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Apple I
Product Reviews

An original Apple I PC just sold for $500K and now I’m frantically ransacking boxes of old PC and Apple kit for my retirement fund

by admin September 23, 2025



An original Apple I computer just hit $475,000 in an auction sale (via Tom’s Hardware). The Apple I was conceived as a bare circuit board for which enthusiasts would build their own case, but this unit was one of 50 made for Byte Shop and sold with a natty wooden case. Only nine of the 50 are known to survive today.

Apart from the sheer portent of an original Apple I and the particular rarity of this version (it’s thought there were only around 200 Apple I computers ever built, so this machine is in a very rarefied niche, even among Apple I’s), the incredible condition of this example and the fact that it’s fully functional (as demo’ed in this YouTube video) no doubt contributed to the hefty hammer price.

The Apple I was of course the work of Steve Jobs and Steve Wozniak and these “Byte Shop” machines are regarded as the turning point that made Apple Computer viable as a company.


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At the time in 1976, Jobs and Wozniak were selling a small handful of bare boards to enthusiasts. But Jobs approached Paul Terrell at the Byte Shop in Mountain View, California, an early personal computer outlet. Terrell apparently offered to buy 50 Apple I machines, but only if they came fully assembled in cases.

It’s said Jobs and Wozniak personally assembled all 200 of the original Apple I, though eventuality the Byte Shop Apple I’s were actually delivered as bare boards. Terrell nevertheless accepted them, knocking up wood cases that were a cut above the hobbyist norm.

The Apple I Byte Shop machine running the 30th Anniversary ASCII art demo. (Image credit: RR Auctions)

Whatever, that Byte Shop deal for 50 computers was absolutely critical in getting Apple over the line from being a couple of tinkerers in a garage to something resembling an actual company. “That was the biggest single episode in all of the company’s history. Nothing in subsequent years was so great and so unexpected,” Steve Wozniak later said of the deal.

And it is a pretty funky thing. It’s actually remarkable just how familiar it looks, the case and keyboard being instantly recognisable as a personal computer. Indeed, keyboards have changed remarkably little in the intervening 49 years.

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It’s also not hard to imagine someone producing a hipster homebrew PC build that looked just like this original Apple I build. That said, today’s computing enthusiast might be just a touch disappointed by the specs. A maximum of 8K of onboard memory, as fitted here, and a 1 MHz CPU isn’t exactly the stuff of smooth Borderlands 4 frame rates.

Then again, watching ASCII art images of the Woz and Jobs emerge in text characters, line-by-line, on the Apple I’s screen is pretty cool and in some ways more impressive than the latest ray-traced pixel fest. At the very least, it’s awfully nostalgic, especially for someone who can very dimly remember the day his father brought an Apple II Plus back from the office. Now, whatever did happen to that…?

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September 23, 2025 0 comments
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Chris Tilly
Esports

Black Phone 2 review: Scary sequel that improves on the original

by admin September 21, 2025



Black Phone 2 is a superb sequel that maintains the creeping sense of dread established in the first movie, through a story that both extends and expands on the horrific Grabber mythology.

Directed by Scott Derrickson – from a script he wrote with C. Robert Cargill from a Joe Hill story – the first Black Phone movie was a period piece that effectively combined 1970s coming-of-age drama with spine-chilling supernatural horror.

The film was anchored by fine performances from young leads Mason Thames and Madeline McGraw, and a truly terrifying turn by Ethan Hawke as a child killer known as The Grabber.

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That team returns for this excellent sequel that explores big, weighty themes, while still delivering thrills and scares.

What is Black Phone 2 about?

Following a brief prologue in the Rocky Mountains, we’re back to North Denver, the year is 1982, and teenagers Finney (Thames) and Gwen (McGraw) are not in a good place.

Although they defeated the Grabber at the end of the first film, he still casts a long shadow over the siblings. Finney’s simmering rage sees him fight other kids at school, and self-medicate with weed when he’s home.

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Meanwhile, Gwen is branded a witch by her classmates and plagued by disturbing dreams about dead children — dreams tied both to the first film’s events and her own complicated family history.

She wants answers, so Gwen drives the story forward through her investigation, which sends the dynamic duo to a Christian summer camp with its own dark past, and puts them on a collision course with their old enemy.

Dealing with trauma

Universal Pictures

It’s a while before the Grabber reappears, as much like its predecessor, Black Phone 2 is mostly concerned with these kids just trying to live their lives, in unfathomably trying circumstances.

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But in spite of their innocence being lost during the first film, they’re both fighters, who won’t let the troubles of their past bring them down. This makes the sequel a movie about trauma, and the need to face issues head-on, before finally being able to let go.

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Faith also becomes a repeating theme, with heaven and hell very real concepts in the movie. Ultimately, though, Black Phone 2 is about the power of love, and how it can help to heal the most painful of wounds.

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Channeling Dream Warriors

That’s the serious stuff, but Black Phone 2 is also immense fun, especially when we head back to the Rocky Mountains, and kills start happening in beautiful snowstorms, where they’re complemented by Atticus Derrickson’s thumping electronic score.

Thanks to Gwen’s affliction – which she sees as a curse – there are also lengthy dream scenes, shot on grainy Super 8 that really works for such sequences.

This is where the movie channels A Nightmare on Elm Street – and most specifically Dream Warriors – as Gwen starts playing a more active role in those visions as a way of taking back her power, which succeeds thematically, while being wildly entertaining to watch.

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Is Black Phone 2 good?

Universal Pictures

Black Phone 2 is a perfect sequel in that it leans into what worked in the first film, while also taking the story in interesting and unexpected directions.

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There were questions asked at the end of its predecessor that are addressed here, as we learn more about the Grabber and what drives him to commit such evil.

Meanwhile, Finney and Gwen continue to change and grow in ways that are consistently satisfying to watch.

Black Phone 2 score: 4/5

If you liked the first movie, you’ll love Black Phone 2, a sequel that’s both bigger, and better.

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The Black Phone 2 was reviewed at Fantastic Fest and will hit theaters on October 17, 2025.



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September 21, 2025 0 comments
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Weapons director's Resident Evil film will be "entirely original story", so don't expect Leon Kennedy to make a star appearance
Game Updates

Weapons director’s Resident Evil film will be “entirely original story”, so don’t expect Leon Kennedy to make a star appearance

by admin September 19, 2025


Zach Cregger’s forthcoming Resident Evil film will be an “entirely original story”, so won’t feature fan-favourite character Leon Kennedy.

The director of recent horror-hit Weapons spoke with Entertainment Weekly about his next film, based on Capcom’s game series.

“When you watch it, you’ll be like, ‘This is very Zach’,” he said. “It’s just [that] it takes place in the Resident Evil world. I don’t think fans of the games are gonna be bummed.”

Weapons star Austin Abrams will lead the Resident Evil film cast, with actor and professional wrestler Paul Walter Hauser also confirmed. Cregger has co-written the script with Shay Hatten.

“I’m not gonna steal Leon and put him in an original story. I think that would be presumptuous,” said Cregger. “But I respect the games enough where I’m gonna like tell a Resident Evil story in the Resident Evil canon that still leaves everything they love intact from the games, you know what I mean?”

He added: “I think that when you see it, you’ll understand how I can be obsessed with original ideas and still make a movie that is an IP-based thing. I know that doesn’t make a lot of sense now, but I hope that it will later.”

In a previous interview, Cregger stated the film “lives” in the world of Resident Evil 2 and 3, but “adheres more to the tone of 4”. What’s more, the viewing experience will be akin to the journey players take in the game, following a protagonist from A to B “as they just descend deeper and deeper and deeper into hell”.

Cregger’s Resident Evil film is set for a release on 18th September 2026.



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September 19, 2025 0 comments
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Leon from Resident Evil 4 doing the smoulder among a run-down village.
Gaming Gear

Weapons director says his Resident Evil movie will leave everything ‘intact’ from the games: ‘I’m not gonna steal Leon and put him in an original story’

by admin September 19, 2025



Zach Cregger is on a roll. The writer and director of 2022’s Barbarian and this year’s Weapons now has two solid horror hits under his belt, and is in pre-production on his next one: a Resident Evil movie planned for 2026.

That’s good news for Resident Evil fans who might otherwise be a bit wary about yet another new Resi movie—the film franchise was already rebooted once, just four years ago, with the thoroughly mid Resident Evil: Welcome to Raccoon City. Cregger’s track record, though based on a small sample size (at least when it comes to feature films) is a good reason to be optimistic.

And for those wondering which game and characters this new Resi movie will be based on, it looks like the answer is: none of them.


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Speaking to Entertainment Weekly, Cregger confirmed that while the 2026 film will take place in the Resident Evil universe, “It’s an entirely original story,” instead of being based on any one specific game. Cregger is also steering away from major Resident Evil characters like Leon S. Kennedy.

“I’m not gonna steal Leon and put him in an original story. I think that would be presumptuous,” Cregger told EW. “But I respect the games enough where I’m gonna tell a Resident Evil story in the Resident Evil canon that still leaves everything they love intact from the games, you know what I mean?”

I think I know what he means. When using a character people are already familiar with, like say Master Chief in the recent Halo TV series, you run the risk of disappointing people who have expectations of that character, like when you show his naked butt, or when he has sex. A safer and more creative approach is to handle it like the Fallout series, which creates mostly original characters and sets them loose in a familiar world.

Both Barbarian and Weapons are effective not just because they’re scary, but because they’re intriguing. By presenting the story of both films from the perspective of different characters and jumping around in time, we don’t get all the information in a linear fashion, which gives both movies a fun sense of mystery. At other times we get information before certain characters do, too, and then we’re left dreading the horrible things we know are coming their way.

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I’m curious if and how Cregger will use similar methods in his Resident Evil movie.

“I think that when you see it, you’ll understand how I can be obsessed with original ideas and still make a movie that is an IP-based thing,” Cregger said. “I know that doesn’t make a lot of sense now, but I hope that it will later.”

Cregger’s Resident Evil movie is scheduled to be released, wow, exactly one year from today, on September 18, 2026. Confirmed in the cast is Austin Abrams, who played the role of James, the drug-addict, in Weapons, and Paul Walter Hauser, who played Ed in this year’s The Naked Gun and Mole Man in The Fantastic Four: First Steps.



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September 19, 2025 0 comments
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The original PlayStation turns 30 years old in America today, so here are some nice stories about it
Game Reviews

The original PlayStation turns 30 years old in America today, so here are some nice stories about it

by admin September 10, 2025


Feeling spritely? This shouldn’t help: the original PlayStation console was released 30 years ago today in the United States, on 9th September 1995. It was a machine that would change gaming forever.

We celebrated the 30th anniversary of PS1 last December because that’s when it was first introduced, in Japan, on 3rd December 1994. Sony’s debut console was released in Europe at a similar time to America, on 29th September 1995.

We love an indulgent 90s nostalgia binge here, and Jim’s video on the legacy of WipeOut 2097 and the PS1 is a great watch to scratch that particular itch with. He’s really funny and handsome too.Watch on YouTube

It’s such a momentous milestone we dedicated a week to it, writing a collection of articles about the grey, oversized Discman-style box. The articles ranged from love-letters to WipEout and Tekken, to interviews with former PlayStation executive Shawn Layden, who was there at the time (which is why his photograph is in black and white).

We also asked for your memories of PS1, which you provided in abundance – there were more than 300 comments. And I read them all. And they’re all lovely; funny, heartfelt, poignant. Prepare yourself: it’s an emotional ride.

As the regional reverberations of the PS1 anniversary are felt again, I thought I’d resurface some pieces you’ve maybe not read.



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September 10, 2025 0 comments
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Late Nintendo president Satoru Iwata laughed at the prospect of localising the original Animal Crossing
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Late Nintendo president Satoru Iwata laughed at the prospect of localising the original Animal Crossing

by admin September 9, 2025



Late Nintendo president Satoru Iwata laughed at the prospect of localising the original Animal Crossing, as he believed the game was so specific to Japan it would be too difficult.


In an interview with Time Extension, former Nintendo localisation manager Leslie Swan discussed some of the challenges of the job, citing the original Animal Crossing – first released in Japan on N64 as Animal Forest, before a localised version was released in America on the GameCube – as a particularly tricky project.


Nintendo’s Takashi Tezuka, who worked as a producer on Animal Crossing, asked Swan to localise the game. She agreed, despite not playing the game herself in advance as she usually would. “But then he said, ‘No, Leslie, I’m not sure you understand, it’s going to be difficult’,” she said. “And I kept having to assure him that we would make it happen.”


She continued: “Then like a month or two later, I was in a meeting with Mr. Iwata and some other heads of the development group, and we were just kind of going around saying, ‘Here’s what we’re going to be working on’, and I just said, ‘Well, Mr. Tezuka is asking us to work on Animal Forest’ and he just burst out in laughter. He just laughed and said, ‘I don’t know how you’re going to do this.’ And it’s true, just everything in that game was so specific to Japan.”


The localisation team had to rename every character, every catchphrase, and all the events, Swan explained. “So we wanted whatever it was to be something that would be useful in as many areas as possible so we would do things like call it ‘Fireworks Day’ or something so other cultures, not just the US, would be able to use it without it being tied to Independence Day,” she said.


“Then there were also some items that didn’t make sense at all. They would have so much charm in the Japanese version, but they wouldn’t have provided the same kind of charm for Western audiences. I can’t tell you the number of hours we spent on that game, all hands on deck. We were so lucky at that point that we didn’t have other big projects, as we pretty much had the entire staff dedicated to that game.”


In addition, the legal department had to clear every name, as the team were sure merchandise would be an option if the game sold well.


“It must have been at least six months or maybe a year for us to clear the name Animal Crossing,” Swan continued. “I remember we had so many other names that we were in love with and then we would be crushed when they would be rejected. My favourite was ‘Animal Acres’, because the grids of the town lent themselves to being called acres. But again, that didn’t clear.”


Hundreds of names were considered, before finalising Animal Crossing. “We really wanted to maintain ‘Animal’ in the name,” said Swan. “And we did try to keep ‘Forest’ in the name too, but legal told us, ‘No, that’s not going to happen’.”


Swan was also the voice of Princess Peach in Super Mario 64, in addition to working in the localisation team and on Nintendo Power. Eventually, she left Nintendo and retired in 2016.


“I have to say, I was so lucky to be able to work at Nintendo,” she reflected. “It was a lot of work. It was a lot of stress. But one of the things that kept me there as long as I stayed was I just felt like I was learning something new with every single product we worked on. There was new technology and there was always something new to be learned, and the teams I worked with were just so energetic. The whole of the company was just oozing energy. It felt like such a family.”

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 9, 2025 0 comments
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28 years after the original game, Final Fantasy Tactics could get "sequels and new titles" if The Ivalice Chronicles sells well enough, teases director
Game Reviews

28 years after the original game, Final Fantasy Tactics could get “sequels and new titles” if The Ivalice Chronicles sells well enough, teases director

by admin September 8, 2025



A sequel to Final Fantasy Tactics could be on the cards if the forthcoming remake sells well, its director has teased.


The PS1 tactical RPG was first released in 1997, and while it established the world of Ivalice that reappeared in subsequent games, it never received a direct sequel. Square Enix also released the Final Fantasy Tactics Advance games on GBA and DS, though the second of these was back in 2007.


“If The Ivalice Chronicles can do well, that’s good for the fans, they can enjoy it. But, at the same time, it shows the business viability of the strategy RPG genre,” Kazutoyo Maehiro, director of the remake told Inverse. “So that could potentially open the door for doing something with Final Fantasy Tactics Advance or A2, or maybe even sequels and new titles as well. I think I speak for everyone who’s worked on the original Final Fantasy Tactics, and is working on The Ivalice Chronicles as well – we’d really like to see that happen.”

FINAL FANTASY TACTICS – The Ivalice Chronicles | Enhanced Opening MovieWatch on YouTube


Final Fantasy Tactics is one of the most beloved entries in the series, praised for its mature, political storytelling. Fans have long-wanted a new Tactics game, with this remake being rumoured for years.


Maehiro also commented on the popularity of the genre overall, alluding to other recent turn-based games.


“Of course, with the different hardware advances that have come, we see a lot more action games,” he said. “But I think, at the same time, that doesn’t really mean turn-based or strategy games went away. They’ve advanced with the hardware advances. I know we have titles that might start with P or have 33 in them, and fans really enjoy these games.


“But strategy RPGs are opportunities where people need to be able to think and strategise to excel at these games. And people do enjoy them overall – so these games have a place.”


Eurogamer’s Alex Donaldson recently went hands-on with Final Fantasy Tactics: The Ivalice Chronicles, and discussed with the developers the need for a remake.


“Obviously, this game came out 28 years ago,” said co-director Ayako Yokoyama. “But the story is amazing, and I think that’s something we want people to experience. At the same time it is a strategy RPG, and maybe for more casual players that’s a little bit of a hurdle. It can even be hard for people who aren’t used to that type of game, but do like story-based RPGs.”

Final Fantasy Tactics: The Ivalice Chronicles releases on 30th September across Xbox, PlayStation, Switch consoles, and PC (Steam).

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 8, 2025 0 comments
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The Ivalice Chronicles team had to remake the original Final Fantasy Tactics’ source code from scratch

by admin September 6, 2025


The Square Enix team behind Final Fantasy Tactics — The Ivalice Chronicles didn’t just remaster the iconic strategy RPG, they had to go through the trouble of remaking the source code from scratch, according to Bloomberg. In an interview with Bloomberg‘s Jason Schreier, the game’s director Kazutoyo Maehiro explained the arduous process of designing The Ivalice Chronicles, which is set to release at the end of the month.

When getting to work on the remake, Maehiro and his team discovered they had to rebuild the source code from the ground up since it was lost thanks to the industry’s unstandardized practices in the ’90s, according to Bloomberg. When translating Final Fantasy Tactics from Japanese to English for the global release, the company would overwrite the original Japanese version’s code. For Maehiro, that meant the team had to undertake a ground-up overhaul and recreate the source code by playing the original game that released in 1997, consulting the game’s master disc and looking at the 2011 version called Final Fantasy Tactics: The War of the Lions, according to Bloomberg. Maehiro also said during a PAX West 2025 panel that the team gleaned a lot of lost info from fan-made databases.

Revealing more of the behind-the-scenes decisions for The Ivalice Chronicles, Maehiro told Bloomberg about the debate surrounding Count Cidolfus Orlandeau. Better known as Cid, and appropriately nicknamed Thunder God Cid, this overtuned character joins you later in the game, but many fans complained about him being overpowered. Instead of nerfing Cid, Maehiro told Bloomberg that keeping this character’s power level the same would better represent the storyline since “his role in the story is being that very powerful character who joins your party.” To quell any concerns of Cid being too broken, Maehiro told Bloomberg that the team decided to buff the other characters to even things out. Looking ahead, Maehiro also hinted at exploring sequels for the Final Fantasy Tactics franchise or even brand new games in the strategy RPG genre, given that The Ivalice Chronicles does well, according to Bloomberg.



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September 6, 2025 0 comments
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What's so special about the original Hollow Knight? The intoxicating power of Team Cherry's invisible, insistent guiding hand
Game Reviews

What’s so special about the original Hollow Knight? The intoxicating power of Team Cherry’s invisible, insistent guiding hand

by admin September 4, 2025


It’s not just locked doors, imposing bosses, and top-tier traversal. It’s a world, a sensation, a desperate and lonely feeling communicated through screen and pad. It’s chains and foliage obscuring the foreground, as imposingly huge bugs slink about in the background. The depth of parallax art and the grit of an impossible fight. The feeling of movement as you flap your wings or dash over pits or scramble up walls. The world is dying, but you feel alive and vital within it. From vanishingly small beginnings to power comparable to godhood, Hollow Knight isn’t just a good game: it’s one of the best ever made.

There’s been a wealth of incredible Metroidvania games from small dev teams over the past few generations – Axiom Verge, Guacamelee, Headlander, Ori and the Blind Forest to name just a few – but I don’t think any of them compare with Hollow Knight, really. Team Cherry’s 2017 debut is a masterpiece. And I am not using that word lightly. It represents a high tide for the genre that I think even surpasses the achievements of its progenitors, taking the foundational design philosophies of Metroid and Castlevania and sanding off all the rough edges to leave something elegant, perplexing and utterly moreish.

Here’s a bit of Silksong for you.Watch on YouTube

It all begins with its subtle tutorialisation. This is a Metroidvania, so the unwritten understanding is that you get power-ups, and they open up new areas. When you’re thrown into the world of Hallownest from the starting town of Dirtmouth with the vague instruction of ‘head on down’, you are instantly and subconsciously directed about where to go next: verdant green leaves tease the Green Path from the Forgotten Crossroads, and peculiar pink gems nod towards the Crystal Peak.

It’s the enticing greenery of the Path that typically grabs your attention first, though – the visual language of the game’s ‘second zone’ eating into the starting area in a small touch you’ll soon notice runs as a theme in the game. One screen in, and you’re barred; an armoured beetle-like thing impedes your progress. So you soldier on, going right instead of left, until you face your first boss and ingest your first upgrade, the Vengeful Spirit. In order to leave this area, an NPC instructs you to clear its temple, and what do you find at the exit? The very same armoured beetle, which you can now kill. Aha, you think, I know this guy.

So you backtrack, clear the doorway, and you’re on your way. That experience, a delicious example of early game not-quite-handholding that makes you feel like you’ve done all the work, sets a precedent. It’s easy, early on, to trick a player into thinking they’re smart for putting two and two together and coming out with four. But as the paths deviate, the 15 zones that make up Hallownest and its colonies begin to show themselves, and you start to gain a bit more independence, Team Cherry keeps finding ways to make you feel smart. It’s intoxicating, ego-boosting, and I even think at times it feels sublime. Really.

Image credit: Team Cherry / Eurogamer

You’re nudged along with barely perceptible cues that keep your brain itching whilst your fingers dance over the parabolic difficulty spikes in Hollow Knight’s combat. So many design decisions in this game are small, but mighty – fitting for a game about bugs, failing empires, and bitter godheads. Each area, be it the perpetually soggy City of Tears or the dusty dankness of the Ancient Basin, has its own specific colour. Colours are saturated, and props and set dressing is placed (with little repetition) to make each area feel distinct. In your head, you associate these areas with the map: left is green, right is pink, down is blue. It tugs at your cortex, so when you’re trying to navigate, you’ve always got an impression of what direction applies to what power.

But there’s more. The map itself hues its areas to match the world design, subconsciously gluing these colours to your spacial reasoning processes even more distinctly. Paired with more explicit progression cues – Silksong’s Hornet teasing you with which way to go by constantly dashing out of reach and out of view – Hollow Knight simultaneously baits you and makes you feel like you’re in control of your fate. It’s a dirty, delicious trick. And I cannot wait to see how this formula is expanded upon in the sequel.

Team Cherry’s approach to the map, too, cedes all power to the player. It’s not until you actually make it to the City of Tears that the game itself actually applies anything to your map – and even then, it’s a strange waypoint for a place we’ve already discovered. Otherwise, it’s all on you. You even need to choose between a power-up notch in your character screen and a marker to identify where you are on the map. Some may call this obtuse, or needlessly unhelpful, but I think it does wonders for the sense of place Hollow Knight dedicates so much effort to instilling in your head. You pull up the map a lot. Good. If you want to learn everything there is to know about Hallownest, you should know it inside out. The relationship between the knight and the world is a symbiotic relationship, technically and narratively, and all of these mechanics feed into that.

Image credit: Team Cherry

I think that’s where the real appeal of Hollow Knight lies. You have proper agency when it comes to progression and exploration – a sense of proper agency I have honestly only felt in the first Dark Souls in terms of ‘modern’ games. You’re let loose to discover your power on your terms, pluck at various locks and see which one comes undone, whilst also given the power to go and forge your own locks. You don’t even need to be a game design savant to understand the potential for sequence breaks (something Ori and the Blind Forest also understood very well), and by keeping a keen eye on the environment and the map, it feels like Team Cherry almost dares you to skip certain bosses or platforming challenges. The devs understand player ego, how to appeal to it, and how to challenge it. It makes the game’s difficulty more than just a combat or dexterity check, but an emotional one, too.

A lot of Metroidvania games also fall down when they design their critical paths: all too often, there will be one place you need to find and use your new power in order to progress. Some bits of Hollow Knight have four separate paths leading to the ‘next bit’ of the critical path. Chances are, you’ll happen upon one when casually exploring, or backtracking to farm currency or get a combat upgrade. The trail of breadcrumbs never runs out, and by letting you manually pin things to your map when resting at a bench, the sense of self-direction always feels natural and encouraged. The invisible hand of Team Cherry, it becomes clear from this first game alone, is one of the deftest in the business. And that insistent, impossibly light touch is so much of what makes Hollow Knight so special, so compelling, so intoxicating.

I’ve not even touched on the strength of the combat and the 160+ enemies here, or the build-crafting that’s integral to your journey through the game via pins and notches. I’ve not spoken about the game-changing spectral/dream mechanic you unlock about 50 percent of the way through, and how Team Cherry makes asset reuse into a genius portion of the game that anyone that’s played, say, Bravely Default would be agog over. I’ve not spoken about the subtle narrative craft that rivals FromSoft in its multi-layered complexity. I’ve not spoken about the music, the use of leitmotif, or how five twinkly piano notes can evoke such a distinct sense of loss, hopelessness, and desolation.

But that’s because it’s the design of Hollow Knight that sets it apart both from its contemporaries and its inspirations. Sure, the game wouldn’t be half as good if it didn’t have stellar combat or a surprisingly deep build-crafting system, but it’s in the irrepressible way the game keeps nudging you deeper, further down into its mystery that it truly shines. Hollow Knight is, indeed, a masterpiece, an exemplary manifestation of a developer understanding and leveraging player psychology. Is all this hype for Silksong really justified? Yes. And then some.



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September 4, 2025 0 comments
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Hollow Knight Silksong
Gaming Gear

On the eve of Silksong, ultrawide monitor support is confirmed, and the soundtrack looks to be double the size of the original

by admin September 4, 2025



Silksong comes out in less than 10 hours. By the time you read this it’ll be even less than that. Heck, if you read this tomorrow, the game will already be out. Notice how I sound like an idiot? It’s because Silksong is upon us, and I’m excited. I’d rather be playing it right now than writing this.

Every new detail on Silksong is of utmost importance: even the fact that it has ultrawide support. Silksong marketing guy Matthew Griffin confirmed as much earlier today. “For PC players, screen ratios up to 21:9 are fully supported,” he posted on X, along with some screenshots to prove it (see them below, but don’t get too excited: they’re screenshots you’ve seen before, only wider now).

Not content with allaying the fears of ultrawide zealots the world over, Griffin also retweeted an account pointing out that the Silksong soundtrack is much bigger than the original game’s, with a total of 53 tracks compared to Hollow Knight’s 26 (if you don’t count the DLC tracks). Team Cherry pointed it out in their most recent letter to backers, who also get the soundtrack at launch.


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(Image credit: Team Cherry)

I don’t mean to suggest that the amount of songs in the Silksong soundtrack is commensurate with its size compared to its predecessor, but it does sound like this sequel will be a much bigger game. It’ll have over 200 enemies and 40 bosses, according to its most recent trailer, which is a far sight more than the original Hollow Knight at launch.

Ahead of Silksong’s imminent launch, Tyler Colp has gathered together some of the best Hollow Knight lore videos to get you up to date. Elsewhere, Sean has gathered the Silksong release time for each region.

(Image credit: Team Cherry)(Image credit: Team Cherry)(Image credit: Team Cherry)

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September 4, 2025 0 comments
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