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I was terrified of answering the door before playing this freaky-faced apocalyptic horror, and honestly it hasn't helped
Game Updates

I was terrified of answering the door before playing this freaky-faced apocalyptic horror, and honestly it hasn’t helped

by admin September 16, 2025


They took him! They took the butt ugly bloke who was squatting in the bathroom! The one who kept insisting that the sun’s burning heat was cleansing the Earth of sin and, totally unconnected from that I assume, was divorced. Those hazmat-suited fiends! I ought to give them a piece of my mind.

I bloody well will do, just as soon as I’ve worked out who’s turned two of my other guests into neatly arranged bin bags of dead parts. My suspicions are firmly lodged at the feet of the toothless and fish-faced nun who ended up the only one in that room left alive, and my trigger finger’s itchy.

These are thoughts that may end up going through your mind as you play No, I’m Not a Human, a paranoia-fuelled horror game that developers Trioskaz released into the world yesterday, September 15th. I’ve finally got around to firing up the trusty RPS press account today and giving its first hour or so a go. Thus far, it’s got me thouroughly freaked, when I’m not roaring with laughter at just how wacky some of its characters have purposefully been made to look.

If you want an idea of what I mean, check out the collage of images further down. In the meantime, to set the scene, here’s the synopsis offered by the game’s Steam page:

Sunrise. Twilight of Earth. The world is ending. Acrid auromas of sun-scorched streets fill the air. Blackened corpses gnarled into shapes of agony line streets. Peering outside is enough to scorch eyes from the socket. The only refuge is in the night. But the night belongs to the Visitors. A knock on the door. A solitary voice, begging for refuge. They look like us. Talk like us. Smell like us. Are they us? Look for the signs.

As you can tell, it’s very much sunshine and rainbows stuff. You’re a faceless person living alone, in a house with the sort of perfectly eerie atmos you can only achieve by having someone’s grandparents consult on your decor. The sun is doing a thing, so everyone’s been forced to become nocturnal and remain indoors. That’s where the Visitors come in. They’re Lovecraftian creatures said to emerged from underground, equipped with the ability to almost perfectly mirror being human and an insatiable desire to sit on your sofa.

Image credit: Critical Reflex

You probably shouldn’t do what I did: let everyone in regardless of how much they look like creepy deformed putty. That is, unless you want to wake up to a notification iniforming you that it smells like someone died last night. In an effort to try and stop that from happening, you’ve got to use up your limited energy during the day to check the guests you’ve let in for apparent signs of being a Visitor you hear via the TV or radio. Stuff like having perfectly white teeth, bloodshot eyes, or muck under their fingernails. As you can imagine, the game has fun with all of these would-be symptoms of visitordom being things any regular person might have.

So far, I’ve managed to successfully identify and blow the head off of one Visitor, as well as ruthlessly execute a couple of people who must, in hindsight, have just been regular weirdos. There’s a wonderfully foreboding anticipation to waking up each night and hearing the knock that signals the start of a parade of new guests to consider letting in, though it might be better if their arrivals were a bit more spaced out, rather than one person rocking up the moment another leaves. The sense of isolation as the game gradually feeds you scraps of info from the outside world is quite absorbing too.

I also wish No, I’m Not a Human would let me save more freely. You can do so by downing bottles of khombucha, but you only get one to start off with, meaning that if you drink that early, you can easily lose a bunch of progress. I need that progress, Trioskaz. I need to see if the hazmat fiends will return my unsightly loo-dwelling sun-worshipper.

No, I’m Not a Human is out now on Steam, priced at discounted £11.51/$13.49/€13.31 until September 29th.



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September 16, 2025 0 comments
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Gaming Gear

This horse-themed browser puzzle game is an absolute delight and I can’t stop playing it

by admin September 15, 2025


Another day, another adorable game that I’ve become completely obsessed with. I came across Roly-Pony this weekend during a particularly soul-sucking bout of doomscrolling, and it’s turned out to be the perfect little temporary respite from the horrors. (Shoutout to Alice Ruppert of The Mane Quest for always keeping us informed about the latest in horse games).

Roly-Pony is a Suika-style game, meaning it involves dropping and stacking round objects in order to create matching pairs that combine to become different, bigger objects. That’ll also clear up space on the board in the process, which is important because, similar to Tetris, you can’t allow the objects to pile too high. In this case, you start with horse treats and keep building on them until you’ve unlocked a bunch of different horses. It’s very simple and very cute, with peaceful music going in the background and a lot of little details that people who love horses will really appreciate.

The game is free and playable on both the web and mobile, with a leaderboard so you can see how you rank. I naively thought I would just quickly check this game out (because, horses) and move on after a few minutes, but have instead spent hours this weekend trying to crack the top 10. I’ve now got it bookmarked on both my laptop and my phone, so at this point there’s no end in sight. Roly-Pony is free, but there’s an option to send a few dollars the developers’ way on itch.io if you want to support their work.



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September 15, 2025 0 comments
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What we've been playing - "enjoy the rest of your evening going around in circles and dying lots"
Game Reviews

What we’ve been playing – “enjoy the rest of your evening going around in circles and dying lots”

by admin September 13, 2025


13th September

Hello and welcome back to our regular feature where we write a little bit about some of the games we’ve been playing. This week, we’ve been banging our heads on Hollow Knight Silksong and trying to decide, for the most part, whether we love it or not. One moment we do, one moment we don’t. But that’s not all we’ve been playing. Tom’s been struggling with technology again, Bertie’s fallen down another rabbit hole, and Dom dug out the old Final Fantasy Tactics ahead of the remastered one’s late September arrival.

What have you been playing?

Catch up with the older editions of this column in our What We’ve Been Playing archive.


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Hollow Knight Silksong, Xbox Series X

The other night, I let my children watch me play Silksong before they went to bed. They probably sat with me for about 20 minutes before I paused to tuck them in. “Goodnight my love, sleep well,” I said to my daughter. She replied, with complete sincerity: “Goodnight Mama, enjoy the rest of your evening going around in circles and dying lots.”

She wasn’t wrong.

-Victoria

Final Fantasy Tactics, PS1 (via emulator)

Ahead of the re-release of Final Fantasy Tactics, I’ve been replaying the original and revelling in how timely, how important and how beautiful a story Yasumi Matsuno concocted back in 1997. Nearly 30 years old and more relevant than ever, this game – set in Ivalice, the best Final Fantasy setting by the way – examines the importance of resistance. It examines what it looks like to be radicalised in a world that strives to separate people. It studies the necessity of violence in revolution. It does not shy away from the responsibility of those that hold a platform. I think the re-release has accidentally happened upon some remarkable timing, here, and I can’t wait for more people to play this timeless gem. I think it’s one of the most important games of my lifetime.

-Dom

Prologue: Go Wayback! PC

That weather! That environment! All procedurally generated. I’ve got lots of thoughts. It’s fascinating.Watch on YouTube

An orienteering game made by the creator of PUBG? Um, okay then. But actually it’s much more than that. And actually, an orienteering game is right up my street. Prologue: Go Wayback is more of a technical demo in reality. A proof of concept of some industry-shaking tech Brendan Greene, the creator of PUBG, has been spearheading at newish studio PlayerUnknown Productions. His broad goal: procedural worlds – a familiar pipe dream. Prologue: Go Wayback is the planetary-level glimpse of it in action, and it’s an exciting one. I love stuff like this. I love big ideas. Expect more coverage to come!

-Bertie

Steam Deck, Steam Deck

I’m glad we’re writing short little updates in this article now, as otherwise you’d have to read two or more paragraphs on how I’ve spent about six hours (more or less all my free-time over the course of a week) trying to sort out a Steam Deck that was stuck updating. My tip is this: just leave it for as long as you can, and then it might just “blip” into life at 3am while you’re trying to sleep!

-Tom O

Crow Country, PC

Crow Country trailer.Watch on YouTube

I’ll level with you. I’m still playing No Man’s Sky and faffing around with its shiny new customisable Corvettes, but that’s probably not something you need to hear me go on about for the third weekend in a row. Instead, a quick thing on the only other game I’ve had time for this week: Crow Country. Eurogamer contributor (and horror connoisseur) Vikki Blake was a big fan of this when she reviewed it last year, so it’s been on my list for a while. Essentially, it’s a bit of a riff on the old survival horrors of yore, its retro-inspired aesthetic helping give the whole thing a wonderfully uncanny feel. 20 minutes in, I’m yet to see a single crow, but its abandoned theme park setting – lovingly rendered in an artstyle that feels more Little Big Adventure than it does Resident Evil – is a treat, and I’m excited to play more.

-Matt

Hollow Knight Silksong, Switch 2

The first 10 or so hours of Silksong were sublime: the atmosphere beautiful, the writing elegant, the boss battles nicely pitched. I was in love. But since then that love has turned to hatred. I’ve got stuck on bosses with infuriating runbacks. I’ve screamed at tiny critters placed at just the wrong location for maximum frustration. I’ve felt helpless against extensive gauntlets. And then I go back to exploring, I beat a boss at last, and marvel at the beautiful presentation of yet another inventive environment. I have a real love/hate thing going with Silksong. But that’s the Soulslike way, right?

-Ed



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September 13, 2025 0 comments
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Borderlands 4 close-up of the Psycho bandit mask. The character is gesturing toward the view with two fingers, like they're picking a fight, and stands out on a red background.
Product Reviews

Is it better to be a ‘patient gamer’ or is playing new games at launch just too enticing?

by admin September 11, 2025



Borderlands 4 just launched and, predictably, players on Steam are already criticizing its PC performance. Meanwhile, the just-released Hollow Knight: Silksong didn’t raise any performance concerns, but gamers in China were dismayed to discover that the Chinese translation was botched.

Those are just a couple of the reasons some gamers have chosen to reject launch day hype in favor of “patient gaming”: Waiting a year or more to play new games, which means getting them cheaper during a sale and playing them after a bunch of big performance and quality-of-life patches have likely made them much better than they were at launch.

There’s even a pretty active subreddit dedicated to the idea: the main rule is that you’re not allowed to post about games that are under a year old.


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But there’s also a reason HBO’s servers sometimes struggled with Sunday night demand at the height of Game of Thrones’ popularity. There’s something special about being there on day one (before they edit out the Starbucks cups) and reacting and emoting with the crowd. As I write, nearly 200,000 people are playing Borderlands 4 on Steam just hours after it released—on what is for me a Thursday morning.

Clearly, being a part of the launch day hubbub outweighs the benefits of waiting for a lot of people, and I don’t think it’s just because of publisher-manufactured FOMO.

I’m curious to know how PC Gamer readers feel about this trade-off. Do you usually take a wait-and-see approach to game launches, or are you preloading every time? Have you ever regretted playing a game at launch because it was later improved? Let us know in the comments below!



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September 11, 2025 0 comments
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A man wearing a VR headset and holding controllers stands in front of a TV screen with the game's logo.
Gaming Gear

A Star Wars AR Game Got Me Playing With Virtual Action Figures Like I Was 6 Years Old

by admin September 10, 2025


It took less than a minute after donning a Meta Quest 3 headset before I was reliving some of my best memories from childhood in augmented reality, sitting on the floor with my digital Star Wars action figures creating fantastical scenes from a galaxy far, far away.

Last week, I visited Meta’s Los Angeles offices a mile from the city’s sunny beaches to try out an upcoming game, Star Wars: Beyond Victory, due out October 7 only for the Meta Quest 3 and Meta Quest 3S headsets. The game is developed by Industrial Light and Magic, the special effects wizards that brought the Star Wars galaxy to life with starships and lasers, lightsabers and space battles. 

Star Wars: Beyond Victory was first revealed at Star Wars Celebration earlier this year, where ILM teased the game’s central story mode. In it, players take on the role of an up-and-coming podracer guided by the legendary Sebulba, racing rival of Anakin Skywalker in Episode I: The Phantom Menace. In Meta’s offices, I donned a Meta Quest 3 headset and played an early section of the story, including a podrace.

While I was expecting immersive full-screen podracing much like in the Nintendo 64 classic game Episode 1: Racer, Star Wars: Beyond Victory is very different, leaning into the Meta Quest’s augmented reality capabilities to portray racing on, functionally, a digital game table hovering above the real world room I was in. ILM’s developers told me that given concerns over making players nauseous when racing in high-speed VR, they opted to make the game’s action play out on a table in AR that gamers can resize to their liking, while still controlling their racer from a bird’s eye view. 

“The original podracing prototypes were based on slot car races because that was like thinking about racing cars in your room,” said David Palumbo, senior experience designer at ILM and for Star Wars: Beyond Victory. “Eventually we hit on that holo-table prototype, and that sort of shifted the way we thought about mixed reality gameplay in a really fun way.”

In my four-person race I finished a distant third, but there’s a delightful novelty in reaching out with my Meta Quest controllers and — this will be important later — digitally grabbing the gameplay board to move it around or resize it to my liking. It felt tactile and responsive, letting me place it in the perfect spot to survey the action as I stood up. The ILM developers described their different approaches: one placed it before them while they were sitting, while another got down on the ground to play, much like they did with toy cars as a kid.

“I also think it plays really well with the nostalgia of what we’re doing with action figures and playing with these little toys,” said Harvey Whitney, senior producer at ILM and for Star Wars: Beyond Victory. “I remember as a kid every Christmas either getting a slot car or RC car, and so now being able to do that with Star Wars toys and flying them around and driving around, it just works so well.”

Star Wars: Beyond Victory’s Adventure mode is a story campaign around a rookie podracer climbing the ranks, while Arcade lets players jump into quick races.

Industrial Light and Magic

I only spent around 20 minutes with the Adventure mode, so it’s impossible to comment on how the storyline or podracing gameplay will be in its full release, though it does have an interesting voice cast including Lewis MacLeod (returning to voice Sebulba as he did in The Phantom Menace) and Saturday Night Live’s Bobby Moynihan. Set in the period between the third and fourth Star Wars movies with the Galactic Empire in power but before the Rebel Alliance gets organized, Beyond Victory will tell a story about racing life on the fringes of the galaxy — an aspect of the franchise that’s surprisingly rarely explored given how important hot-rodding was to creator George Lucas and how much it influenced the original films.

Throughout Beyond Victory’s story mode, your podracing rookie will run into some characters from ILM’s previous AR game, Star Wars: Tales From The Galaxy’s Edge, along with a few iconic figures from the movies. But you won’t just be meeting them: many of the cast in the Adventure mode can be unlocked to play with in the Playset mode, which is where I spent most of my time in my preview assembling my own Star Wars scene, bringing my childhood play to the augmented reality future.

Playset mode allows players to pick and choose models of characters, structures and vehicles to move and pose as they please.

Industrial Light and Magic

Star Wars: Beyond Victory is for reliving your childhood

Adventure mode plays through a story with cinematics and climactic races, while Arcade mode allows you to play quick podracing matches, including taking your story rivals’ speedsters for a spin. The aptly named Playset mode lets players make their own dioramas using the characters, scene elements and special effects from Adventure and Arcade.

I clicked on Playset mode from the game’s menu…and immediately felt like I’d popped open a toybox. I used my Meta Quest controllers to sort through an in-game menu and pluck out aliens, droids, vehicles and objects to populate my scene. While I couldn’t physically pick them up, using the grabber functionality on my controllers (which looked like a pair of robot claw arms) was very intuitive. I carefully hovered over specific parts of each character, tweaking limbs and joints to pose them just so. 

Regrettably, I wasn’t allowed to take photos of my creation, which was less a film-accurate recreation and more a hodgepodge of oddball characters scattered around a metal causeway — exactly how it felt to upend my toy chest and cobble together a scene from whatever random action figures I had on hand. I sat bounty hunters and podracers around a table, lorded over by a giant slug-like Hutt walking on spider legs (Graccus, a crime boss from Adventure mode) and stood C-3PO up on the side wielding a lightsaber, because why not. 

Arcade mode lets players use racers and pods from rivals they raced against in Adventure mode.

Industrial Light and Magic

While I couldn’t physically touch everything, there are several advantages to the digital nature of augmented reality. I could grab a character and make them bigger to more precisely move their limbs around and then shrink them back to the size I wanted (or leave them huge, Attack of the 50-Foot Woman-style). There were also digital effects to add, like explosions, smoke and laser bolts. It was while angling one of the Empire’s iconic TIE Fighter vehicles up above my diorama and placing green laser blasts as if they’d just been shot from the fighter that I felt a sort of technical glee from staging a scene — a frozen moment of tension and adventure that felt, well, Star Wars.

Playset mode and the “action figure”-esque technology behind it are inspired by a pre-visulization tool ILM built for filmmakers to stage their own scenes, albeit one far more technically complex that’s full of “menus within menus,” as Palumbo described it. The game’s developers made Beyond Victory’s version far more simplified for gamers, he continued, citing a mantra I heard repeated multiple times during my preview:  “The main driving philosophical difference was toys, not tools.” 

Palumbo has been working in virtual reality since the Oculus Rift’s second developer kit was released back in 2014 and emphasized how much playtesting went into developing Beyond Victory. He called out the game’s accessibility options like having both seated and standing modes to play as well as completely mirrored controls for players to be able to use either hand. It should be no surprise that ILM is filled with Star Wars fans who offered feedback on how things should feel in the game, with Whitney shouting out quality assurance manager Marissa Martinez-Hoadley’s specific corrections about how things like a lightsaber should feel and operate.

That attention to detail has been what’s made Star Wars toys the implements of magic for decades of kids (and kids at heart). Beyond Victory brings that joy to augmented reality with some novel perks using its visualization tech: during my preview upon the ILM developer’s suggestion, I took the lightsaber out of my toy-sized C-3PO’s hands and scaled it up fill my hand. With the press of a button, I ignited the lightsaber and waved it around, looking and sounding straight from the films — digital, perhaps, but real enough to thrill the kid inside me.

Star Wars: Beyond Victory will be released on Oct. 7 exclusively for the Meta Quest 3 and Meta Quest 3S.



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September 10, 2025 0 comments
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The protagonist of Hollow Knight Silksong, Hornet, looks up at a crowd of bugs suspended from the ceiling in web
Gaming Gear

I spent all weekend playing Hollow Knight Silksong and I’m totally enthralled, but nothing could completely live up to the hype after so many years

by admin September 8, 2025



Up front: Silksong is obviously a good videogame.

I’ve played it for around 15 hours in the last four days, and all the while I’ve watched online communities grapple with it, most of whom seem to have progressed further than me. I’ve spent at least half as many hours reading about Silksong these past few days as I have playing it. And honestly, under the circumstances—the media didn’t get a head start here—that feels like the best way to go about playing and thinking about this curious game, which will likely delight or disappoint depending on your attitude going in.

I really like it so far, but there are some things that annoy me about it, and I don’t think it lives up to the hype through no fault of its own.


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I’m still not completely sure why Hollow Knight got as big as it did. I totally agree that it’s a great videogame and an outstanding metroidvania. Few games in this genre trust and reward the curiosity of the player as much as Hollow Knight did, and Silksong is no different in this regard.

But this doesn’t sufficiently explain its popularity. Maybe it’s because Team Cherry’s melancholy and quietly eccentric world is, in subtle ways, pretty different to anything we’ve explored before in this genre. It’s simultaneously cosy and forbidding, nasty and cute. Neither Hollow Knight or Silksong are fantasy metroidvanias, nor gothic ones, nor sci-fi ones, and that’s unusual. Most games adhere to the dictates of popular genres so strictly that when something like Hollow Knight comes along—something that doesn’t so much invent a new orthodoxy as it does artfully blur the distinctions between well-trodden ones—it can feel like a revelation. More curiously, this world of strange bugs, upright vermin, proud parasites, doesn’t feel aligned with any industry zeitgeist at all. (But nor did other mega popular indies Peak, Phasmophobia, or Among Us. I’m detecting a pattern.)

(Image credit: Team Cherry)

Which might be why Hollow Knight got as big as it did, aside from the prosaic truth that it’s fun. It’s also part of the reason why I think Silksong will inevitably be embraced despite not reinventing or even meaningfully advancing the genre it inhabits. Unless something massive changes between now and when the credits roll, Silksong isn’t a project in exceeding and thus rendering quaint and redundant its predecessor: it’s very much a companion piece. Despite the insurmountable hype built over years of gestation, Silksong’s ambitions are humble.

Beast mode

While Hornet is a much faster, more adept, more balletic character than her predecessor, Silksong feels surprisingly similar to Hollow Knight. The platforming is reliably tight, and Hornet is not beholden to the rules of inertia. She stops on a dime, and can be controlled mid-air. She doesn’t slide around too much and there is no sense of ever losing control over her. In the early hours at least, her downward attacks can only be executed diagonally, which actually makes no bloody sense, but the snooker-like gradations of complexity it introduces to movement and combat is edifying.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Just as I’m coming to grips with Hornet’s movement, the usual onslaught of new abilities reinvent her. Aside from the major traversal upgrades I know to expect in games like this, Silksong has a take on Hollow Knight’s Charms that makes it feel more akin to an RPG. Hornet can equip different Crests once she’s found them, and all confer some minor but important tweaks to her combat moveset. On top of that, these Crests are what you slot Silksong’s equivalent to Charms into. It’s the kind of change that will please more experimental players, as well as those who spent a lot of time mixing and matching Charms in the original.

The bosses so far don’t really rock the boat in terms of design: it’s still a matter of watching, learning and then perfecting a series of attack phases.

Silksong feels good in the hand, but it’s not why I play it. While I don’t like the Ori games as much as I love Hollow Knight, I feel like the former has a better grasp on mellifluous and expressive character movement. Team Cherry’s approach to platforming can feel quite wooden, and it lacks the flair of something like Mario or even N++. Silksong is faster than its predecessor, and the combat is much more aggressive—there are a lot of potential abilities to chain together, and many early-to-mid game bosses demand it—but Silksong, like Hollow Knight, isn’t so much about flowstate as it is about observation, patience and well-timed, precise manoeuvres.

(Image credit: Team Cherry)

One thing I love about Silksong is that its world sprawls much more than its predecessor: at the time of writing I have three known directions I can explore, and probably more that I don’t know about. I love to feel overwhelmed with options in a metroidvania. I’ve read anecdotes from players online who managed to discover far-flung regions of the map in the early hours that I haven’t seen yet by mid-game, and as a general rule, areas feel much more varied, with distinct and often surprising themes (one of my criticisms of Hollow Knight is that it’s a very dark game; Silksong is less so).

And as usual, novel approaches to exploration are often rewarded. Once, to scale an insurmountable wall, I lured a bug from a far-flung area of the room to pogo-bounce off it and mantle onto the unreachable surface. It worked. I found an NPC up there, and I’m not sure who the heck they are or how they factor into my journey, but I was rewarded for doing something that would feel akin to a bug in most other games.

There are also a lot of surprising one-off encounters—many more than in Hollow Knight—which results in a delightful tension with every new room explored. Who am I going to find in here? And what will they want from me?

(Image credit: Team Cherry)

The bosses so far don’t really rock the boat in terms of design: it’s still a matter of watching, learning and then perfecting a series of attack phases. But all I’ve beaten so far, ranging from the widely loved ol’ chum Bell Beast through to the semi-puzzly Fourth Chorus, have been gripping spectacles, at least until the fifth-or-so attempt.

Silksong isn’t harder than Hollow Knight, until it suddenly is: a particular boss (I’m actually still trying to beat it) is mercilessly kicking my arse harder than any mandatory boss in Hollow Knight, and I’m definitely less than halfway through the game. This game makes no concessions for newcomers or the impatient, and some of its quirks, like taking damage when merely touching an enemy (even if they’re stunned!) can feel unfair, or dare I say, like poor game design.

Notice bored

This is a metroidvania alright. But to see why Silksong is special you have to be alert to the minor details. In one area, tiny brown bugs carry away the corpses of enemies you’ve slain, but you’ll only notice if you stand around for a while. When the Bell Beast leaps around in their unkempt den, tiny bells bounce and ricochet off all surfaces melodiously. And while the music is as grandiose or as plaintive as the situation warrants, Silksong really excels in the area of sound design: the clink of Hornet’s sword against an impenetrable metal wall, the distant foreboding rumblings in Hunter’s March that I’m sure will probably be explained at some point (but I’ll be happy if they aren’t), give the world a sense of life and tactility that very few other studios can manage on a 2D plane.

The combat is fine, but it needs the spectacle of a boss battle, or the momentum of exploration, to carry it through.

This is an unusually lavish game, and not just by the standards of sidescrolling platformers. Spend a moment in any given room, and take in the bespoke detail applied. And then, listen to the room. The map may be bigger and there may be more bugs, but the truly impressive thing about Silksong is its sensorial detail. Get it on the biggest screen you’ve got. Make sure you’ve got the sound charging through the best speakers you have. Don’t play it at barely audible volume on a handheld: it won’t do it justice. It makes Prince of Persia: The Lost Crown look like a Roblox experience.

There are a few things that annoy me. I don’t like the sidequests, or “wishes”, so far. They usually demand Hornet to collect so-and-so amount of things, and I’d happily ignore them were it not for the fact that completing some of them have far-ranging consequences. There’s even a sidequest notice board in the main township: I hate these things in games, and it feels weirder for Hornet to be rocking around doing MMO-like sidequests than it would have done for the Knight. If I wanted this nonsense I’d wait for Borderlands 4.

(Image credit: Team Cherry)

And I’m not super fond of being suddenly trapped in a room and having to fend off waves of enemies before I can proceed. Not because these sequences are arduous—though they’re sometimes really hard—but more because they’re boring, and they happen much more frequently in Silksong than they did in Hollow Knight. The combat is fine, but it needs the spectacle of a boss battle, or the momentum of exploration, to carry it through. I can’t help but groan every time two metal gates slam shut in a square room so I can fight more of the same enemies I was just fighting in the previous hallway.

I feel like those complaints are pretty minor considering how infatuated I am with Silksong, but I do get the sense that living up to the pre-release hype is basically impossible for this gorgeous but ultimately quite orthodox platforming adventure. And I don’t mean that as a criticism: it just seems basically true to me. It’s just the nature of hype.

Then again, maybe Silksong is different. This medium’s timeworn urge towards larger scale, new and innovative game systems, and envelope-pushing graphics technology—ie, the phenomena that is basically killing the blockbuster side of town right now, at least in the west—doesn’t seem to touch Team Cherry at all, whose fortune was made via Kickstarter, and whose core team is made up of three South Australians. The truth is that they’re just really good at making their weird arse bug games. And they’re really good at making me feel like a minor genius for being curious.

And, because of the huge success of their older game, they’ve been able to spend years filling this newer one with exquisite minor detail. Just don’t come here expecting a reinvention or even something dramatically different to Hollow Knight.



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September 8, 2025 0 comments
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GameFi Guides

You Can Earn Ethereum by Playing These Free Mobile Games

by admin September 7, 2025



Ethereum recently surged to an all-time high price just shy of $5,000, finally breaking its long-standing record from 2021. And if you’re keen on racking up as much ETH as you can while it’s hot, then here’s another method you might not have considered: playing games.

Much like with Bitcoin, a number of free mobile games pay out real ETH rewards. Games like Ethereum Blast, Word Breeze, and even Bitcoin Solitaire are built on the Bling Financial platform, letting players earn points that can be converted to Ethereum or Bitcoin, with ETH available to withdraw to a Coinbase account.

Keep your expectations in check: The amount of ETH you’ll earn typically averages out to pennies’ worth per hour, and you’ll watch a lot of ads between levels. But you’ll also earn real ETH, and most of these iOS and Android games are solidly fun aside from the interruptions.



Ethereum Blast

Download: iOS or Android

The one Ethereum-named game on this list is a space-themed puzzler, and it’s a simple one: When two or more like-colored blocks connect, you can tap to clear them from the board. You’ll do so to either axe a certain number of blocks or complete some kind of mission, like clearing a path for gems to fall to the bottom. It’s relatively mindless, but a decent diversion.

Sweet Bitcoin

Download: iOS or Android

Sweet Bitcoin is an unabashed Candy Crush Saga clone, and there’s truly no shortage of those on the App Store or Play Store. But this one’s a decent enough copycat, tasking you with swiping to match like-colored fruits and clear them from the screen—and like the other Bling games on this list, it’ll net you ETH or BTC rewards along the way.

Word Breeze

Download: iOS or Android

One of the more entertaining games on this list is Word Breeze—a simple game that tasks you with completinga crossword-style grid with words via a jumble of letters. You can play a few levels between the ad breaks, and while not especially difficult, it uses your brain more than some other games on this list… and might teach you a few terms in the process.

Bitcoin Solitaire

Download: iOS or Android

It’s solitaire, but with Bitcoin (and Ethereum). Yep, Bitcoin Solitaire is exactly what it says in the title: It’s a simple, straightforward rendition of the single-player card game, but with the ability to earn cryptocurrency along the way. We’ve enjoyed this one, and since solitaire games last longer than most of the titles on this list, you’ll encounter fewer ads.

Bitcoin Sudoku

Download: iOS or Android

Much like the above, Bitcoin Sudoku is simply sudoku with an added dollop of crypto rewards. And just like with Bitcoin Solitaire, the longer games work to your advantage if you loathe video ads, though you still get to withdraw Bitcoin or Ethereum rewards. It’s a solid rendition of the beloved number grid game with no frills, but that works just fine.

And more

There are a few other Bling Financial games that offer rewards in both Ethereum and Bitcoin—regardless of what the title says—such as Bitcoin Blocks, Bitcoin Food Fight, Bitcoin Blast, and Bitcoin Pop.

You can also find several other mobile games that only pay out Bitcoin rewards, but of course, you’re welcome to take those BTC winnings and swap them for ETH or other coins. We’ve covered many of them, including Bitcoin Miner and Idle Mine.

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Borderlands 4 Release Times Revealed, Here's Exactly When You Can Start Playing
Game Updates

Borderlands 4 Release Times Revealed, Here’s Exactly When You Can Start Playing

by admin September 7, 2025



Borderlands 4’s release on September 12 is right around the corner, and ahead of the game’s long-awaited debut, Gearbox Software has published the game’s official launch times. To get up to speed quickly, the game unlocks at 9 AM PT on September 11, which works out to midnight Eastern on September 12. You can see more global launch times below.

The PS5, Xbox Series X|S, and PC editions are coming first, with the Switch 2 version of Borderlands 4 landing on October 3. In fact, Borderlands 4 was originally set to launch on September 23 before the date was brought forward for the non-Nintendo versions.

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Now Playing: Borderlands 4 | Official Launch Week Trailer

Borderlands 4 will cost $70 when it launches, which is notable because there was a period of time when Gearbox boss Randy Pitchford claimed he did not know the price, prompting fears that it could be $80. Pitchford stoked the conversation around pricing by saying “real fans” would find a way to come up with $80 if that was the case.

Pitchford is so confident in Borderlands 4’s pricing strategy that he recently said he believes the game would be “worth it” at five times the price of entry.

While the standard edition is priced at $70, 2K and Gearbox are offering multiple more expensive editions of the game, including a $100 deluxe edition, a $130 super deluxe edition, and a $150 collector’s edition. For more, be sure to consult GameSpot’s Borderlands 4 preorder guide to find the version that’s right for you.

Borderlands 4 launch times

PlayStation 5

  • New York, NY, USA – Sept 12 at 12:00 AM ET
  • San Francisco, CA, USA – Sept 11 at 9:00 PM PT
  • Wellington, New Zealand – Sept 12 at 12:00 AM NZST
  • Sydney, Australia – Sept 12 at 12:00 AM AEST
  • Tokyo, Japan – Sept 12 at 12:00 AM JST
  • Singapore – Sept 12 at 12:00 AM SGT
  • London, UK – Sept 12 at 12:00 AM BST

Xbox Series X|S

  • New York, NY, USA – Sept 12 at 12:00 AM ET
  • San Francisco, CA, USA – Sept 11 at 9:00 PM PT
  • Wellington, New Zealand – Sept 12 at 12:00 AM NZST
  • Sydney, Australia – Sept 12 at 12:00 AM AEST
  • Tokyo, Japan – Sept 12 at 12:00 AM JST
  • Singapore – Sept 12 at 12:00 AM SGT
  • London, UK – Sept 12 at 12:00 AM BST

PC via Steam & the Epic Games Store

  • New York, NY, USA – Sept 11 at 12:00 PM ET
  • San Francisco, CA, USA – Sept 11 at 9:00 AM PT
  • Wellington, New Zealand – Sept 12 at 4:00 AM NZST
  • Sydney, Australia – Sept 12 at 2:00 AM AEST
  • Tokyo, Japan – Sept 12 at 1:00 AM JST
  • Singapore – Sept 12 at 12:00 AM SGT
  • London, UK – Sept 11 at 5:00 PM BST

Nintendo Switch 2

  • New York, NY, USA – Oct 3 at 12:00 AM ET
  • San Francisco, CA, USA – Oct 2 at 9:00 PM PT
  • Wellington, New Zealand – Oct 3 at 12:00 AM NZST
  • Sydney, Australia – Oct 3 at 12:00 AM AEST
  • Tokyo, Japan – Oct 3 at 12:00 AM JST
  • Singapore – Oct 3 at 12:00 AM SGT
  • London, UK – Oct 3 at 12:00 AM BST

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The envoy from Avowed takes a dreamlike rest amongst a glimmering city.
Gaming Gear

You’ve all been playing too much Silksong this weekend, have some sleepy videogame soundtracks so you can finally get a little shuteye

by admin September 7, 2025



I’ll tell you something, I’ve been tired this week. Summer is winding down in the northern hemisphere, the days are getting shorter, and I feel like my body is already preparing to go deep into a winter hibernation. Hot chocolates, caning an entire sleeve of biscuits and then feeling mildly gross afterwards, scorching my skin under an electric blanket. All that good stuff.

Soundtrack Sunday

Welcome to Soundtrack Sunday, where a member of the PC Gamer team takes a look at a soundtrack from one of their favourite games—or a broader look at videogame music as a whole—offering a little backstory and recommendations for tracks you should be adding to your playlist.

As the temperature starts to shift, I find the music I listen to does with it. I crave mellow beats and twinkly chimes as it gets colder—like a MIDI fluffy blanket. Videogame music is literally perfect for this. If there’s a mood I’m in, there is almost definitely a videogame soundtrack out there that fits my desired vibe perfectly: cleaning, working out, writing, and of course, falling asleep.

I think part of that is just down to how we engage with music in videogames compared to any other medium. A film score might only need to orchestrate a short battle, or a fleeting moment, and an artist’s album is often more a reflection of themselves than of a world built around their music.


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But videogame music can end up playing for hours on end, as big a storytelling device as the narrative or the characters, leading to this delicate balance of the genre where its looping melodies can’t be too invasive but neither can they be too forgettable. It’s that balance that makes it so perfect—the music finds the perfect nook in the back of my brain to snuggle up in.

Nostalgia almost certainly plays a part in crafting cosy videogame playlists, too. While I’ll happily listen to chilled-out tunes from games I’ve never touched, I always get the biggest fuzzies from the ones I have a huge emotional attachment to.

I would argue that Nintendo easily has the cosy videogame music market cornered—Animal Crossing hourly music is a mainstay in my relaxing playlists, and The Legend of Zelda has some some straight bangers—but that doesn’t mean PC gaming is bereft of snug tunes that wouldn’t sound amiss amongst a crackling fireplace.

If you’re also feeling the changing seasons waning on you, maybe drop a few of these tracks before bed or while curling up with a good book. Assemble a videogame playlist so snug as a bug in a rug that you accidentally hole up in a Stardew Valley-induced winter coma for the next three months.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

C418 – Sweden

Minecraft Volume Alpha – 18 – Sweden – YouTube

Watch On

For a game that can give vibes so deeply unsettling—I once got into a proper tizzy as a child when I became lost in a giant cave while zombies groaned and spiders screeched—Minecraft somehow manages to envelop all of that in one of the most beautifully comforting soundtracks.

While the survival crafting game continues to put out very good music, Volume Alpha, the original soundtrack composed by Daniel ‘C418’ Rosenfeld, is where some of its best tracks lie. His approach to creating a simplistic, ambient soundscape is where so much of Minecraft’s charm lies, but those songs still hold much of the same power outside those blocky walls.

There are so many good tracks to choose from here, but nothing gives me the fuzzies more than Sweden. There’s a reason it’s the most popular one—the gentle piano that gradually increases in velocity as strings enter into the party.

It’s incredibly simple—as much of the early Minecraft music is—but it’s what makes Sweden work so dang well. The same melody looping, occasionally with different instruments, giving a sense of familiarity that lends itself so well to being cosy as hell. A crazy good gem of videogame music.

ConcernedApe – Dance of the Moonlight Jellies

Dance of the Moonlight Jellies – YouTube

Watch On

Bar Minecraft, Stardew Valley may well be the de facto cosy PC game. For the current vibes, nothing felt more fitting than chucking Dance of the Moonlight Jellies on this list. It’s a song that plays during the festival of the same name in late summer—hey, that’s where we’re at right now—in an incredibly serene moment of jellyfish lighting up the nighttime sea.

It’s got all that twinkly goodness I was yapping about earlier, and is a song I could easily listen to on loop over and over again. The fact that Eric Barone was able to compose such a cracking soundtrack while also, you know, making the entire game, is a ridiculous feat and I will forever be envious of that man’s talent.

FoldEcho — Stellar Fishing Ground

Stellar Fishing Ground – YouTube

Watch On

Infinity Nikki has a song for just about every damn thing in that game, but the one that always has me sticking around to listen is the song that plays at the Stellar Fishing Ground. It genuinely bums me out that it’s barely a minute long on Spotify, because it perfectly captures that simplistic ambience I love so much about other entries on this list.

The melody is minimalistic, almost reminiscent of late-night Animal Crossing hourly music, and I’ve fallen asleep to a looping playlist of just this song more times than I can count. Maybe it’s the Nintendo-ness of it that makes me feel weirdly nostalgic for it, despite not even being a year old.

Masayoshi Soken – Serenity

Speaking of nostalgia, this is a song I have heaps of it for. I’ll always have a soft spot for early Final Fantasy 14 tracks as someone who’s been playing for over 10 years now, and I’m especially biased towards the music of Gridania. It’s where I started as a hopeless catgirl archer all the way back in 2014, and while most of my days are spent in Limsa now (as is the way), I’ll forever love the Shroud for all its foresty warmth.

That’s exactly why I had to pick Serenity—though Endwalker’s One Small Step is an incredibly close second choice. It’s the field theme for the lands beyond the city of Gridania, and always throws me back to memories of spamming levequests and tackling FATEs I most certainly was not equipped to handle. It’s got all the things I love in a relaxation/sleep playlist—piano, soft strings, delicate melodies. It’s almost Tolkeinesque in its sound, something I wouldn’t feel amiss hearing in a Lord of the Rings film.

The “Piano Collections” version of Serenity is equally excellent, with resident pianist Keiko somehow making the entire track even more tranquil than its original.

Toby Fox – Shop

I played Undertale many moons ago and honestly cannot remember much about it (I know, I’m sorry) but the OST has always stuck with me. This is another case of one person being able to do it all, with creator Toby Fox also penning the soundtrack.

I’d argue that Megalovania isn’t exactly prime dreamland material, but Shop certainly is. It toes the line of being just mildly unsettling in the way almost all of Undertale is, but strangely homely at the same time.

It’s another track on the shorter side, but still packs a real peaceful punch. It’s a little less ambient than some of the other tracks on this list, but that’s kinda what I dig about it, with a wonderful blend of retro chiptune style and piano taking turns throughout the 50-second track.



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What we've been playing - it's not all Hollow Knight Silksong you know
Game Updates

What we’ve been playing – it’s not all Hollow Knight Silksong you know

by admin September 6, 2025


6th September

Hello and welcome back to our regular feature where we write a little bit about some of the games we’ve been playing. This week, predictably, we’ve been playing Hollow Knight Silksong. How could we not? It’s an historic event in video games. It broke various gaming stores. But that’s not all we’ve been playing, I promise.

What have you been playing?

Catch up with the older editions of this column in our What We’ve Been Playing archive.

No Man’s Sky, PC


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Yes, yes, I’m sure Silksong will be wonderful as soon as I’m awake enough to make any meaningful progress, but for now, No Man’s Sky continues to hold me in its grip. Partly, that’s because its recent ship-building update continues to be utterly captivating (even if my creations are still nowhere near as good as this lot), but also because the excavation grind required to amass a good mix of customisation components is exactly the right kind of monotonous for those evenings when you just want to look at something pretty and disengage your brain.

As is fairly typical though, given No Man’s Sky’s absolute heap of distractions, things have taken a bit of an unanticipated turn. Instead of digging up ship bits, I’ve suddenly become obsessed with the palaeontology system I’d largely ignored when it was introduced earlier this year – and I’m now determinedly whizzing around planets unearthing prehistoric bones to add to my increasingly unwieldy collection. The brilliant bit is that acquired fossils can be assembled onto plinths, as your whims take you, meaning you can build an entire museum of strange and exotic creature exhibits to show off to your friends. And if you’ve ever wondered what it is about No Man’s Sky that scratches a particular itch for certain people, it can probably be found somewhere in the fact I’m now seriously considering building a travelling exhibition ship I can take on a cosmic tour.

-Matt

Untitled Goose Game, Switch 2

Picture this: it’s raining, it’s dark outside, and it’s getting chillier, and you’re snuggled down in a blanket while causing havoc as a mischievous goose with no remorse.

Untitled Goose Game is a game I return to periodically simply because it makes me smile. That’s it – I can’t think of a deeper reason other than it brings me sheer, unrestricted joy. Being an agent of chaos, who’s ticking off a checklist of chaos, is a great use of a gloomy night.

-Marie

Bloodborne, PS4

Johnny and Aoife take on Bloodborne.Watch on YouTube

Which is your favourite Soulsborne game? Bloodborne is certainly up there for me, which is why I decided to get the platinum trophy. This may have been an error. Where Elden Ring’s NG+ felt like a victory run that I whipped through in a few hours, Bloodborne’s equivalent is far less of the speedrun I was hoping for. I’ve found it quite frustrating, though that’s more my own impatience than anything else. Still, I’ve been dipping into that notorious Chalice Dungeon for a blood boost. You know the one – I can’t publish the name here.

-Ed

Herdlings, PC

Yes, yes, I have been playing Silksong, but earlier in the week I was playing something else: Herdlings. And I’m glad I did. I’m glad I did because I’m glad games like this exist. Arty, seemingly ungamelike experiences – in that they aren’t designed around catchy gameplay loops – that are more about evoking a feeling rather than occupying your hands.

It’s a super cute and beautiful game – a game about herding strange furry animals out of a city, into the wilderness and up a mountain. But one thought stayed with me especially, and it’s to do with the mental handshake there is between your imagination and a game when you play. If a game gives you a lot of information – if a lot is declared – then your imagination doesn’t have to come out very far to meet it. But if a game withholds a lot of detail, it encourages you to mentally reach out. And Herdlings does this.

There are no words, there’s no overt direction, nor are there any detailed customisation mechanics around managing your beasts. You can name them and clean them and pet them, and feed them, but these are one-button-press kind of things, with no associated gauges to fill. Mostly, these animals, they’re just there – you don’t know what they’re thinking or what they are. So you imagine it. You imagine personalities and stories for them – reasons why you found them in the way you did. Your imagination leaps forward. And together – you and the game – write a story.

It’s, gently, very powerful stuff.

-Bertie

Hollow Knight Silksong, PC

Watch on YouTube

I’m Skonged up to my gills at the moment and will remain with Hornet on the brain until I hit credits or die, or both. The game seems pretty darn good so far – I’ve knocked down plenty of bosses and am currently at that phase where you go back through prior zones and clear out every nook and cranny. Having just got my wall jump, I’ve discovered fresh horrors to throw myself against. Yay!

-Connor

Agatha Christie – Murder on the Orient Express, Switch 2

In anticipation of Silksong, and Indiana Jones and the Great Circle’s DLC, I have been hesitant to start another ‘big game’. Instead I have been dipping into various demos on Switch 2. Most recently I tried the demo for Agatha Christie – Murder on the Orient Express, from Microids Studio Lyon. I’ve always been partial to a murder mystery, and I still enjoy Christie’s books and the David Suchet adaptations that pop up on ITV3 from time to time. So how about playing through one of her most iconic stories?

This was only a demo so I can’t speak for the full game, but it actually wasn’t too bad (I won’t lie: I am surprised to be saying this – I went in with very low expectations). It is a bit boring – the puzzles in the demo were easy to the point where I don’t think you can call them puzzles at all. But visually it was a nice representation of the Orient Express, which I went on for my honeymoon, by the way, so I have fond memories. I’m pleased to say no one was killed when I was on board.

Will I play the full game? No, probably not. But thanks to a warm feeling of nostalgia, Agatha Christie – Murder on the Orient Express was a pleasant enough way to spend an evening.

-Victoria

Football Manager 24, PC

More easy-breazy (read: low effort) stuff from me during another busy week where personal time for gaming’s at a minimum. At the moment I’m running a save called “Amorim’s United but good”, where I restrict myself to the beleaguered Ruben Amorim’s formation, play through a scenario as close to last season as possible (thanks to a few community data mods) but treat the transfer windows and finer points of tactics within the 3-4-2-1 formation as my own. And I’m not saying I’m a genius or anything but we’re seven points clear at the top, with 10 games to go. Call me, Sir Jim. Call me.

-Chris

Hollow Knight Silksong, Xbox

Yes, it’s only been out since Thursday PM, but that night alone I sunk about seven hours into Silksong. It’s a very me game. I love Metroidvanias (and I’m of the controversial opinion that most modern ones are better than the originals – sorry Konami and Nintendo!) and this new Team Cherry effort is so up my street it’s absurd. The musical direction – both aurally and in the fact the whole world seems designed around bells and sound – speaks to me on a level a lot of games fail to. I really hope the next few days of play are as magical as these opening hours.

-Dom

Fantasy Football, real life!

I was once at a World of Tanks event in Russia where the online behemoth announced Dolph Lundgren, Swedish action star, as the new face of its marketing campaign. Even pushing 60, Lundgren was an imposing figure. You can see how he killed Apollo Creed. In an excruciating press conference, one excited fan stood up and asked him if he played The Sims. He didn’t know what The Sims was, so an even more painful 60 seconds passed as it was explained to him what The Sims was. In a very Ivan Drago drawl, Dolph replied, monotone: “I prefer real life.”

Anyway, in the vein of Dolph, it’d be wrong to not acknowledge that the primary thing I’ve been playing over the last week involves no traditional gaming – NFL Fantasy Football. Last week that took the form of our fantasy draft, and this week is the start of the actual season where the real game begins, and I’ll spend Saturday fretting about my team and Sunday evening watching their performance. With all its stats and numbers, playing NFL Fantasy genuinely reminds me of some of my favourite role-playing games – it’s a numbers game, in the end. That’s probably why it appeals so much to my RPG–pilled brain.

– Alex



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