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Hollow Knight: Silksong Review - Punishing Grandeur
Game Reviews

Hollow Knight: Silksong Review – Punishing Grandeur

by admin September 16, 2025


Hollow Knight: Silksong is an exemplar of its form. Games like Metroid and Castlevania helped establish the fun of an exploration and platforming adventure filled with upgrades that open up new paths to progression, and Team Cherry’s second Hollow Knight game takes that concept to a profound level of depth, sophistication, and scope. Pacing issues and a punishing approach to forward progression prevent a full-throated endorsement to every type of player, but those with significant patience can uncover a true masterpiece. 

While there are some scant references to the prior game, players should be comfortable thinking of Silksong’s story as a standalone installment, in which a warrior princess bug named Hornet is taken against her will to a distant kingdom called Hallownest. After escaping, she seeks to uncover the reason for her kidnapping and the secrets of the place, gradually unfolding a story of ancient mysteries and the decayed remains of a sovereignty governed through the powers of silk and music. The worldbuilding is immaculate, from the visuals of a land that has fallen into ruin to the beautifully written dialogue between characters that fleshes out the fiction. 

The environmental storytelling is backed up by rewarding exploration and traversal. Silksong’s world is truly vast, with an interconnected network of biomes that each contribute new threads to the web of understanding, from abandoned halls of long-forgotten experiments to clockwork machinery that drives the kingdom’s waning functions. Hidden paths abound, and the gradual unlocking of new shortcuts and areas that appear through the acquisition of abilities makes for a satisfying loop. 

Several platforming sequences are highly challenging, demanding split-second pad/stick control for long and unforgiving stretches. I relish those challenges for their design and canny pathing, but the distance between rest points does little to contribute to that enjoyment. Instead, I found the insistence on extremely long checkpoint placement hampered the sense of pacing in several instances, since I was forced to repeatedly redo early and manageable sections just to get a chance to practice and perfect the later ones. 

 

While combat encounters are frequent and demanding, they are tuned to reward careful attention and clever use of resources. Over the dozens of hours it takes to reach even the first of several endings, I consistently felt a sense of evolving control over the onscreen action, which is enhanced by several distinct crests, each of which alters movement, attacks, and available abilities in subtle but important ways. The distinct playstyles are yet one more way that Silksong layers in nuance.

I was especially fond of many of the bosses, which often have a wide variety of interesting movesets to learn and evocative visual themes that set each apart from the rest. In particular, bosses like Lace, Phantom, and the Cogwork Dancers feel rhythmic and intense, like impactful duels between master combatants. 

While the boss battles themselves are a rewarding challenge, I can’t say I was always a fan of the extreme damage each dealt, often ending individual attempts in mere seconds, or the sponge-like health pools of most, which sometimes feel like a chore to work through, even after nailing the mechanics of the fight. The frequent insistence on long, gauntlet-like runbacks to retry a given battle exacerbates those issues, which reads more like an unnecessary time sink, rather than a fun addition to the difficulty. 

Like many great games, all of Silksong’s systems, difficulty, and storytelling feel intentional and crafted to be as they are. Even as particular frustrations held back some measure of my potential enjoyment, I simultaneously marveled at the care that has gone into each detail of Silksong’s measured unraveling of plot and gameplay. Even beyond the credits, hours and hours of optional endings, additional zones and bosses, and new plot elements wait to be brought to light by a devoted player. It’s a truly immense game filled with hard-won moments of discovery and revelation. 

Musicians know the feeling of a piece that is woven with complexity, which takes longer to learn than most, but brings commensurate satisfaction upon mastery; Silksong is the video game equivalent, sitting ready to be played and adored, but only after appropriate levels of devotion and persistence.



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September 16, 2025 0 comments
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Humus walking around
Product Reviews

I jumped into the management god game Sintopia, only to have all my devil workers go on strike because I spent too much money on punishing sinners

by admin September 9, 2025



Despite my love for management sims and all my best intentions when playing them, something always ends up going wrong. The real game isn’t to see how long I can keep the charade up, but how much I can manage to get done within the relatively short window of peace before everything goes to Hell.

The fact that Sintopia takes place in Hell half the time probably should have warned me about how well my antics would go, but I didn’t take the hint. Instead, I started my new job as manager of Hell and overlord of the humus, a sentient population of chickpeas.

(Image credit: Team 17)

Sintopia is kind of like two games in one. The overworld plays like a god game that has you casting spells to influence the humus. They go about their daily business with pretty limited intervention from you, farming crops, cutting down trees, electing a monarch to rule over them, and exploring the map to find new treasures and expand their village.


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I did spend a little bit of time helping them, like using a wind spell to blow away vicious animals that would attack hunting parties or ringing bells outside their homes at night to stop them from overpopulating the map. But if you asked the jumus, they probably would have a different, more violent story to tell, as to make money in Sintopia, you need to process souls, and to get souls to process, you need to kill humus.

The flipside of Sintopia is a management game located down in the belly of Hell. Here, you process the dead humus’ souls, squeeze all the sins that they’ve built up in the overworld out of them for cash and then send them on their way to be reincarnated in the overworld.

(Image credit: Team 17)

Your sin processing plant, like most management games, starts simple: Just build a couple of roads and buildings to help you extract all the humus’ sins. There are also basic buildings which drain the humus of their sins, earning you cash as it does so.

But these functions extract minimal profit out of the process. If you want to maximise your cash, you’ll need to start researching and investing in Sin Punishment Specialists. You can unlock rooms dedicated to each of the seven deadly sins: lust, greed, sloth, wrath, envy, pride, and gluttony.

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

I lacked the one thing they really wanted: a good wage and a nice work environment.

These will unlock buildings that you can place and send humus to if they have a particularly high meter for a specific sin. It’ll completely deplete their sins and give you more cash so you can build more infrastructure, like breakrooms for your demon workers, and give your employees raises or just pay them a fair wage. Something I may have forgotten to do:In my haste and greed, I got carried away with killing humus to fuel Hell’s production lines and exploiting the environment to build more money-making rooms, and forgot about looking after my employees.

I built them a breakroom, put up a few inspirational posters, and even set up a happy balloon demon to motivate them, but I lacked the one thing they really wanted: a good wage and a nice work environment.

Image 1 of 5

(Image credit: Team 17)(Image credit: Team 17)(Image credit: Team 17)(Image credit: Team 17)(Image credit: Team 17)

Lewis was the first demon worker to go on strike. I pushed him aside, kicking the ungrateful worker into some lava and opting to hire someone else for less money. But the peace didn’t last long, as after a while every single demon worker went on strike, seizing the means of production and stopping the cash flow.

Armed with the knowledge that my actions actually have consequences, I started a new save, with an eagle eye at all times on my employees’ wages and happiness. Luckily, this time things turned out better as I slowly built up production alongside my valued staff in Hell and the chosen monarch of the humus, Tiberius Snakenelly, who inspired his people to work hard and increase productivity in the overworld.

Even after all of these antics, I feel as if I’ve only scratched the surface of Sintopia. There’s so much room to perfect Hell’s production lines with intricate layouts, like using sorting gates that section particular humus into specific roads, so you can create the most efficient layout possible.

Then there’s everything that can play out in the overworld, like killing kings who don’t inspire their subordinates, fighting off rogue groups, and having to deal with an end-of-the-world type scenario. If you fail to squeeze all the sins out of a humus, their sin meter will reach 100% and this will turn them into a demon who will set up shop in the overworld and periodically launch attacks on your humus population. I haven’t got to this point yet, but it’s probably just a matter of time before it happens.



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September 9, 2025 0 comments
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The cast of The Fantastic Four
Esports

Baby Steps is Bennett Foddy’s next punishing game after Getting Over It

by admin September 1, 2025



After tormenting gamers with the addictively brutal challenge of Getting Over It, Bennett Foddy is taking his next steps – Baby Steps, to be precise. We caught up with the creative trio behind the new project to peel back the layers and find the deeper meaning in it all.

Bennett Foddy is an iconic, arguably infamous name in the industry. The Aussie academic has spent years toiling away on inventive yet devious interactive experiences. Back in 2008, we had QWOP, and in 2017 we got perhaps his most notorious release thus far, Getting Over It.

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Countless hours of engagement later, not just by the millions playing, but by the tens of millions more watching online, Getting Over It became a sensation in internet culture. While there have been a few other titles in between then and now, Foddy’s most ambitious project is now on the cusp of riling up players once more.

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Baby Steps is finally stumbling into our lives on September 23, and with it comes the potential for dozens of hours of Foddy-flavored frustration.

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What is Baby Steps?

On the surface, Baby Steps is a game all about, well, taking baby steps. Sucked through the TV on an innocuous night, our protagonist, Nate, is left stranded in a mysterious world. Given he’s spent the bulk of his precious time on Earth gorging on Cheetos and binging every show known to man, he’s not exactly well-equipped for the circumstance.

Barely able to control his limbs, because of course, it’s up to us to help poor old Nate navigate the confusing lands and figure out what’s really going on.

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That’s right, we control his limbs, making each and every step a challenge in its own right. Simply walking in a straight line may prove more difficult here for Nate than for an actual baby. He’s let it get that bad.

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Devolver DigitalNate isn’t quite the Nathan Drake build, to put it nicely.

That’s really the full scope of things here. You won’t find a map pointing Nate in any which direction, and there certainly won’t be any waypoints or objective markers to push you forward. There’s a vast open world chock-full of characters to meet, obstacles to climb, and hats to collect.

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As Foddy himself described to us, he begins by “sayings it’s a hiking game. But where normally, you walk in a video game by just pressing a button to go forward, in this case, the gameplay is that you are responsible for doing the actual hiking part yourself.”

What the developers say about it

Designing a game with streamers in mind

With Getting Over It, Bennett Foddy had some notion it might click in the ‘gaming entertainment’ realm, but even he couldn’t imagine just how much of a cultural impact the game had.

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This time around, he’s been able to build a game from the ground up with the notion of streamers and content creators in mind. What might this look like on Twitch? How will it captivate audiences on YouTube?

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While not necessarily a fundamental principle in the game’s design, “We do think about it,” Foddy told us. “It’s certainly something in our minds. ‘How will this particular beat work for spectators?’ You have to think about that stuff now.”

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Bennett FoddyWe’re all familiar with this visual.

“Even just the experience of being able to relay a story that happened to you in a game, those moments are things viewers latch onto in streams,” co-developer Maxi Boch chimed in. “The possibility of telling your own story in the game is something we’re always pushing for.”

Improv comedy in a game

While the gameplay itself inherently leads to all sorts of chaoticically hilarious moments, the dev team actively strived to make Baby Steps a laugh-out-loud game by improvising much of its dialogue.

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Not only is this a considerable leap forward in terms of visual fidelity and scope with its open world design, but it’s the first game from Foddy with a real cast of characters. He told us it was necessary as to mock the average AAA release, and that’s also why full scripts were never written.

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Devolver DigitalBeautiful cinematography here. Why is that not a category at The Game Awards yet?

“We’re doing all the voices ourselves, and it is all improvised,” Gabe Cuzzillo said. “We have loose ideas for what the scenes are, then we’ll do 10 takes and edit something together from that. It’s all very quick.

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“We can have a whole cutscene done in a day, that’s kind of the way we did it.”

How big is the game?

Speaking of the scope, Baby Steps is no small step in that regard. In fact, veering off the main path could take you down a 10-hour detour, if you allow it.

So just how big is the game if you were to see and do it all? “Too big,” according to Cuzzillo. “You shouldn’t do that. Maybe 100 hours.”

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“Yeah, if you were really to see everything, you’d be doing some very hard stuff,” Foddy added. “But we’re trying to let people have enough options to dial in the intensity for themselves. You can have a pretty chill one or explore every inch. It would be pretty spicy to see everything.”

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Are the devs any good at their own game?

Frustrating players is one thing, but how exactly is a game like this balanced in the first place? When you need a certain degree of challenge, the devs themselves must be pretty skilled, right? Well, amusingly so, that’s not always the case.

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“We have to prove that it’s possible… with the help of cheats and stuff,” Foddy said with a laugh.

“It’s Getting Over It design rules,” Boch chimed in. “You can always cheat back to where you were, and then if you can get to the next place from there, it’s doable.”

“Even just playing the demo, there’s already players who are 10 times better than us,” Foddy said.

Devolver DigitalI’m here to see the Baby Steps speedruns a few weeks after launch.

Biggest tips

So, after years of working on the game, what would those responsible recommend for players getting a little too agitated? Their advice is simple.

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“I think you should cherish whatever you happen to see,” Cuzzillo said. Don’t try too hard on any one thing.”

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“Take some breaks,” Boch suggested. “Gameplay skills cement really well with some sleep.”

“Brush your teeth every day,” Bennett stressed. And floss!”



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September 1, 2025 0 comments
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If Elden Ring Nightreign wasn't punishing enough for you, FromSoft is adding a high-difficulty mode
Game Reviews

If Elden Ring Nightreign wasn’t punishing enough for you, FromSoft is adding a high-difficulty mode

by admin August 28, 2025


For those of you who enjoyed Elden Ring’s co-op spin-off Nightreign on release but now think meh, this is too easy, well buckle up buttercup. Bandai Namco and FromSoftware have announced a high-difficulty mode.

It’s known as Deep of Night and it’s intended for seasoned players who have navigated through the Night many times, which counts me out.


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Deep of Night will arrive on 11th September and have stronger enemies in it. You won’t be able to specify the Nightlord you want to fight and ongoing terrain changes won’t be reflected.

“Furthermore, the difficulty increases the deeper you descend,” the Nightreign team said. “The ratings will fluctuate based on wins and losses, affecting the ‘depth’.”

There will be some special items exclusive to Deep of Night, but be warned that some “detrimental effects” will also appear. You can find further information via Bandai Namco here.

Image credit: FromSoft

Our Ed described the Elden Ring spinoff as “an exhilarating rush and a celebration of the studio’s prior achievements Souls veterans will devour” in Eurogamer’s Nightreign review. Are you now up for this fresh challenge?

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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August 28, 2025 0 comments
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NFT Gaming

Bitcoin’s ETFs Kill the Transaction Fees, Punishing the Miners More

by admin August 25, 2025



Good Morning, Asia. Here’s what’s making news in the markets:

Welcome to Asia Morning Briefing, a daily summary of top stories during U.S. hours and an overview of market moves and analysis. For a detailed overview of U.S. markets, see CoinDesk’s Crypto Daybook Americas.

Bitcoin’s price is holding near records, but the chain itself is quiet. Glassnode data shows transaction fees have collapsed back toward decade lows, even as BTC flirts with six figures.

In past cycles, fee spikes tracked bull markets as traders bid for blockspace. This year, the fee curve is flat while price rises, a clear sign that onchain demand is no longer driving the market.

(Glassnode)

A new report from Galaxy Research shows median daily fees have fallen more than 80% since April 2024, with as much as 15% of daily blocks now clearing at just 1 satoshi per vbyte. Nearly half of recent blocks are not full, signaling weak demand for blockspace and a dormant mempool.

This is a sharp contrast to prior bull cycles, where price rallies translated into congestion and fee spikes.

The data confirms a structural shift: spot ETFs and custodians now hold more than 1.3 million BTC, and coins parked in those wrappers rarely touch the chain again.

At the same time, retail activity that once clogged the Bitcoin blockchain has migrated to Solana, where memecoins and NFTs benefit from cheaper and faster execution. The result, Galaxy notes, is that the bitcoin price is being set by custodial inflows while the network’s onchain demand – once a proxy for price movement – has slowed down.

For miners, this dynamic is particularly punishing. With rewards halved to 3.125 BTC and fees contributing less than 1% of block revenue in July, profitability is under strain. That stress is pushing listed miners to diversify into AI and HPC hosting.

Read more: Bitcoin Mining Faces ‘Incredibly Difficult’ Market as Power Becomes the Real Currency

A report from earlier this year by Rittenhouse Research argues that Galaxy Digital’s move out of mining altogether could be the model for the sector.

This move has been applauded by the equity markets. While BTC is down more than 3% on-year, the CoinShares Bitcoin Mining ETF has gained nearly 22%. Investors are rewarding firms that have leaned into diversification rather than relying on block rewards alone.

Listed miners tell a similar story. Hive, Core Scientific, and TeraWulf all reported Q2 results padded by HPC and AI hosting revenues.

Those with no diversification, like Bitdeer and BitFuFu, remain deeply exposed to electricity costs, equipment depreciation, and a fee market that Galaxy warns in its report is “anything but robust.”

The juxtaposition is telling: Galaxy’s own research warns that the Bitcoin blockchain’s settlement role is stagnating, while Galaxy’s balance sheet is being repositioned for growth in AI data centers.

Onchain data makes the point: without organic demand for blockspace, fees can’t fund security. And if fees stay low, equity markets are painting a clear picture that mining sector’s best future returns may come from AI, not Bitcoin.

Market Movements

BTC: Bitcoin traded at $113,286.95, down 1.79%, after briefly plunging to a six-week low near $110,600, with the broader crypto market facing heavy liquidations and volatility.

ETH: Ether traded flat at $4,779 as Jerome Powell’s dovish Jackson Hole remarks boosted expectations of a September rate cut, with asset managers predicting new highs for bitcoin and an ETH breakout above $5,000 despite risks from treasury adoption and equity volatility.

Gold: Gold closed at $3,371 after Powell’s dovish Jackson Hole remarks boosted September rate-cut odds.

Nikkei 225: Asia-Pacific stocks climbed Monday, with Japan’s Nikkei 225 up 1.08%, after Powell signaled potential Fed rate cuts in September during his Jackson Hole speech.

Elsewhere in Crypto

  • The Funding: Why raising a crypto VC fund is harder now — even in a bull market (The Block)
  • Why Luca Netz Will Be ‘Disappointed’ If Pudgy Penguins Doesn’t IPO Within 2 Years (Decrypt)
  • KPMG Says Investor Interest in Digital Assets Will Drive Strong Second Half for Canadian Fintechs (CoinDesk)



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August 25, 2025 0 comments
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