Cat Rambo’s magical Tabat Quartet, we return to the city of Tabat, where Humans and magical Beasts coexist—but uneasily. The exploited Beasts, used for both their labor and their very bodies, are finally fighting back, and turmoil abounds in the city.” (September 30)

Witch of the Wolves by Kaylee Archer

“Caught between spells and savage beasts, Cordelia Levine must unravel the secrets of her dual heritage—half witch, half werewolf—and face her desire for the one creature who holds her future in his hands.” (September 30)

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

September 2, 2025 0 comments
0 FacebookTwitterPinterestEmail
Horror Icons Are Getting the Baby Yoda Treatment
Gaming Gear

Horror Icons Are Getting the Baby Yoda Treatment

by admin September 1, 2025


It seems these days most major franchises want to cash in on that Star Wars Baby Yoda money by making their own adorable version of something within any given fandom. We saw it last year with the debut of Baby Beetlejuice in Beetlejuice Beetlejuice, and now this year we have Spirit Halloween‘s Horror Babies.

The cuteness aggression is too real with Terrifier star Art the Clown—plus Chucky, Ghostface, lil’ Michael Myers, Leatherface, Pennywise, and others, all featured as infants in the Spirit Halloween line. You just want to hold them and let them love you to death, ya know? We particularly love Pink Ghostface and the sunglass-wearing Art, who delight with bold, bright colors and playful poses.

Take a look at the lineupbelow!

 

According to Spirit Halloween, the dolls range in price from $15 for the mini to $55 for the full-size. The smaller options appear to be in stores and have dimensions of 4″ H x 2.8″ W x 4″ D.

Meanwhile, the ones that approximate the size of actual human babies are made of foam filled with latex and are 12.5″ H x 12.5″ W x 8.8″ D. Some of the bigger ones will be available at the seasonal Halloween pop-up but others, like Leatherface and Pink Ghostface, appear to be online only. These are so good and, honestly, a good chilling chibi take on iconic horror titans that fans will definitely add to their collections. Happy Halloween hunting!

Find them online at Spirit Halloween or in stores.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



Source link

September 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
DAAPrivacyRightIcon
Product Reviews

Two thrilling horror novels in one

by admin August 31, 2025


Once again (or twice, really, because this book is two novels in one), Stephen Graham Jones delivers on some really gripping, fun horror that spins some classic tropes into something unexpected. This double feature contains The Babysitter Lives and Killer on the Road, the first being a story about a night of babysitting gone horribly, supernaturally wrong on the eve of Halloween, and the latter a road trip from hell situation in which a hitchhiker-targeting serial killer sets his sights on a runaway teen and her friends. The Babysitter Lives was previously available as an audiobook exclusive, so fans may already be familiar with that one.

Killer on the Road hooks you immediately with its “Chapter 0” cold open, which pretty much gives you a sense of how things are going to be from then on out (brutal). It’s wonderful in the gory, stressful, horrifying-but-also-humorous way SGJ does so well. The Babysitter Lives is a brutal and chaotic time, too, and it managed to genuinely give me the creeps when I stayed up way too late reading it. Without giving too much away, something ain’t right about the house this babysitter shows up to work at. These were so fun to read.



Source link

August 31, 2025 0 comments
0 FacebookTwitterPinterestEmail
  • 1
  • 2
  • 3
  • 4
  • 5

Categories

  • Crypto Trends (1,098)
  • Esports (800)
  • Game Reviews (772)
  • Game Updates (906)
  • GameFi Guides (1,058)
  • Gaming Gear (960)
  • NFT Gaming (1,079)
  • Product Reviews (960)

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5
  • The 10 Most Valuable Cards

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025
  • How to Unblock OpenAI’s Sora 2 If You’re Outside the US and Canada

    October 10, 2025
  • Final Fantasy 7 Remake and Rebirth finally available as physical double pack on PS5

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • This 5-Star Dell Laptop Bundle (64GB RAM, 2TB SSD) Sees 72% Cut, From Above MacBook Pricing to Practically a Steal

    October 10, 2025
  • Blue Protocol: Star Resonance is finally out in the west and off to a strong start on Steam, but was the MMORPG worth the wait?

    October 10, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close