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Borderlands 4 review - still frustrates as much as it thrills, but for different reasons this time
Game Reviews

Borderlands 4 review – still frustrates as much as it thrills, but for different reasons this time

by admin September 23, 2025


Borderlands 4 brings a more sensible script and a true open world to its pseudo-cel-shaded gun-show. But these moderate improvements are undermined by frustrating exploration and combat that takes too long to properly shine.

While I broadly believe that looter-shooters are the worst thing to happen to virtual gunfighting since Daikatana, Borderlands is a bit of a guilty pleasure of mine. There is something about Gearbox’s cartoon caper that slips through my armour like a Jakobs throwing knife. I even liked Borderlands 3, heaven help me.

Borderlands 4 review

Nonetheless, I’ve always felt there was something missing at the heart of Borderlands. It’s a series that says a lot without having much to say, a game with wit and flair and spectacle in abundance, but not necessarily a lot of soul. Borderlands 4 gets closer to solving this problem than any previous entry, but it still doesn’t quite succeed, and at times the cost of getting there threatens to undermine the premise entirely.

Borderlands 4 finally says sayonara to its arid homeworld of Pandora, careening through the stars to the new, more multifaceted setting of Kairos. This planet comprises four different regions that include the pastoral Fadefields, the mountainous Terminus Range, and, er, a desert region called Carcadia Burn overrun by mask-wearing Psychos.

In a way it’s fortunate that Kairos does not fully escape Pandora’s shadow, because the Burn is by far the most interesting region—at least until you approach the game’s end. You can tell Gearbox is in its element building its shattered surface, riddled with rotting industrial crawlers and teetering stacks of corrugated-iron shanties. It displays a confidence and clarity of identity that the other regions don’t muster in the same way.

Here’s a story trailer for Borderlands 4.Watch on YouTube

Kairos’ planet is ruled over by a garden variety evil overlord called the Timekeeper, who maintains his power via mind control implants that drive anyone who tries to remove them mad. Those who submit are forced to dress in rather unsubtle Destiny cosplays and fight alongside synthetic beings in an army known as The Order.

Like every other Borderlands, the story is unlikely to linger in your memory too long. But it is notable for a couple of reasons. To start with, Gearbox has dialled down the noise a bit, firing off jokes with greater precision so they land more reliably on your diaphragm rather than getting up your nose. I chuckled quite a bit while playing, both at specific story lines such as “I’ve worked way too hard on my physique to have it turned into goo!” and the obligatory wacky enemy death cries like “Now I’ll never get to live forever!”

In place of this torrential humour is a slightly more earnest, slightly more human tone that, while sometimes at risk of straying into mawkish, nonetheless makes spending time with its characters a lot more palatable. It helps that the voice acting is phenomenal, with Hollywood-grade performances all around. Even Claptrap is administered in an appropriate dosage. The streak of self-doubt written through his character almost made me feel sorry for the chattering pedal-bin.

Image 1: Oh mate, golden triangles are so 2011. 2: Claptrap’s appearances are infrequent, mainly relegated to side-quests. 3: The Fadefields is the first area you explore, and by far the least interesting. 4: The Order love a bit of grey. Well, a lot of grey. | Image credit: Eurogamer / 2K

The other big change is how Borderlands 4 delivers its action, namely in the form of a true open world. While Borderlands has always dallied with openness, this time you can truly go where you like. After a slightly overlong introduction, the campaign splits into three pathways, each of which takes you to a different region where you’ll trade jibes and bullets with one of the Timekeeper’s depraved, deranged generals. In between these objectives, are an abundance of side-quests, secrets, events, and collectibles.

The meat of this is consistently good, occasionally straying toward great. The campaign guides you towards some impressive sci-fi scenarios. From assaulting a fortress watched over the giant hologram of one of the Timekeeper’s subordinates, to chasing down a looming space elevator located across a vast chasm rent into the Earth by Kairos’ exploded, debris-flinging Moon, Gearbox uses the blown-out scale of the world.

Side-quests, too, are entertainingly conceived. You’ll help a group of ragtag thieves plan a heist on one of the Timekeeper’s bases, and play the role of relationship counsellor between Claptrap and a murderous AI trapped inside a speaking toilet. Like the main story, these quests make good use of the world, often bouncing between multiple locations.

While the story won’t linger in your brain very long, there are some memorable visual moments. | Image credit: Eurogamer / 2K

That said, they do often devolve into pressing “F” on in-game objects between bouts of blasting, and it’s a shame Borderlands 4 can’t find some more engaging ways for players to interact with the world. Moreover, some of the dialogue scenes in these quests can feel a little stilted. Not because of the writing, but because of the noticeable gaps between character utterances, and having to sit around waiting for them to perform an interaction or walk to a specific location.

More broadly, while Borderlands 4’s open-world has plenty to do, it is couched in old-fashioned, theme-park-ish design that doesn’t really encourage you to engage with it in between points of interest. You might encounter bands of enemies along the roads, and occasionally see rival groups fighting one another, but there’s no real reason to get involved in these scraps. A bigger problem, though, is that Kairos can be downright unpleasant to navigate.

There are plenty of ways to traverse environments, from your summonable ‘Digibike’ vehicle to an energy grappling hook and a jetpack that lets you glide across chasms. But the world often feels like it’s constructed to deny you opportunities for using these, rather than facilitating them. Every region is built like a stack of dishes, jumbled plates of sheer-edged rock that arbitrarily prevent you from scaling them. Often, the only way to an objective is by following one specific, often circuitous route that your robotic GPS isn’t wholly reliable at plotting. Presumably, this is so players arrive at a combat encounter from the appropriate direction. But playing Borderlands 4 off the back of Dying Light: The Beast—a open world that revels in traversal and emergent play—constantly bumping off Borderlands 4’s geometry like a pinball is extremely frustrating.

Image 1: The puerile streak is still there, but BL4 is less inclined to spray it directly in your face. 2: Even on Kairos, Borderlands 4 can’t escape the memory of Pandora. Fortunately, this isn’t a bad thing. 3: Yes, Borderlands 4 is technically demanding, but even on my decrepit PC, it can conjure some stunning scenery. | Image credit: Eurogamer / 2K

In short, the open world doesn’t add much to Borderlands beyond more stuff to do. It remains first and foremost a hybrid of FPS and ARPG. As with previous games, BL4 offers four different classes for you and your pals to play as. These are probably its most imaginative yet. I spent most of my time with Vex, a ‘Siren’ (space witch) who can channel her magic into one of three different pathways. One of these lets her summon ghostly clones of herself. Another, which I leant toward, enables her to conjure a feline familiar called ‘Trouble’ that can transform into a supersized version of itself called ‘Big Trouble’.

The classes can be geared toward extreme specialisations, with each of a class’s three abilities having further sub-abilities that can be unlocked and tweaked. Trouble, for example, can teleport instantly across a battlefield to pounce on an enemy, or summon spectral daggers that he launches at enemies on command. It’s a chasmic mine for build-crafting obsessives, though it still revolves heavily around plugging points into passive skills that offer fractional benefits—a design choice the likes of, say, Cyberpunk 2077 was roundly (and rightly) chastised for.

Of course, your power in Borderlands stems mainly from your guns, rather than your class. Broadly, Borderlands 4’s combat is its most knockabout flavour yet. And I mean that in a literal sense. You’re constantly knocking enemies over, shooting them out of the sky. It can really kick up a spectacle too. One of the order’s synthetic foes is basically a dog-shaped mobile artillery platform, launching glittering constellations of ordnance that arc through the air before thumping into the world around you. It’s great.

Order airships deliver fresh troops into combat, the latest in Borderlands’ line of quirky enemy deployment. | Image credit: Eurogamer / 2K

There is one big problem, though. It takes a long time for Borderlands 4’s invisible slot machine to start vomiting out decent quality guns. This is mainly because the open world increases the time it takes for the RNG to properly spool up. But it doesn’t help that Borderlands 4 pretty much constantly throws loot at you, to the point where it largely diminishes the significance of opening a gun-chest.

I also struggled to find much joy in the new weapon manufacturers. Two of the three new gun types, The Order and Ripper, place emphasis on weapons that charge up before firing. Charged weapons are fine if what they unleash is ultimately devastating—Gears of War’s Hammer of Dawn being a fine example. But BL4’s charged guns don’t really compensate for that delay in firing, even in the case of the Order, where that charge results in multiple shots being fired at once. The early game also throws way too many auto-shotguns at you, when they should be saved as a late-game novelty.

Black holes are the best weapon. | Image credit: Eurogamer / 2K

Consequently, I spent most of the early game fighting almost exclusively with Jakobs weapons, simply because popping heads with critical hits was so much more satisfying than anything else. Fortunately, the roster evens out more as the game progresses, and I increasingly found space for Torque’s explosive shotguns and Daedalus’ ammo-switching hybrids among my collection of filigreed revolvers and bolt-action rifles.

Borderlands 4 accessibility options

Subtitles toggle, text size and bolding/background options. Menu text scaling, damage numbers toggle, colour preset settings and reticle colour settings. Map zoom speed slider, vibration and adaptive trigger toggles, screen shake intensity slider. Toggle crouch and sprint options, camera head-bob slider.

Crucially, you’ll still come across ridiculous weapons that completely break the game for a few levels. In my case, the highlight was a throwing knife that spawned a black hole on impact, rendering nearby enemies helpless in a flailing vortex of limbs. Not only was this preposterously powerful in and of itself, the recharge rate was so fast that, by the time the black hole collapsed, I could instantly incapacitate them again by throwing another knife. That was a fun four hours.

To briefly address the looming issue of performance, I’m not really in a position to comment. My PC has well and truly entered its potato era, so mainly I was surprised that it ran at all. All I can say is I think Borderlands 4 looks pretty great even on its lower settings, and that its underlying problems are not limited to performance.

There was rarely a moment playing Borderlands 4 where I didn’t enjoy some part of it. But there was rarely a moment where elements of it didn’t frustrate me, either. It’s a constant drip-feed of small joys and minor frustrations, a game that had me grinning stupidly and groaning in equal measure. This is true of all previous Borderlands games, admittedly. But at least the reasons Borderlands 4 left me conflicted are different from before. In summary, two shots forward, one in the foot.

A copy of Borderlands 4 was independently purchased for this review by Eurogamer.



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September 23, 2025 0 comments
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Geekom Mini IT12
Product Reviews

Geekom Mini IT12 review | TechRadar

by admin September 23, 2025



Why you can trust TechRadar


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

Editor’s Note

  • Original review date: Jan 2024
  • Update – Sep 2025

Geekom has now released an updated 2025 Edition Mini IT12. The only change compared to the model reviewed below is a switch to the Intel Core i7-1280P CPU, rather than the original Core i7-12650H. The 1280P is still a 12th Gen CPU, but has a slightly higher clock speed and more efficiency cores. It also has a lower base and maximum turbo power, so performance is very similar.

Where it does improve things is the inclusion of Intel Iris Xe Graphics, which is slightly more powerful than the Intel UHD Graphics in the i7-12650H. While both these CPUs were launched back in 2022, they were flagship mobile processors, and still offer punchy performance today.

Included below is a quick spec and benchmark comparison of the CPUs. The Core i7-1280P gives very similar results in typical CPU focused benchmarks, but thanks to the more powerful iGPU, is around 20% faster in graphics related workloads.

While not a huge change, this means the 2025 IT12 is now slightly better value.

  • Geekom Mini IT12 (512GB 16GB RAM) at Amazon for $429

Swipe to scroll horizontallyHeader Cell – Column 0

Geekom Mini IT12 2025 Edition

Geekom Mini IT12 (as originally reviewed)

CPU

Core i7-1280P

Core i7-12650H

Generation

12th gen Alder Lake

12th gen Alder Lake

Launch

Q1’22

Q1’22

Cores / threads

14 cores (6P + 8E) / 20 threads

10 cores (6P + 4E) / 16 threads

Max turbo frequency

4.80 GHz

4.70 GHz

P-core max turbo

4.80 GHz

4.70 GHz

E-core max turbo

3.60 GHz

3.50 GHz

Processor base power

28 W

45 W

Maximum turbo power

64 W

115 W

Integrated graphics

Intel Iris Xe Graphics

Intel UHD Graphics

iGPU execution units

96 EUs

64 EUs

iGPU max dynamic freq

1.45 GHz

1.40 GHz

Swipe to scroll horizontally

Benchmarks

Header Cell – Column 1 Header Cell – Column 2

PCMark 10 – Overall

5862

5253

Geekbench 6 – Multi-core

9551

9386

Geekbench 6 – Single-core

2500

2323

Geekbench 6 – GPU

14731

11065

Fire Strike

4653

3730

Time Spy

1577

1331

Wild Life

12009

9511

CrystalDiskMark Read/Write (MB/s)

5196 / 4747

5096 / 4474

Geekom Mini IT12: 30-second review

Specs

CPU: 12th Gen Intel® Core™ i7-12650H (10 Cores, 16 Threads, 24MB Cache, up to 4.70 GHz)
Graphics: Intel UHD Graphics for 12th Gen Intel Processors
RAM: Dual-channel DDR4-3200 SODIMM, 32GB, expandable up to 64GB
Storage: 1 x M.2 2280 PCIe Gen 4 x4 SSD 1TB onboard, expandable up to 2TB, 1 x M.2 2242 SATA SSD slot, expandable up to 1TB, 1 x 2.5″ SATA HDD (7mm) slot, expandable up to 2TB
Rear Ports: 1x USB 3.2 Gen 2 Type-A, 1 x USB 2.0 Type-A, 2 x USB4 Type-C ports, 2 x HDMI 2.0 ports, 1 x 2.5GbE LAN port, 1 x DC jack
Front Ports: 2 x USB 3.2 Gen 2 Type-A ports, 1 x SD card reader (side), 1 x 3.5 mm headphone jack, 1 x Power button
Connectivity: Ethernet: Intel 10/100/1000/2500 Mbps RJ45, Wireless LAN: Intel Wi-Fi 6E AX211, Bluetooth Wireless Technology: Bluetooth 5.2
Audio: Not specified
Camera: N/A
Size: 117 x 112 x 49.2 mm
OS Installed: Windows 11 Pro
Accessories: 1 x VESA Mount, 1 x Power Adapter, 1 x HDMI Cable, 1 x User Guide

Considering the size and price, the Geekom Mini IT12 is a high-performing, compact mini PC designed for a range of applications, from office tasks to moderate gaming, with a real focus on creatives using processor-intensive applications such as Adobe Photoshop and DaVinci Resolve. There are several variants of the machine, such as with an i5 or i9 CPU, but in this test, we’re looking at the 12th Gen Intel Core i7-12650H.

The processor ensures that this mini PC packs power. At the same time, the RAM allocation is impressive, with 32GB of dual-channel DDR4-3200 SODIMM, which is expandable up to 64GB, catering well to heavy workloads. Storage is also versatile and generous, featuring a mix of M.2 and SATA SSD slots and a 2.5″ HDD slot, expandable up to 2TB.

We’ve tested many of the best mini PCs, and in our experience, the Mini IT12 also offers a decent volume of connectivity and expansion options. It has a range of ports, including USB 3.2, USB4, HDMI 2.0, and a 2.5GbE LAN port, making it adaptable for various peripherals and network setups. Intel’s Wi-Fi 6E AX211 and Bluetooth 5.2 ensure a fast wireless connection.

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While the IT12 lacks a dedicated GPU, the integrated Intel UHD Graphics are good enough for everyday tasks and some gaming; it will also handle light image and video editing up to 4K as long as the edits aren’t to complex.

When it comes to physical size, it measures in at 117 x 112 x 49.2 mm, which makes it easy to position when desk space is tight or if you need it to be portable in say a studio environment. The system arrives pre-installed with Windows 11 Pro, which provides excellent reliability and speed and is ideally suited to professional users.

The Geekom Mini IT12 is a decent all-round mini PC that balances performance, size, and connectivity, which will make it suitable for a wide range of users, from professional office workers to casual gamers and creatives. What makes this small machine stand out, especially for creatives, is the good selection of ports that enable the connection of external control desks and hard drives. There’s the fact that it has a built-in SD card reader so you can directly download images and video to the internal or connected external drives.

Considering the size and price, this is an incredibly powerful machine that will suit creatives looking for a compact computing solution that also offers portability.

Geekom Mini IT12: Price & availability

(Image credit: Ali Jennings)

  • How much does it cost? From $699 / £599 / AU$899
  • When is it out? Available now
  • Where can you get it? Directly from Geekom US, UK and Australia, as well as other online retailers such as Amazon.

The Geekom Mini IT12 12th Gen Intel Core i7 model is currently priced at $699 MSRP (£599 / AU$899) but often has further discounts. However, there’s a promotion available in the US and UK where an extra $30 discount can be applied using the coupon code techradar30 during checkout, saving a bit of extra money. Availability is widespread, including through the official Geekom website and Amazon. Right now, you can save with these exclusive TechRadar offers.

Geekom Mini IT12: Design & build

(Image credit: Ali Jennings)

The Geekom Mini IT12 Mini PC is housed in a stunning metallic green casing made of high-quality plastic that looks and feels as though it should be metal. This gives the machine a feel that is solid and well made, although not quite premium. Measuring in at 117 x 112 x 45.6 mm means that the IT12 will fit almost any work surface, and if there’s no space, then there’s always the VESA mount. The small size and quality build also mean that it’s highly portability, making it a great choice for a variety of settings, from studio work to mobile offices.

The build quality, while not premium, is well made, and the layout of ports and power button is easily accessible, all adding to a generally user-friendly design. One of the nice features about the machine is that the internal components, including RAM slots, M.2 slot, and a 2.5″ HDD drive slot, are easily accessible after removing the base, which is secured with cross-head screws.

As the base is removed, the cooling and ventilation system can be seen, and this has been well integrated into the design. Vents and fans are compactly arranged, helping to ensure that heat is drawn away from the components while keeping noise levels low. Side grills offer additional airflow, further helping to keep the inner workings cool even when the machine is running under load.

Port placement is pretty standard, with two USB Type-A ports on the front and a variety of connections on the back, including two HDMI ports and two USB Type-C ports, which combined will support up to four displays. The inclusion of an SD card slot on the side is a superb additional touch, especially for creative professionals and photographers.

The Mini IT12 is designed with the needs of creatives in mind. It features a powerful 12th Gen processor, 32GB of RAM (expandable to 64GB), and extensive storage options, including an ultra-fast M.2 slot and a 2.5″ HDD slot, allowing for the expansion of up to 5TB of internal storage. These features make it well-suited for demanding applications like Photoshop, Premiere Pro, and DaVinci Resolve.

Geekom Mini IT12: Features

(Image credit: Ali Jennings)

The Geekom Mini IT12 Mini PC offers a set of features that will appeal to content creators or anyone looking for a compact machine that offers more power than a simple office machine. At its core is the 12th Gen Intel Core i7-12650H processor, which, with its multitasking ability, makes it a great choice for more demanding applications such as Premiere Pro or Photoshop. Complementing the processor is Intel UHD Graphics, which, although not a dedicated card, is still decently powerful and capable of handling complex graphics and multiple 4K or one 8K video stream.

Another feature that will really appeal to creatives or any user who needs plenty of expansion options is the huge selection of ports. These include two ultra fast USB4 ports that enable high-speed data transfer as well as the ability to run multiple high-resolution displays. When it comes to networking and connections, the machine features the latest Intel Bluetooth 5.2 and Wi-Fi 6E.

For any machine of this type, especially when it comes to high performance Mini PC’s storage and memory are important, and with dual-channel DDR4-3200 SODIMM expandable up to 64GB and a range of SSD options, including an M.2 2280 PCIe Gen 4 x4 SSD, there are plenty of options for internal upgrades and expansion as and when you need. Of course with high powered machines comes heat, and to help ensure that everything stays cool, the machine has an integral cooling system that features a built-in fan that maintains a balance between performance and thankfully low noise levels.

The Mini IT12 also has the ability to support multiple displays, including one at 8K resolution, making it ideal if you like to split your tool pallets from your workspace or have a separate monitor for admin, web browsing, and email.

Pre-installed comes Windows 11 Pro, which you would expect from a machine pitched at this level, and this also means that you can get up and running in around 10 minutes from the time you unpack and connect the machine to the moment you write your first email.

Geekom Mini IT12: Performance

(Image credit: Ali Jennings)

Benchmarks

Crystal Disk Read: 5096 MB/s
Crystal Disk Write: 4474 MB/s
GeekBench CPU Single: 2323
GeekBench CPU Multi: 9386
GeekBench Compute: 11065
PC Mark: 5253
CineBench CPU Multi: 11560
CineBench CPU Single: 1660
Fire Strike Overall: 3730
Fire Strike Graphics: 4093
Fire Strike Physics: 18843
Fire Strike Combined: 1301
Time Spy Overall: 1331
Time Spy Graphics: 1167
Time Spy CPU: 6670
Wild Life: 9511
Windows Experience: 8.1

The Geekom Mini IT12 Mini PC puts in a decent all-round performance across a variety of applications, from Photoshop to Microsoft Word, making it a great machine for both professional and home use. When it comes to handling creative applications such as Photoshop, Premiere Pro, and DaVinci Resolve, the Mini IT12 absolutely excels. Its high GeekBench Compute and CineBench scores reflect its capability to manage intensive processing tasks, while the impressive Crystal Disk Read and Write speeds show just how fast the SSD is and how that speed ensures fast data handling, which is crucial for video editing and image processing.

During the test, the machine’s ability to handle creative software smoothly and without crashes or glitching is impressive considering the small size. The Intel UHD Graphics, though not a dedicated GPU still puts in an impressive performance for 3D rendering as well as high-resolution cuts in the top video editing software, is more than sufficient for running any of the best graphic design software and video editing tasks in Premiere Pro. This makes the Mini IT12 a great choice for creative professionals who require a balance of performance and price.

When it comes to using the machine for general office work, the Mini IT12 runs all Microsoft Office applications and Google Docs without issue. The real world use of these applications are reflected in the PC Mark score that indicated that typical office applications such as the Microsoft Office Suite will run smoothly, as the bench marks highlight in use you can quickly switch from one application to another without any issue. Working in Microsoft Word, Excel, and PowerPoint are handled with ease by the machine, and there are no worries about this machine’s abilities with any office tasks.

Gaming on the Mini IT12, while not its primary focus, is possible. The test scores from Fire Strike and Time Spy suggest that while it can run graphically demanding games like Cyberpunk 2077 and Red Dead Redemption II although we did find that the quality settings needed to be reduced in order to have smooth game play. The machine is more suited to less graphics-intensive games or older titles, which is highlight by the Wild Life score.

The Geekom Mini IT12 is a well-rounded mini PC with an ability to handle a range of tasks, from creative software to everyday office applications, and for the most part you can also get a pretty decent gaming experience. This makes it a great choice for anyone looking for a compact yet powerful computing solution.

Should you buy the Geekom Mini IT12?

For creative professionals or anyone who needs a PC with a bit of power, the Geekom Mini IT12 is an excellent choice. Its powerful processor, coupled with upgradable and expandable memory and storage options, makes it ideal for applications like Photoshop and Premiere Pro, and any of the best Adobe Premiere Pro alternatives. However, if you’re a hardcore gamer looking for a compact machine to handle the latest high-end games at maximum settings, you might want to look elsewhere and at something with a dedicated graphics card. For general office work, multimedia, and casual gaming, the Mini IT12 offers great value, making it a great purchase for anyone looking for a compact yet capable PC.

Value: Solid performance at a reasonable price. 4/5
Design: Compact, efficient, unobtrusive design. 4/5
Features: Versatile, with comprehensive connectivity and expansion options. 4/5
Performance: Strong in multitasking, moderate in gaming. 4/5
Total: Well-rounded, efficient for professionals and casual users. 4/5

(Image credit: Ali Jennings)

Buy it if…

Don’t buy it if…

Geekom Mini IT12 : Price Comparison



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September 23, 2025 0 comments
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ViewSonic's XG275D-4K Gaming Monitor Review: Bright Colors, Muddy Shadows
Gaming Gear

ViewSonic’s XG275D-4K Gaming Monitor Review: Bright Colors, Muddy Shadows

by admin September 23, 2025


Pros

  • Excellent color accuracy out of the box
  • Good build quality and an adjustable stand
  • Fantastic motion clarity
  • The 25-inch 1080p/320Hz mode is a nice perk for esports gamers

Cons

  • No USB hub
  • Poor off-angle viewing
  • Low peak brightness with just average contrast
  • More expensive than the competition when not on sale

Just a few years ago, it would have been impossible to find a high-refresh-rate, 27-inch, 4K gaming monitor like the $500 ViewSonic XG275D-4K, a DFR — dynamic frequency and resolution — monitor that can operate at 160Hz in its native 4K resolution or 320Hz in a 1080p, 25-inch window. Now, you can choose from myriad similar competitors at this size for under $400, many of which offer the excellent text and image sharpness delivered by 4K resolution plus refresh rates par for an IPS display in its price class. 

But, while $500 is a lot for what it delivers, when the ViewSonic is discounted to compete with models like the Acer Nitro XB273K V5bmiiprx — for instance, at review time it was around $390 at Amazon and Best Buy — it may offer enough no-nonsense style for gamers who want a display that can pull double duty at the office. 

Design and features

Why don’t you want to buy it at the manufacturer’s list price? The monitor skimps on features that less expensive monitors tend to include. It has speakers, though they’re low-power, 2W versions which are typically found on cheap monitors (if they include speakers at all). Speakers are always appreciated, though, because they’re at least good for system notifications. But the monitor lacks a built-in USB hub. There’s a single USB-C port with 65 watts of power delivery for mobile devices and video input, but that’s it. And even for the discounted price, it’s disappointingly dim.

ViewSonic XG275D-4K specifications

Price $500Size (diagonal) 27 in/69cmPanel and backlight IPS with LEDFlat or curved FlatResolution and pixel density 3,840 x 2,160, 163ppiAspect ratio 16:9Maximum gamut 94% P3Brightness (nits, peak/typical) 300 nitsHDR HDR10Adaptive sync FreeSync Premium, G-Sync CompatibleMax vertical refresh rate 320Hz (1080p), 160Hz (4K)Gray/gray response time (milliseconds) 2Connections 1 x DP 1.4, 2 x HDMI 2.1, 1 x USB-C in (65W PD)Audio 2W stereo speakers, headphone jackVESA mountable Yes, 75 x 75mmPanel warranty 3 yearsRelease date March 2025

Setting up the ViewSonic XG275D-4K is straightforward, and I was struck by how solid, if simple, the screen’s construction and accompanying stand are. The stand is very sturdy, meaning the panel doesn’t wobble while typing, and has a large opening for routing cables. Its adjustability is top-notch for a gaming monitor, allowing you to adjust height, swivel and tilt, as well as pivot the screen vertically. The display and stand both seem very durable.

The ViewSonic has the bare minimum of ports.

Lori Grunin/CNET

Navigating the built-in on-screen display is simple, and helpfully, the battery life of the attached device is shown at the bottom of the menu where applicable, as is the current brightness level. When you open the OSD for the first time, it prompts you to enter your country, and if you’re in the US, it automatically enables Eco Mode and caps the brightness. This is an easy change to revert, though.

Performance

It’s a good thing the XG275D-4K’s performance largely makes up for the lack of features. At 4K/160Hz, there’s little discernible motion blur when tracking fast-moving objects. I typically test fast displays with games like Hades and Enter the Gungeon, where reaction time is critical, and the monitor held up admirably. For esports players, or gamers with systems that aren’t powerful enough to drive a high-refresh-rate display at 4K, the aforementioned 1080p mode is a great way to push more frames. It requires enabling the mode in the OSD and then restarting the attached system to switch between resolutions, which can be awkward.

Lori Grunin/CNET

The color accuracy is more impressive. I measured an average delta E of 1.7 at maximum brightness, both in a 10% center window and full screen, as well as a maximum delta E of 4.7. That’s an excellent out-of-the-box result and makes the XG275D-4K a strong contender for a display one can both game and use for color-sensitive photo or video work after calibration. ViewSonic doesn’t provide a factory calibration report anywhere; however, as this is technically a gaming monitor (though more and more manufacturers offer them these days).

Color gamut coverage is about average for an IPS display, although there’s no way to clamp the gamut to sRGB, a disappointing oversight that means colors appear oversaturated in the default viewing mode, especially reds. But it also means that colors pop in games, and bright titles like Avowed, the Spider-Man series, and Hearthstone look vibrant and lively, while the high pixel density makes edges especially sharp. 

But contrast is mediocre at a little more than 1,000:1 out of the box (at 70% brightness), about what is normal for an IPS panel. Those used to OLED displays with their deep blacks and virtually infinite contrast ratio may find dark areas in games and scenes in movies hazy or muddy, and even the five-year-old Gigabyte M27Q I use daily measures 1,200 to 1. Shadows in Alan Wake 2 look washed out, and exploring the city of Nokron in Elden Ring was underwhelming, not atmospheric.

Color measurements

Preset Gamut (% coverage)White pointGammaPeak brightness (full screen in nits)Accuracy (DE2K average/max)Default/Native 93% P3 (128% sRGB)6400K2.32901.4/2.0FPS n/a6980K2.7284n/aRTS n/a6400K3.3287n/aMOBA n/a6500K3.3288n/aMovie n/a7000K2.5287n/a

The XG275D-4K isn’t very bright, either, topping out at a measured 290 nits at maximum brightness. Although the display is listed as supporting HDR10, that just means it can do the math for tonal mapping; the low brightness precludes any HDR usage and might require that users modulate the amount of light coming into the room. The low maximum brightness is especially egregious considering the $300 MSI MAG 274URFW is VESA DisplayHDR 400 certified, as is the $349 Asus ROG Strix XG27UCS — and neither will provide a great HDR experience, but they will at least hit 400 nits and pack the same specs.

ViewSonic uses a very effective anti-glare coating on the panel, but this has the unintended side effect of hurting the viewing angles. Looking at the monitor dead-on is great, but viewing from above, below or from the sides washes the picture out. That’s a potentially important consideration for multimonitor setups or off-center placement.

For the price, there are plenty of gaming monitors with effectively the same specs from Asus, Acer, and Amazon-only brands like KTC and KOORUI. And I wouldn’t be surprised if they were all using the same IPS panel. The fact is, the ViewSonic XG275D-4K is just alright, and though it’s color-accurate out of the box, it’s simply more expensive and not as bright as the competition. Even the 1080p, 320Hz mode isn’t unique; most of the monitors linked above can also pull that trick off. Unless you find it for around $350, gamers looking to get the most for the money should look elsewhere.

How we test monitors

All measurements are performed using the most recent version of Portrait Display’s Calman Ultimate software, an X-Rite i1Display Pro Plus (rebranded as Calibrite ColorChecker Display Plus HL), and a variety of included patch sets. Additional HDR testing is performed using a Murideo Six-G pattern generator and/or the Client3 HDR patterns within Calman. We periodically spot-check the colorimeter’s accuracy against the Konica Minolta CS-2000 spectroradiometer used for our TV testing. 

Core tests — those we run on every display, regardless of intent or price — include: 

  • The white point, brightness (peak and minimum), contrast and gamma for sRGB and the native color space were measured across 21 gray patches (0 to 100%), reported rounded down to the nearest 50K if there are no big variations. A plus or minus 200K variation around the target color temperature is considered acceptable for all but the most color-critical displays.
  • Color gamut coverage and accuracy for sRGB and the native color space using Calman’s standard Pantone patch set, plus grayscale and skin tone patches.
  • We add Blur Busters’ motion tests for gaming monitors to judge motion artifacts (such as ghosting) or refresh rate-related problems. 

You can find a more detailed description of our test methodology on our How CNET Tests Monitors page. 



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September 23, 2025 0 comments
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The Questyle QCC Dongle Pro with a smartphone to denote size, on a light wooden table
Product Reviews

Questyle QCC Dongle Pro review: the Bluetooth upgrade your phone has been waiting for

by admin September 23, 2025



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Questyle QCC Dongle Pro: Two-minute review

You may not realise it, but your phone and your wireless headphones don’t always agree on how good your music should sound. It’s a question of compatibility, and it can be a thorny issue.

Bluetooth audio codecs are the invisible lines of code that translate your music (whether streamed from a subscription service or stored locally on your phone) into something that can be transmitted wirelessly to your headphones, earbuds, or portable speakers.

All Bluetooth products support SBC, a codec that provides basic ‘vanilla’ audio quality, but when it comes to high-quality advanced codecs, like LDAC and aptX Adaptive (which preserve far more of your music’s detail), it’s the wild west out there. Some Android handsets support both. Some just support one. iPhones (in fact, all Apple devices) support neither. Support on the headphones/earbuds side of the equation can be equally messy – and it doesn’t always follow that the more you pay, the more codecs your buds (or cans) will support.

So wouldn’t it be nice if there were a tiny, simple (yet powerful) gadget you could plug into any phone, tablet, computer, or game console that would assure you’ve always got support for these codecs? Behold – the Questyle QCC Dongle Pro.

Plug it in, open the app, and pair your headphones. Done. You’re now listening wirelessly at the highest possible quality (perhaps even losslessly) and you didn’t even have to mess around in Android’s Developer Options.

All of this makes the Questyle QCC Dongle Pro a very attractive little accessory for anyone who wants to maximize their listening experience.

One of the best portable DACs around – and more specifically, one of the best wireless Bluetooth DACs we’ve tested? Let’s get to it.

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Oh, it’s red and no mistake (Image credit: Future)

Questyle QCC Dongle Pro review: Price and release date

  • Release date: August 29, 2025
  • Price: $99 (around £70; AU$150)

$99 may seem like a lot for what you get. After all, it is tiny – and this device doesn’t make music or even play music; it just makes the music you already have access to sound better, with no guesswork.

I’ve also tried the $50 FiiO BT11, a nearly identical-looking product that, on paper at least, does all the same things. But it’s so maddeningly difficult to use, I’d happily pay the difference for the QCC Dongle Pro.

Still, there is another option. If you don’t need LDAC (perhaps because your Android phone already supports it), you can get the aptX-family-only QCC Dongle for $69 and save yourself some cash.

Elsewhere (and if you’ve got hard-to-drive headphones and a little more to spend), we love the FiiO BTR17 for its amplification powers on top of its codec mastery, and TR’s audio editor still uses the FiiO BTR7 – both around $200 / £175 / AU$279.

Questyle QCC Dongle Pro review: Specs

Swipe to scroll horizontallyQuestyle QCC Dongle Pro: specs

Dimensions

25mm x 10mm x 15mm

Weight

2.5 grams

Supported codecs

SBC, aptX, aptX HD, aptX Adaptive (including aptX Lossless), LDAC

Supported interfaces

USB-C, USB-A (UAC 1, UAC 2)

System compatibility

WinXP/Vista/Win7/Win8/Win10/Win11/Linux/Android/HarmonyOS/macOS/iOS/iPadOS

Bluetooth version

5.4

Power draw

37mA

Questyle QCC Dongle Pro review: Features

  • Excellent codec support
  • Easy, intuitive app
  • Works with almost all USB-equipped devices

A helpful app lets you control the dongle’s two main functions: getting it paired with your headphones and picking which codec and optional settings you want to use. An LED on the QCC Dongle Pro gives visual feedback on its pairing status as well as which family of codec is currently in use – a reassuring feature.

Better yet, as long as your headphones or earbuds support Bluetooth Multipoint, it’s possible to connect them to the dongle and your phone simultaneously. Doing so maintains your ability to adjust the headphones’ settings via their mobile app (if any).

Oh, and one more thing: the dongle also supports USB Audio Class 1 (UAC 1), which is a spec-speak way of saying you can use it as a wireless audio transmitter with gaming consoles like Nintendo Switch and PlayStation families – devices that don’t play nicely with run-of-the-mill USB Bluetooth dongles. Full disclosure: I didn’t test this feature.

You can use it as a transmitter for a PC or Mac, too, though with one caveat: there’s no Windows or macOS app, so you’ll need to initially pair your preferred headphones using the mobile app on a phone, then move the dongle over to your PC. It will automatically re-pair with your headphones and then you simply need to choose the Dongle Pro from your computer’s sound output menu.

Worried about the Dongle Pro sapping your phone’s battery life? Don’t be. With a 37mA draw, Questyle estimates that even if you used it intensively (e.g., with LDAC) for 10 hours straight, you’d only dent an iPhone 16’s full battery capacity by about 10%. Using aptX Adaptive would consume less juice. I didn’t notice any impact on my day-to-day use of my iPhone.

The bulk of my testing was done with the Sennheiser IE900 or the Austrian Audio ‘The Composer’ (Image credit: Questyle)

The QCC Dongle Pro is so easy and effective that it’s hard to find flaws. But if I were to nitpick, I’d point to the fact that the Questyle app doesn’t give audio nerds as much control over codec behavior as, say, Android’s Developer Options, or the uber-handy Bluetooth Codec Changer app.

For instance, purists often want to avoid additional resampling between their source of digital music and the output that gets to their headphones. With the apps/settings I mentioned above, you can set LDAC’s bit-depth and sampling rate to match that of your source. The QCC Dongle Pro doesn’t provide this level of control. The same goes for LDAC’s bitrate; however, you can nonetheless choose to favour sound quality over connection stability, which should accomplish the same thing.

I might also note that the dongle can’t support simultaneous Bluetooth connections. So if you were hoping to connect a set of wireless earbuds using LDAC and a set of headphones using aptX HD so you can hear the difference, I’m afraid you’ll have to find another way of satisfying your inner scientist.

Features score: 4.5 / 5

Note the ‘wings’ (Image credit: Future)

Questyle QCC Dongle Pro review: Design

  • Tiny and featherweight
  • Fits most phone cases
  • Might block adjacent ports

The QCC Dongle Pro can plug directly into any device that can output audio over USB. At 2.5 grams, it weighs less than half as much as a single AirPods Pro earpiece. On its own, it will snap into USB-C ports, and a small ledge lets it protrude about two millimeters, making it compatible with many 3rd-party protective phone cases. It also comes with an adapter for gadgets that are still rocking USB-A ports. The only devices it can’t support are older iPhones/iPads with Lightning ports.

It’s a phone-friendly design, as long as you don’t mind using wireless charging while it’s plugged in. For laptops, especially those like the Apple MacBook Air with just two, closely spaced USB-C ports, the Dongle Pro forces the same choice, but without the fallback of wireless charging: You can have better Bluetooth audio or you can charge your computer, but not both.

Design score: 4.5 / 5

Everything in its right place… (Image credit: Future)

Questyle QCC Dongle Pro review: Sound quality

  • Perfect match for LDAC/aptX devices
  • Lets you choose which codec to use when more than one will work

How does it perform? Brilliantly. Which is to say, when I use it on an iPhone 16 in either LDAC or aptX Lossless mode, with a compatible set of headphones, and then compare it to a phone with these codecs built in (e.g., Motorola ThinkPhone), they sound the same to me. I’m not sure I could ask for anything more.

Sony’s WH-1000XM6 (LDAC) revealed the subtle details in Dire Straits’ You And Your Friend that tend to go missing when listening via AAC. Similarly, Sennheiser’s aptX Lossless compatible Momentum True Wireless 4 Earbuds were able to tame the blurry bass notes and crunchy highs that I typically hear when playing Bob Dylan’s Man in the Long Black Coat.

Given how convenient it is to pop the Dongle Pro into the bottom of my iPhone, I can easily see it becoming a permanent fixture in my daily listening life.

Sound quality score: 5 / 5

This white light (for aptX Lossless) was oddly hard to come by when using sources able to handle it… (Image credit: Future)

Questyle QCC Dongle Pro review: Value

  • Pricey compared to other transmitters
  • Unmatched codec support
  • Perfect size/shape for mobile use

Though a pricey little device, you need to look at the QCC Dongle Pro in the context of your other options.

Most companies that make USB-C Bluetooth transmitters that sell for between $25-$55 on Amazon come with one or more compromises. They’re primarily intended for PC use, so they’re often equipped with a USB-A interface. Even the ones with USB-C tend to stick out too far and could easily snap off during portable use. The Dongle Pro’s one direct competitor, the $50 FiiO BT11, is a bargain by comparison – but I found it much harder to use.

Value score: 4/5

Note the new ‘rails’ on the casework to help with cooling (Image credit: Future)

Should you buy the Questyle QCC Dongle Pro?

Swipe to scroll horizontally

Attribute

Notes

Rating

Features

Gives any phone or PC the most popular hi-res Bluetooth audio codecs.

4 / 5

Sound quality

Works as well as any phone with these codecs built in.

5 / 5

Design

Tiny, lightweight, and elegant. If only it were a tad narrower, it would be perfect.

4.5 / 5

Value

Pricey, but worth it.

4 / 5

Buy it if…

Don’t buy it if…

Questyle QCC Dongle Pro review: Also consider

Swipe to scroll horizontally

Product

Questyle QCC Dongle Pro

FiiO BTR11

Dimensions

25mm x 10mm x 15mm

28mm x 9mm x 21mm

Weight

2.5 grams

3 grams

Supported codecs

SBC, aptX, aptX HD, aptX Adaptive (including aptX Lossless), LDAC

SBC, aptX, aptX HD, aptX Adaptive (including aptX Lossless), LDAC

Supported interfaces

USB-C, USB-A (UAC 1, UAC 2)

USB-C, USB-A (UAC 1, UAC 2)

System compatibility

WinXP/Vista/Win7/Win8/Win10/Win11/Linux/Android/HarmonyOS/macOS/iOS/iPadOS

WinXP/Vista/Win7/Win8/Win10/Win11/Linux/Android/HarmonyOS/macOS/iOS/iPadOS

Bluetooth version

5.4

5.4

Power draw

37mA (LDAC)

22mA (static)

iFi makes strong design choices and you love to see it (Image credit: Future)

How I tested the Questyle QCC Dongle Pro

  • Tested for 2 weeks
  • Used it at home and while at the gym
  • Predominantly tested using Apple Music on an Apple iPhone 16, but also: Google Pixel 7 Pro, Apple MacBook Air M1

Testing the Questyle QCC Dongle Pro was primarily a case of comparisons. In other words, how easy was it to use, and how did the sound quality compare to a smartphone with the same Bluetooth Codecs built in?

To do this, I paired the Dongle Pro first with the Sony WH-1000XM6 (to test LDAC performance) and then with the Sennheiser Momentum True Wireless 4 Earbuds (to test aptX Adaptive/Lossless), with the Dongle Pro plugged into an iPhone 16.

Since both devices support Bluetooth Multipoint, I was able to pair them simultaneously with a Motorola ThinkPhone, which supports both codec families.

While using the same Apple Music Playlist on both the iPhone and the ThinkPhone, I swapped back and forth between these two sources, listening for any perceptible differences. I couldn’t detect any.

For additional testing, I swapped the dongle over to my MacBook Air and a Google Pixel 7 Pro. Both performed without issue.

First reviewed September 2025

Questyle QCC Dongle Pro: Price Comparison



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September 23, 2025 0 comments
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Dying Light: The Beast: Review
Game Reviews

Dying Light: The Beast review

by admin September 22, 2025


Dying Light: The Beast review

Despite releasing as a standalone game, Dying Light: The Beast feels more like a distillation of Dying Light 2’s core loops, neither for better or worse.

  • Developer: Techland
  • Publisher: Techland
  • Release: September 18th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $60/£50/€60
  • Reviewed on: Intel Core i9-13900K, 64GB RAM, Nvidia RTX 4090, Windows 11

It’s hard to talk about Dying Light: The Beast—the latest in Techland’s open-world zombie parkour action series—without talking about its origins. While now living life as a full-priced retail game with a respectable ~20 hour campaign (and one that I enjoyed for the most part), The Beast started out as a planned expansion for Dying Light 2, itself a game that has grown, adapted and reshaped itself over the past few years, much like its genetically feisty mutant monsters.

Already a lengthy game (though nowhere near as massive as Techland claimed before release), Dying Light 2 has grown into something resembling a live-service sandbox, with daily quests, faction reputation grinds, microtransactions, endlessly escalating New Game Plus loops and even an optional roguelike mode. Dying Light 2’s gore has also grown grislier, its parkour more streamlined (no longer limited by your character’s stamina gauge), and there’s even a handful of firearms that you can unlock and collect, flying in the face of the game’s quirky pseudo-medieval post apocalyptic conceit.

Depending on who you ask and what direction the wind is blowing that day, these changes have either redeemed or forever ruined the game, but however you slice it, the Dying Light 2 of today is a different creature to the one Matthew Castle (RPS in peace) bounced off back in 2022. The Beast, therefore, represents a clean break: a chance to establish a new baseline, taking what Techland most wanted from DL2’s teetering jenga-tower of features and concepts, while chucking some of the original game’s weightier baggage overboard.

Image credit: Rock Paper Shotgun/Techland

And so we’re off to the alps, and the scenic nature reserve of Castor Woods, with a dense, old touristy town flanked by small industrial and residential zones, and a mixture of forests and mountain trails surrounding those. Were it not for the hordes of undead, it’d be good place for a relaxing stroll.

Thanks to some impressive lighting, it’s a treat to look at from dawn til’ dusk, although since nighttimes tend to be nearly pitch black and patrolled by nigh-invulnerable ‘Volatile’ super-zombies, they’re best just slept through once you hoof it back to a sealed safe-room. For all the talk about making the night scary again in The Beast’s marketing, I generally just didn’t bother with it, outside a couple of mandatory stealth and chase sequences.

To help navigate the mountain trail are cars, not seen since Dying Light 1’s beefy expansion The Following. Easily found, easily refueled, and able to get you relatively safely from A to B when there aren’t rooftops to run across. But gone is DL2’s glider (great for moving between high rooftops), along with fast travel, which helped in navigating the sequel’s enormous cityscape.

Oddly, I don’t think it’s a particular success or failure (a refrain you’ll hear a lot from me today). Getting around on foot and always having to be aware of enemies is interesting, but the forests and fields outside of the central town here aren’t nearly as demanding to navigate as Villedor’s streets and skyscrapers. The cars let you bypass this less interesting travel, but in so doing, feel like a fix for a problem that needn’t exist.

Image credit: Rock Paper Shotgun/Techland

Another shift I remain largely ambivalent on is the move to more power-fantasy options in combat. The melee brawling is almost identical to where Dying Light 2 stands today, with your stamina gauge used solely for combat actions, where previously it was drained by any kind of rapid or high-exertion movement. I found it satisfying as ever, full of weighty impacts and squelchy audio feedback, and enhanced by some absolutely gruesome locational damage on the undead.

Constant combat is further encouraged by the new option to repair damaged melee weapons in the field, practically for free and nigh-instantaneously. While you can only repair any given melee weapon 4-5 times, it means that by the time you fully expend it, you’ll have found several replacements, effectively making it one more system that you don’t need to particularly care about.

The big gimmick introduced here is the option to go Beast Mode. By fighting in melee, you fill up an anger gauge on your HUD. When filled, you activate Hulk Hands (automatically at first, but manually later, once you’ve killed a few bosses) and gain a few seconds of nigh-invulnerability, tearing zombies in half with your bare, veiny mitts.

It’s gratifying and incredibly gory, but also basically just a room-clearing smart bomb, or a way to tear off a third of a boss’s health bar without reprisal. An ‘I don’t want to deal with zombies today’ button in a game where dealing with zombies IS the game. Fast travel may be gone, but fast combat is its replacement, and further upgraded by killing bosses.

Image credit: Rock Paper Shotgun/Techland

Still, as an enjoyer of Dying Light 2 in its current incarnation, I also enjoyed my time with The Beast, mainly because it’s more of DL2’s main loop – but leaner. Gone are the multiple factions, reputation grinds and daily quests, along with any other live-service fluff that its parent game picked up over the years. The only number to really care about is your level (determining your basic combat stats), and even then, there were only a couple of occasions when I was told I was probably too weak to continue the main plot, prompting me to go bulk up through a sidequest.

Even Dark Zones, the oft-extensive urban dungeons in Dying Light 2, have been trimmed down to slightly larger-than-average interiors that you can clear of zombies and scour for crafting resources. You don’t need to wait for nighttime to sweep through them here, either. This game just does not want you hanging around any location longer than necessary, and while I do miss the longer, more involved dungeon-delves through the city, I can’t deny that trimming the fat does allow the story, however cornball it is, to flow better.

Speaking of narrative, let’s start with our protagonist, Kyle Crane, returning from the original Dying Light. Originally a blandly cheerful can-do FPS man-voice, he’s spent thirteen years being tortured/experimented on by The Baron, a gleefully mad scientist. After escaping and accepting his new role as a gruffly-voiced pair of veiny forearms, Crane grimly swears revenge, and that he’ll stop at nothing – NOTHING – to achieve it.

Image credit: Rock Paper Shotgun/Techland

And then he decides that the best way to get revenge is to make a lot of friends by helping out the locals, levelling up (to restore his lost strength, obviously), and extracting some mutagenic powerup-juice from any boss monsters he kills along the way, enhancing his Rage Bar powers.

He might look like a PS360-era generic grimdark Revengeanceman, but Kyle’s got the personality of a golden retriever. Other than plaintively calling some women ‘bossy’ and asking others to get to the point, there is little to no indication in dialogue that this man has spent about a third of his life in a super-science torture dungeon. It’s indicative of the kind of problems the series has always had, reaching for both gritty personal drama (usually in the quieter side-quests) and comic book excess at the same time, yet achieving neither. Thankfully, the villain here drags The Beast fully into the realm of camp action-horror schlock.

The Baron is gloriously over-the-top, and Techland knows it, regularly deploying him to liven up cutscenes. An aristocratic evil genius with access to seemingly endless resources, a mountaintop villa, and a vast complex of laboratories. Smugly chewing on the scenery in every scene he appears in, his sole goal in life appears to be creating new and increasingly deadly mutants, almost all of which seem to break containment at some point, slaughtering dozens of his (seemingly endless) horde of gun-toting soldiers, who in turn seemingly exist solely to die and deliver ammo to you.

He’s like Albert Wesker with the brakes cut. Unflappable in the face of all his self-made disasters. Even among zombie horror villains, he seems to harbor a special disdain for the concept of workplace safety. Taking each escaped creature in stride, always bragging that each failure is just a fresh opportunity to field-test a new monster. Even Umbrella Corp would be considering calling in OSHA inspectors after watching this man at work.

Image credit: Rock Paper Shotgun/Techland

It’s that kind of daft energy that carries The Beast. There are a few moments where it tries to deliver some resonant personal drama through side-quest dialogues, but it never quite lands. The Baron is always happy to ham it up, though, and deliver another monster-of-the-week encounter to punctuate the campaign.

Those boss fights tend to be against powered-up versions of the various ‘special’ zombies that you’ll encounter in the open world, and a were dramatic, enjoyable excuse to spend some of those consumable explosives and ammo packs I’d been hoarding. Sadly they’re also slightly let down by a lack of imagination, especially in the late-game, with the downright brolic Behemoth (a very large skinless muscle-monster with Hulk-style ground pounds) being brought back multiple times.

Combat against Behemoths boils down to dodging around a well-telegraphed rotation of attacks until you can hack, slash or punch at its surprisingly rounded, eye-level, musclebound arse cheeks. In the final stretch, you even have to fight several of them at once. A reasonable enough limitation for an expansion, but I’d have loved to see some really freaky, Resident Evil-inspired mutants with far too many limbs and maybe some weak points to shoot, but I guess that’d be getting away from Dying Light’s brawler foundations.

Image credit: Rock Paper Shotgun/Techland

The problem with The Beast is that while its fully ripped, protein-packed, and dehydrated new design is great on paper, I think that some of that fat and padding served a purpose. While not without its flaws (daily quests and weekly grinds were tiresome), Dying Light 2 was a weirdly cozy game, with a world that you could get into the mindset of living in. Were it not for the dozens of other titles demanding my attention, it could have become a go-to comfort game for me, whereas The Beast is all business.

Also, that lush lighting and dense greenery does come at a cost. Even my heavyweight PC (an RTX 4090 is still a brute of a GPU) needed a little help from DLSS and frame generation to hit a consistently smooth framerate at 3440×1440 ultrawide. While the launch-day patch improved the situation somewhat (bringing it closer in line with Dying Light 2), you’re still going to need a hefty machine to see this one at its absolute best, and unlike Kyle, extracting the thermal paste from other people’s PC’s probably isn’t an option if yours is underpowered.

Image credit: Rock Paper Shotgun/Techland

The Beast’s odd position as an escaped, heavily mutated expansion makes it a difficult value proposition, although a much simpler one if you happened to get the Ultimate version of Dying Light 2, in which case you’ve already paid for it at a steep discount. If you got the game this way, why are you even reading this review? Go and play it.

But for those looking at that £50/$60 price tag and hesitating, yes, this is a good Dying Light game, and a fine open-world zombie game in general, full of crunchy combat and simple but satisfying number-go-up loops. Is it the best in the series? Depends how much you disliked Dying Light 2’s slightly overstuffed design, and whether the same mechanics minus the padding sounds like your jam. As for newcomers, I’m not sure if I can really recommend that at full price when its larger and mechanically very similar parent often goes on sale for under £15.

While The Beast was fun to binge through in a few days (around 21 hours, with plenty more side-quests still left to do), I feel like I’ve had my fill of Techland’s specific brand of open-world design for now. But if the zombie parkour itch hits again, I think it says something that I’ll probably return to Dying Light 2’s sprawling cityscape over another scenic alpine excursion.



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September 22, 2025 0 comments
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Silent Hill f Review - A Conflicted Love Affair
Game Reviews

Silent Hill f Review – A Conflicted Love Affair

by admin September 22, 2025


The more Silent Hill f promises change, the more it stays the same; for better or worse. While its ‘60s Japanese setting distances it far enough from previous entries to invite newcomers, fans will feel right at home exploring its foggy, monster-ridden roads. As a horror experience, Silent Hill f’s creepy new threats fall short of being truly terrifying thanks to an overreliance on the same handful of scare tactics. As an action game, the brutally intimate combat, like the weapons you wield, loses its effectiveness over stagnant encounters. The intriguing though sometimes perplexing narrative begs for reinterpretation over multiple playthroughs. Silent Hill f faithfully retains the series’ classic elements with some cool reinventions to deliver a more than respectable horror romp; I just wish it were scarier and, ultimately, more substantial.

Teenager Shimizu Hinako’s troubled life in the small, rural village of Ebisugaoka becomes horrifically altered by the sudden arrival of a sinister fog. Her neighbors have either vanished or been transformed into grotesque creatures. Friends Shu, Sakuko, and Rinko are in grave danger. But the unfortunate fates of the town and Hinako’s friends are merely set dressing for Hinako’s story, a girl whose rebellious nature and trauma are rooted in the rigid gender roles of the time period. This turmoil comes to a head in ways I found both fascinating and mystifying, especially thanks to the strangely helpful presence of an enigmatic masked man.    

 

This may be a strange statement to make about a game so full of horrific and gruesome imagery, but Silent Hill f is beautiful. The art direction is fantastic, juxtaposing unsettling enemy designs with hauntingly gorgeous environments, such as supernatural temples and, most prominently, the cursed, bloody “flowers” gradually claiming Ebisugaoka. Cinematics are wonderfully composed and aided by a powerful and hair-raising score by long-time Silent Hill composer, Akira Yamaoka. I never stopped admiring Silent Hill f as an interactive art piece, no matter how hard it tries to make you look away in terror or disgust.  

Your mileage with gameplay will vary based on which of the two confusingly labeled difficulty settings you choose at the outset. Combat and puzzles have their own challenge settings: Story and Hard. Despite these labels usually representing two polar extremes on the average difficulty spectrum, Story is described as offering the “traditional Silent Hill difficulty” in regards to action; Hard is presented as being the same for the puzzles. I chose this combination with “tradition” in mind for my first playthrough, and while I liked the puzzle difficulty, the action proved disappointingly easy. An overabundance of recovery items means I rarely felt up against a wall or challenged to ration my supplies, something I couldn’t say about, say, Silent Hill 2. Enemies drop fast, and the Sanity meter is virtually a non-factor despite being the combat’s biggest new feature (more on this later). Despite Story promoting a more classic experience, those seeking any sense of challenge should opt for the Hard difficulty for action and puzzles. However, I ultimately wish the game offered a more balanced middle ground (or made it easier to determine what constitutes a “Normal” difficulty).  

Exploring the village is a more harrowing prospect compared to past games, thanks to its narrow alleys and pathways that often funnel players into danger; I appreciate how this prevents me from trivializing threats by casually circumventing them as was possible in older entries. While it’s still possible to evade and flee most encounters, fighting is often the way out. Hinako is brave, but she’s not a trained fighter, so her weighty and clumsy melee-focused combat not only suits her, but nailing light and heavy attacks has a satisfying impact. Breakable weapons add welcome intensity to battles; I like weighing whether it’s worth damaging a powerful bat or axe on a threat. Managing stamina to swing or dodge attacks complements this tension, spicing up the otherwise simple confrontations. I also like how the game forces players to study foes to find openings to nail timed counterattacks that briefly stun targets.

Playing on Hard difficulty forces players to manage Sanity, a meter that drains when using a Focus mechanic that lets you better pinpoint enemy openings to counter. Sanity also fuels a more powerful charge attack at the risk of being interrupted and losing a substantial chunk of this resource, which must be restored by spending Faith, the game’s currency. I enjoy the sense of risk vs. reward that Sanity offers; managing it makes the game tougher without feeling suffocating. A light element of customization comes in equipping special charms that add different perks. While not a major game changer, I do like how this allows me to create simple character builds, like equipping various charms centered on health regeneration.

Regardless of the difficulty setting, the combat loses its luster halfway through the roughly 10-hour adventure due to the disappointingly limited enemy variety. Expect to bash a few slightly different flavors of fleshy mannequins, shrieking multi-headed monsters, a ferocious sound-sensitive beast, and maybe three other enemy types. Whenever I heard a distant groan or a heavy, hair-raising step, I’d get excited about encountering a new horror, only for an enemy I killed or fled countless times to shamble out of a corner. Worst of all, this repetitiveness dulls the scares; I stopped dreading the dangers ahead because I knew it’d be something I’d confronted many times, and I was well used to their ambush tactics (some of which can be pretty cheap). The few proper bosses, such as a nightmare-inducing demonic shrine maiden, offer more refreshing and entertaining tests of your skills and bravery.

Puzzle-solving features a greater variety and is more consistently enjoyable. I enjoyed Silent Hill f most when it settled into comfort-food survival horror exercises of finding clues to locate various keys to open doors while exploring creepy interiors, such as an abandoned middle school. The generally well-designed puzzles creatively tested my logic and observation skills, though exploring a foggy farmfield by identifying the correct scarecrows using vague clues grew frustrating due to its unclear rules. Environmental puzzle-solving, especially in more otherworldly areas, maintains an air of freshness the combat lacks. I always looked forward to seeing what strange riddle Silent Hill f had up its sleeves.  

Silent Hill f’s tricky-to-discuss story, despite boasting a few powerful and even emotionally upsetting moments, left me scratching my head more than anything. Though it leverages themes such as feminism, domestic abuse, and, possibly, addiction well enough for its symbolism, the second half takes an admirably wild turn for the (even more) bizarre. Without delving too deeply, Hinako’s sense of reality and identity becomes distorted in ways that, while clearly designed to feel disorienting, still left me walking away wondering what exactly was happening and to whom. Whether by design or because I’m too dense to “get it” is up for debate, and while subsequent playthroughs may clear the fog, I shouldn’t feel so lost on the first (and for likely some players, the only) go around.  

 

Hinako’s friends feel underutilized, and the game heavily relies on written diary entries to flesh them out in a questionable case of telling rather than showing. Her best friend, Shu, is the most underserved ally despite his significance to Hinako’s life. The somewhat compact runtime means things escalate pretty quickly to the point that supporting character arcs end abruptly, making them feel more like pawns than I’d like. I firmly believe horror games should be on the shorter side to keep their scares from growing stale, but even I was in disbelief at how relatively quickly Silent Hill f ramps up to its big finale, especially when the combat encounters still felt like they were in first gear. While the first playthrough grants the same canonical ending for everyone, five optional conclusions await in New Game Plus, where your actions influence the finale to add some nice replayability.

Silent Hill f is a curious beast. Despite my misgivings, it’s a good Silent Hill game and an enjoyable survival horror adventure in general. The game nails its oppressive and creepy atmosphere, and it boasts a killer presentation from visuals to audio. The combat is faithful to past games while adding cool, effective wrinkles, but for how heavily it’s emphasized, the game fails to have players engage with it any differently than they had in the opening hours (save for one mid-game twist). Perhaps my biggest gripe as someone who loves to be scared is that you’ve seen the extent of how Silent Hill f plans to frighten you within its first half; beyond that, it’s diminishing returns with very few surprises. I like Silent Hill f, but I was prepared to have a love affair with it, and I’m left feeling as foggy as its quiet, ill-fated village. 



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September 22, 2025 0 comments
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Silent Hill F Review - Spirited Away
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Silent Hill F Review – Spirited Away

by admin September 22, 2025



In my restless dreams, I see that town. I see its fog-drenched foothills and derelict buildings. I see its dead-end alleys and blank-faced inhabitants. And though it’s not the same haunt that ensnared Harry, Heather, James, and the others–the same town that’s siren song broke many a man while simultaneously building one of the most iconic horror game franchises in existence–Silent Hill f’s Ebisugaoka is still a place that demands your attention; a place that, once you’re there, you never truly leave. Or perhaps more aptly, it never leaves you.

The same can be said for Silent Hill f itself. Although the game distances itself from previous entries in the series–most notably by trading in its Lynchian-meets-Boschian ambience and small-town America setting in favor of slow-burning Japanese horror and the humid foothills of Honshu–its overall experience is every bit as memorable as those offered by its predecessors. And yet Silent Hill f is not merely a somewhat-divergent continuation of a beloved series; it’s an evolution, offering several gameplay improvements while also paving a new path forward. With its brilliant writing, well-designed and strategic gameplay, engaging combat, and spectacular visuals, Silent Hill f firmly establishes itself as a phenomenal work of psychological horror and among the best entries in the Silent Hill series.

Though Silent Hill f’s setting is, to be cliche, very nearly a character in itself, at the center of the game’s story is Shimizu Hinako, a young high school student who is violently thrust into a disturbing version of her hometown. In the game’s opening moments, it’s made clear that Hinako’s relationships are rife with tension. As a young woman growing up during the late 1960s, much of this tension stems from her resistance towards being a “proper” young woman, much to her parents’ dismay. In her journal, she writes that her father is the very definition of a patriarchal husband–demanding, severe, and domineering–while her mother is passive to the point of cowardice. For a long time, Hinako’s older sister, Junko, was the only person she could rely on for companionship and protection. This changed, however, once she got married and left home, leaving Hinako alone and drowning in resentment.

The events of Silent Hill f kick off shortly after yet another fight at home. Following the argument, Hinako leaves to find someone–anyone–whom she can talk to. As she makes her way through the eerily quiet Ebisugaoka, we are introduced to her three closest friends: Sakuko, Rinko, and Shu. In typical teenage fashion, Hinako’s relationships with these three have an underlying sense of unease, though it’s not immediately clear why. And yet, teenage drama quickly becomes the least of her concerns once a fog-shrouded monster begins to hunt her down, leaving flesh-devouring spider lilies, chrysanthemums, and red streams of rot in its wake.

Hinako is forced to then navigate the narrow alleyways and abandoned buildings of Ebisugaoka as she attempts to avoid the infestation and the grotesque creatures who accompany it. And yet, this is only half of the harrowing experience Hinako endures. At certain points throughout the game, Hinako is thrust into a spirit realm, in which a disarming young man referred to as Fox Mask guides her through strange temples and dark trials.

Though this premise is plenty peculiar, Silent Hill f is in some ways a bit more straightforward than previous Silent Hill titles. Well… at first, anyway. At the very least, it’s not quite as uncanny. Rather than stumbling into suffering strangers who speak in riddles, SHF uses those closest to Hinako to heighten intrigue and tension–to alarm and unease. Whereas previous Silent Hill games always felt a bit like David Lynch’s take on a Hieronymus Bosch painting–alienating, dreamlike, and horrifying–Silent Hill f feels more like a collaboration between surrealist filmmaker Satoshi Kon and horror manga legend Junji Ito. I wouldn’t dare to say one is better than the other, even if my personal preferences skew me towards the latter, but I will say that Silent Hill f moved, unsettled, and awed me in ways few games can.

Regardless of whether Hinako is trudging through rice fields, roaming the halls of her former middle school, or traipsing alongside Fox Mask in the spirit realm, the world of Silent Hill f is stunning and atmospheric. Though I’ve never been to Kanayama–the real-life Japanese town that inspired Silent Hill f’s Ebisugaoka–I was extremely impressed by the way Konami managed to replicate a rural Japanese town. I certainly won’t claim to be an arbiter of authenticity, but as I wove through alleys and watched concrete and chainlink give way to worn-wood homes and dampened dirt paths, I was reminded of the time I’ve spent near Nagano, or south of Osaka: places where nature and culture coexist in such a surreal but beautiful way. As I moved through Ebisugaoka, I felt as though I could taste the humidity; as though I could smell the forest floor.

The spirit realm, on the other hand, feels appropriately unknowable–steeped in history and reverence. When you walk through its temple halls, it feels as if the world should be eerily quiet, ultimately making the rattling chains of four-legged enemies, chattering of dolls, and Akira Yamaoka’s phenomenal compositions all the more impactful. Yes, composer Yamaoka returns for Silent Hill f, and while he naturally retains his ability to build tension at the drop of a hat, Silent Hill f also might just show off how beautiful and consuming his work can be, too. I was impressed by how he makes SHF sound like a Silent Hill game while also giving it its own identity and celebrating its new setting, placing traditional Japanese instrumentation, guttural singing, and haunting choirs alongside his signature industrial sound.

Yet fidelity and sound aren’t all that contribute to how artistically profound Silent Hill f is. Among the more crucial elements are the game’s haunting visuals and nightmarish creatures, both of which disturb as much as they fascinate, and accomplish the game’s mission of exploring the space where the gorgeous and grotesque meet. Boss designs are consistently remarkable, drawing upon traditional Japanese attire, weaponry, and folklore to elevate them, while your standard enemies–from hewn mannequins to feminine monstrosities whose bodies are covered in pulsing, pregnant bellies–are every bit as unsettling. Expect to see flesh fall, bones snap, and plenty of viscera during your time with Silent Hill f, as well as cinematic cutscenes that feel utterly otherworldly.

More important than being both visually and audibly remarkable, however, is how Silent Hill f’s locations serve the game’s narrative and themes. Prior to Silent Hill f’s release, Konami stated that Silent Hill should be viewed as a state of mind rather than a physical location, hence why some games in the series–including SHF–don’t take place in the East Coast-inspired town. That said, if we are to view the locations these protagonists explore as metaphors for the human psyche, I can’t imagine a more suitable world than the one crafted here.

Ebisugaoka’s alleys cut through the town like neural pathways–twisting, turning, connecting, and coming to abrupt ends. Both the town and the spirit realm disorient just as much as they dazzle, heightening this sense of confusion and loss. They also revel in contradiction. Throughout the game, we witness gorgeous grotesquery as flowers and gore consume the town in equal measure; we stumble across sacred places that feel utterly profane, and watch as the supernatural and otherworldly collide with the lush and natural. Much like Hinako and Silent Hill f itself, this world is not meant to be entirely understood.

Naturally, this sense of mystery also heightens one of the Silent Hill series’ most notable features: its puzzles. Throughout Silent Hill f, there are roughly a dozen puzzles to solve, with a particularly important one sprawling across the entire game and requiring at least one playthrough to be completed before you can start it. Others are more straightforward, and task you with things like deciphering a coded language, finding and correctly placing medallions, or navigating complex hallways by pulling levers to open and close doors.

By and large, these are all engaging and just the right level of difficulty on the game’s Hard mode, its default puzzle difficulty. After completing the game once, you’ll also gain Lost in the Fog difficulty, which adds a bit more of a challenge, though I didn’t find it to be too extraordinary a jump. That said, one or two of these puzzles stand out as far less enjoyable (and more convoluted) than the others, ultimately dragging on a bit too long for my liking and resulting in my facing off against a grating number of enemies.

Fortunately, Silent Hill f alleviates some of the annoyance these moments stir up with remarkably fun close-quarters combat. Compared to previous entries in the series, Silent Hill f is more action-oriented, relying on executing perfect dodges and parrying at the correct time to dish out damage to enemies. Though the studio has shied away from comparisons to soulslikes, there is an undeniably familiar feeling as you bounce back and forth between light- and heavy-attacks before quickly dodging out of harm’s way. And whereas some horror games stumble when they lean too far into action, Silent Hill f manages to do so to great success, creating a fluid and engaging system that enhances the game rather than detracts from it.

That said, it’s not perfect. At times, I felt enemies were not quite as responsive to my attacks as I wished and lacked proper feedback. Other times, I found myself a bit frustrated by how the game’s tight corridors, quickly depleting stamina bar, and imperfect controls created situations where I was unable to do anything as an enemy continuously wailed on me. This didn’t happen too often, though, and considering horror games aren’t known for having particularly jaw-dropping combat, I didn’t mind those few moments of unreliability and overwhelm. In some regards, it served as a reminder that Hinako is just a high school girl, not a military-trained operative you might find in Resident Evil 3’s Raccoon City.

And while combat is more fluid than ever, this doesn’t necessarily mean it’s easy or that you should engage with every enemy you encounter. Keeping in line with former Silent Hill games, there is no real incentive for you to take on enemies you’re not required to kill to progress–no items are dropped, and no experience is given. In fact, choosing to do so can come at a detriment, as combat can be quite challenging and will always cost you more resources than you net, including your weapons.

Yes, in addition to your health, stamina, and sanity, you’ll want to pay attention to your weapon’s durability as you play, as weapon degradation is back. While this might sound like a lot to monitor, in execution it works extremely well, and greatly heightens the stakes and sense that Hinako’s survival must be won.

In addition to weapon degradation, Silent Hill f’s permanent-upgrade system also adds another layer of strategy and resource management. Throughout Ebisugaoka and the spirit realm are shrines Hinako can visit to enshrine select objects, including some of those used to heal or regenerate sanity and stamina. Enshrining an object converts it into Faith, which can then be used to draw an omamori–a talisman granting Hinako a random boon–or to permanently upgrade one of her stats. This adds an interesting element of choice, as you must consider whether you should hang on to your various healing items to use in battle or convert them into faith for permanent upgrades.

Trading in your items for upgrades is made even more tempting by the fact that both Hinako’s stat upgrades and omamoris carry over to New Game Plus, greatly heightening their usefulness and making subsequent playthroughs easier. And while you might not typically be the type to replay a game on New Game Plus, Silent Hill f makes an extremely compelling case to reconsider your stance.

Although a playthrough of Silent Hill f takes around 10 hours to complete, you’d be remiss to call it a 10-hour-long game. Within the game there are five endings, one of which you are locked into the first time you play, and it was only after unlocking two of them that I began to feel as though I somewhat understood what was happening to Hinako and her hometown; that I began to grasp that each playthrough should not be viewed as a separate experience, but as part of a whole.

As such, playing through Silent Hill f multiple times feels absolutely essential to the overall experience. For those of you familiar with the game’s writer, Ryukishi07, this might come as no surprise, as his other works are known for doing precisely this and often use their first ending to raise questions rather than answer them; Silent Hill f is no exception. Thankfully, fantastic gameplay, the ability to skip old cutscenes, plenty of new content each playthrough, and dramatically different endings–complete with different bosses–make playing through the game multiple times an exciting prospect.

Yet the most compelling reason to replay Silent Hill f is simply to experience every bit of its brilliant, horrifying, and, oftentimes, deeply cathartic story. Though I won’t dive too deep into the ideas and themes of the game in order to preserve the experience for others, suffice to say I was blown away by the mastery in which Silent Hill f explores gender roles, agency, isolation, identity, relationships, and womanhood, as well as by the way it perfectly balances clarity and ambiguity to create something profound and reflective. Among AAA titles, there are few games that dare to broach the same topics developer NeoBards Entertainment does in this title–and far fewer that handle them with even close to the same amount of grace, nuance, and conviction.

Perhaps this isn’t surprising, considering that nearly every part of Silent Hill f is crafted with the same level of care and skill. And yet, that doesn’t make anything about this game and what NeoBards has achieved any less impressive. Silent Hill f is not just a return to form, it’s a remarkable evolution; it’s a visual spectacle, a mastercraft in psychological horror, a work of narrative brilliance, and a new benchmark for the Silent Hill series.



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September 22, 2025 0 comments
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Silent Hill f review - a return to form worth sticking with
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Silent Hill f review – a return to form worth sticking with

by admin September 22, 2025


Silent Hill f’s frustrating first-half is outweighed by a brilliant, delirious second that’s well worth the initial slog.

If you take nothing else from me today, just take these three words: stick with it.

Silent Hill f review

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Platform: Played on PS5
  • Availability: Out 25th September on PC (Steam), PS5, Xbox Series X/S

If you’d sidled up to me halfway through Silent Hill f, I probably would’ve dropped my voice and advised you to wait for a sale. All the whiny teenage angst is winding me up, and is also more than faintly reminiscent of Silent Hill’s free teaser, The Short Message. I don’t like the combat. For the last hour, I’ve been unsuccessfully playing Inventory Management Sim, spent an embarrassing amount of time lost in a field, and I still can’t really work out what the hell is going on. The (also embarrassing) time I’ve spent wandering through the misty streets of Silent Hill over the years is seemingly of no benefit here, either. In fact, if it wasn’t for Akira Yamaoka et al’s score – which is less recognisably Silent Hill than I’ve ever heard before – I wouldn’t have thought Silent Hill f was a Silent Hill game at all. Which is kind of weird. You know. For a Silent Hill game.

I don’t say that to be difficult. I’m not the fan who only ever wants Silent Hill 2 over and over again (although let’s face it, Remake was exquisite), I don’t automatically despise anything that’s been made by a western studio, but I also don’t blindly accept that everything with Silent Hill on the cover is any good, either (sorry, Ascension). So I came into Silent Hill f cautious, but optimistic.

Here’s a Silent Hill f trailer.Watch on YouTube

But first, some context! Silent Hill f places us in the neat school shoes of teenager Hinako. For reasons that may or may not be explained later, her provincial town, Ebisugaoka, is suddenly submerged into a mysterious fog. The pavements bubble and blister with strange crimson flora, and sinewy strings hang from rooftops like macabre bunting. Unidentifiable fleshy lumps sit about, all haphazard and bloody, as though discarded by a lazy butcher in the sky, but it’s the flowers you need to look out for. One wrong step, and something will curl around your ankle, and you’ll be trypophobia-triggering plant food before you know it.

But none of that is as upsetting as the bloated corpses and twisted marionettes and more – oh-so-much more – that lie in wait across the village. It’s hard to know what’s worse for our Hinako: the deadly denizens or the societal expectations of a teenage girl in 1960s Japan.

But man, those first few hours. People keep doing and saying dumb stuff. The dialogue – teenagery and cringey – is not convincing, and why on earth Hinako and her pals don’t link arms to ensure they stop losing each other in the fog is beyond me. I’d kept myself gloriously spoiler-free coming in, which perhaps means I was less prepared than some for the wild tangents developer NeoBards takes from expected Silent Hill norms, but even the Otherworld is Otherworld-y in a way I absolutely did not expect. Which is again, well, strange. Because if it doesn’t look like a Silent Hill game and doesn’t play like a Silent Hill game, and only sometimes sounds like a Silent Hill game, then is it really a Silent Hill game at all?

And then it just all clicked.

Image credit: Eurogamer / Konami

Not the combat, mind you. I still don’t like it. You’ll have heard some compare it to that of Soulslike games, which isn’t quite right. You’ll spend the game with a pipe or a bat or a sledgehammer in your hand that takes forever to swing, even if you commit to the ostensibly quicker light attacks. The more you attack, the faster you’ll deplete your sad little stamina bar. The more you draw on your focus – which is exactly what it says on the tin; a powered-up focused attack – the quicker you’ll lose your sanity. It’s all pretty standard fare, and I did acclimate to the recommended Story difficulty, but I never quite enjoyed it, I’m afraid. By the time I finished, though, I’m pretty sure that’s more a consequence of the degradable weapons than the combat system itself.

I’ve spent a good chunk of my life in horror games, and know there’s a constant tension between feeling fearful and carefree, which inevitably requires the need to ration health items and weapons as well as liberally deploying ‘Run away! Run away!’ strategies. And while this is fine when you’re, say, fighting enemies outside, when you’re indoors – or in a tight alleyway – it becomes much harder to do that. The more you fight, the faster you’ll exhaust your piddly collection of weapons (you’ll only ever be able to carry three, along with a handful of toolkits to sort-of repair them), which means there was a good fifteens minutes segment where I had no weapon at all, leaving me with absolutely no way to defend myself other than to dodge myself dizzy and hope I make it out alive. Hinako wouldn’t even raise a fist.

Your frustration levels may vary depending on how much time you spend with Soulslike games, but for me, SHf’s combat isn’t challenging as much as it’s clunky. I had attacks phase through targets without a dent, dodges not dodge, and never seemed to have enough bloody stamina, even by the endgame. And when she comes out of a dodge, Hinako stands there until you remind her that she’s supposed to be running for her life – it becomes a self-defeating move, often leaving you wide open for a deadly own goal.

Image credit: Konami

The most grievous crime, though: as a long-time Silent Hill fan, it’s extraordinarily difficult to do any real exploration of the world. The grim cocktail of clumsy combat, degradable weapons, and ferocious enemies makes it extraordinarily difficult to do so. That said, about halfway through, you’ll land yourself an Otherworldly, er, upgrade (of sorts). Even if I could tell you about it I wouldn’t, but I will admit that it brought a new twist to combat that I was not expecting, but was very happy to have. Let’s leave it at that.

As for the enemy you’ll find yourself fighting more than any other? The one you’ll never quite get under control? Your inventory.

There are three things you can do when you reach a shrine: save, enshrine, and pray. The latter two ostensibly allow you to upgrade your health, stamina, and sanity bars, although doing so requires you to sacrifice the meagre collection of goodies you’ve amassed as ‘offerings’ or locate one of the vanishingly few ’emas’ found secreted across the game. Initially, I felt as though I’d never have enough items to sacrifice to build up my Faith deposit (the closest the game has to a currency), and later, I’d amassed loads of Faith, but must’ve missed some emas, so I couldn’t upgrade anything. Ho hum.

Image credit: Eurogamer / Konami

You can also utilise a pool of passive skills in the form of Omanoris that you pick up along the way, although I have very little else to say on that given I barely touched them after finding one that helped boost Hinako’s stamina a bit.

I don’t think I’d care as much about Hinako’s tight inventory if we were able to pick and choose what we take and what we leave behind, but switch a bandage to make room for a first aid kit, for example, and that bandage will be gone forever. And sure, some stuff stacks, but many others do not, so it’s particularly galling that you have to make room in your minuscule inventory for those aforementioned offerings, too.

I can’t even tell you what they all do, either. You can recover health, sanity, and stamina in different amounts and ways. Some of it’s pretty self-explanatory – bandages, first aid kits, and so on – whereas the rest, such as Divine Water (fully restores Max Sanity and reduces Sanity drain for a bit), Ramune (greatly restores Max Sanity), Arare (slightly restores Health, but the effect increases when used continuously) are more difficult to keep track of at the best of times. At their worst – say, when you’re in the heat of battle and your pop-up inventory only shows you a tiny icon – they’re infuriating.

And yet there I was, teeth clenched, beating a bulbous…. something – I don’t even know how to describe it! – to death with a crowbar, absolutely hell-bent on seeing this through to the end. I had to see it through. Hinako’s story took a wild pivot the moment I realised what was happening in her Otherworld, and halfway through this bewildering adventure, I realised how stupid I’d been for chalking this up to nowt more than a teen drama with a Silent Hill logo slapped on top of it.

Image credit: Eurogamer / Konami

Yes, SHf deliberately side-steps much of what makes Silent Hill games Silent Hill – there’s no torch, no radio static, not even any rust – but that doesn’t mean it’s a misstep. Its world is still tense and atmospheric. The monsters delight and disgust in equal measure. The ambient sounds are genuinely terrifying. It’s not the same as Silent Hill 2 Remake, no, and I don’t think it’s as scary, but it’s every bit as unsettling, believe me.

It’s almost as though the second half of the game is your reward for getting through the first, pivoting in such devilishly dark ways I couldn’t have predicted it if there was a gun at my head.

Hinako’s Otherworld may not look like any Otherworld we’ve seen before, given the rusty fences and blood-smeared grates have been replaced by dark temples and shrines, but it feels every bit as foreboding. Slowly, methodically, you’ll piece together what, exactly, brought Hinako to this place, and over a number of Otherworldly visits (visits that do not include degradable weapons: huzzah!) you’ll learn things about her you may never have suspected, and even more about what more she’s prepared to sacrifice… both literally and figuratively. Whereas other Silent Hill games have essentially presented a Western idea of horror, SHf unapologetically embraces its roots in ways I couldn’t even imagine. And it’s here, in the unmentionable and often indescribable parts of Silent Hill f, that writer Ryukishi07’s profoundly unsettling story really shines.

So while no, this doesn’t negate the clumsy combat, per se, it makes that first-half slog more than worth it.

Plus, it’s a beautiful place when it’s not scaring the bejesus out of you, rich with detail and interest. There’s a fair bit of backtracking – which again, makes that tiny inventory that much more of an issue; a number of times I cleared a place out and discarded an item to make room for another, thinking I’d never be there again, only to return two hours later and could’ve desperately done with it – but you’ll get to poke about in all kinds of places across Ebisugaoka, even if you’re rarely rewarded for stepping off the beaten path. And in keeping with its predecessors, Silent Hill f is not overt with its messaging, which means you should make a point of scouring for discarded notes and checking in with Hinako’s journal as you meander across town.

Image credit: Eurogamer / Konami

Talking of Hinako’s journal: it’s a lifeline when it comes to SHf’s puzzles. I played on Hard – the recommended setting for those looking for a “traditional Silent Hill experience” – and found all but one early scary(crow – if you know, you know) puzzle and the final brain teaser a breeze, thanks to the copious notes Hinako jots down as she goes. The environmental puzzling was tougher – figure out how to get here, do that, now go there, etc. – but again, not overly taxing, making it probably one of the easiest Silent Hill games thus far in this respect.

Silent Hill f accessibility options

There’s a colourblind accessibility setting as well as colourblind “intensity”, and the ability to adjust sound by music, SFX, voice, system, or together. You can also toggle on/off running, invert cameras, and turn off vibration. Subtitles can be enlarged, given specific fonts/colours, a coloured background, and show who is speaking. There is no “easy” difficulty mode for either combat or puzzles. CW for trypophobia and torture.

It’s not the puzzles that are going to make or break Silent Hill f, though – it’ll be that combat. I stand here as someone with average-ish dexterity, poor impulse control, and a core-deep hatred of boss fights, so I like to think that if I can get through it, most of the series’s older fans should cope okay, too, despite the surprising decision to omit an easy mode. For different reasons, the story – and several of its gobsmacking cinematic sequences – similarly requires a strong stomach. Silent Hill has never shied away from mature and complex themes, so it may be prudent to note the content warning when you boot up. (To that end: it advises there’ll be depictions of gender discrimination, child abuse, bullying, drug-induced hallucinations, torture, and graphic violence – and boy howdy, do they deliver on that, as well as trypophobia, which is not listed in the content warning but will absolutely be a deal-breaker for some. Proceed with caution.)

There’s more I want to tell you, of course. Loads, actually, although I’m not convinced you’d believe half of what I witnessed in the twelve-ish hours it took to reach the end. I want to talk about the enemies, the Otherworld, and the multiple endings. But even if Konami’s barbed wire-laden embargo wasn’t preventing me from telling you more, I wouldn’t want to spoil the surprise, anyway. You really should experience Silent Hill f’s final act for yourself.

And given that, I’ll conclude as I started, and leave you three more words to take away: Don’t read anymore. If this has left you curious, close this tab, avoid social media and further reviews or streams, and let yourself experience Silent Hill f first hand. You’ll either thank me for it or hate me for it, but either way, you’ll have a hell of a time.

A copy of Silent Hill f was provided for this review by Konami.



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Close of up main protagonist Hinako from Silent Hill f
Product Reviews

Silent Hill f review: a bold and daring new entry in the series that overcomes some serious flaws

by admin September 22, 2025



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Silent Hill f is one of the most imaginative, compelling, and striking experiences I’ve had this year. Neobards has also made one of the most tedious, infuriating, and badly designed survival horror games I’ve ever played. We’ve all seen fascinating ideas mired by flawed mechanics countless times in the past, but it’s been a long time since I’ve wanted to completely walk away from a game just as much as I want to press on to see what revelations it has for me.

It’s this back-and-forth that I’m struggling to reconcile when settling on what I really think about Silent Hill f. Some will despise it for its dire combat, inconsistent atmosphere, and poor execution. To others, this will be a game of the year contender, with its beguiling mythology, gorgeous cinematic direction, and audacious design choices. I support the argument from both sides.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X, Xbox Series S, PC
Release date: September 25, 2025

We play as Hinako, a young adult in 1960s Japan. She’s dealing with an abusive alcoholic father, a despondent mother, and a previously tight-knit friendship group that’s starting to show some cracks as emotions and hormones run high. The game’s themes are heavy, with gender, puberty, marriage, motherhood, family, friendship, and maturity just some of the topics that cult-favorite writer Ryukishi07 engages with throughout the story. I don’t have enough praise for the daring and uncompromising ways it engages with these big ideas.

Beautiful nightmare

(Image credit: Konami)

It helps that the outstanding performances, stellar cinematic presentation, and moody music elevate many of the game’s biggest story beats and give them the weight they deserve. Silent Hill f may sometimes look a bit plain, but it certainly knows how to frame some grotesque and gorgeous imagery or give a performance the time and attention it needs to shine, especially in the game’s original Japanese dub.

Best bit

(Image credit: Konami)

It’s hard to talk about my favorite part of Silent Hill f because it’s all to do with the game’s ending. Obviously, I won’t spoil anything here, but the strong writing, excellent performances, and big story revelations in the final few hours do so much to rescue the game from the drudgery of its repeatedly tedious combat sections. So much so that I was compelled to start a second playthrough to seek out what I’d missed.

It’s a shame the same can’t be said for all of the game’s environments, which swing from the signature foggy alleyways and disgusting visera-covered hallways of the series, to places that are too bright, too mundane, and too, well, clean.

There were brief moments where I was creeped out by the atmosphere (those scarecrows are pure nightmare fuel), but mostly I felt like a tourist taking a casual stroll through a town or temple in some inclement weather. That’s a shame for a series that has mastered creating a feeling of dread with every step so many times in the past.

Silent Hill f also mixes up the exploration with a smattering of puzzles that we’ve come to expect from these games. These range from neat little brainteasers to cryptic nonsense, sometimes actually making less sense than what’s supposed to be the easier puzzle difficulty.

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What also doesn’t help with the pacing is the way the game jumps between what is ostensibly the real world and a mystical otherworld throughout. Naturally, the two are intrinsically linked, but the transitions between the two are often contrived or completely unexplained, giving the game an inelegant and disjointed structure.

But these disappointing missteps are nothing in comparison to the one element that Silent Hill f gets severely wrong: the combat.

Lost in the fog

(Image credit: Konami)

The majority of Silent Hill protagonists have (intentionally) never been adept at fighting, which has led to a series of awkward and cumbersome combat systems. Most of them, though, are serviceable. Silent Hill f’s is one of the worst I’ve experienced.

It’s all melee-based and a basic light and heavy attack affair, but it layers on unnecessary system after unnecessary system to try and stretch out of its terrible combat mechanics. There’s stamina, there’s a sanity bar, there are focus attacks, there’s weapon durability, there’s perfect dodges, and counterattacks. All of this mess just to try and bolster the simple act of whacking a horrific manifestation with a lead pipe.

None of it helps. It’s painfully slow and frustratingly sludgy, like Hinako is always trying to swing through mud. Hits have no satisfying impact unless you charge up attacks every time, which you will have to do continuously, because it’s the only consistent way to stun and kill enemies with any speed.

Enemies, meanwhile, are such jittery and erratic nightmares that it’s impossible to read them, and the dodge is so janky or the window to counter so small that by the time you realise an attack is coming in, it’s too late, you’ve already been slashed or spat on or lunged at. The dodge is the most hilarious and out-of-place choice, which sees Hinako dart about six feet in a straight line in any direction in a split second, like she’s borrowed powers from Goku.

(Image credit: Konami)

Some sections thankfully make the combat far more trivial in some unique and utterly bonkers ways that I won’t spoil. Ultimately, that’s still not much better, as it’s just as unsatisfying as it’s always been; it just requires less thought to get through it.

Every time I had to deal with the game’s combat, I thought it would be better just to let the Silent Hill fog take me. It wouldn’t be quite as bad if you could simply run past all enemies, but the game regularly forces you to engage with it, with creatures that block your path, walls that only drop once certain enemies are killed, and entire combat gauntlets that are thematically interesting but mechanically horrid.

And that brings me back to the dichotomy that makes Silent Hill f a curiosity that’s so hard to judge. There will be staunch defenders of this game for all of the incredible work it does with characters, story, and presentation. Others will be quick to trash it as a clunky, poorly designed, and maddening experience.

As is always the case with these things, I feel that the truth is somewhere in the middle. At times, it filled me with rage, but I’d be lying if I didn’t admit that it captivated me in equal measure.

Should you play Silent Hill f?

Play it if…

Don’t play it if…

Accessibility

Silent Hill f doesn’t have an extensive list of accessibility options. There are three filters for green, red, and blue color blindness, as well as subtitle customisation options to change the font, size, and color. There are also three different controller layouts to choose from on console, but you cannot create your own custom layout or edit specific button bindings.

The game has separate difficulty settings for the combat and puzzles, ranging from a standard ‘Story’ option, a more difficult ‘Hard’ mode, and the most challenging ‘Lost in the Fog’ setting. These cannot be changed once you begin the game.

How I reviewed Silent Hill f

I played Silent Hill f for around 14 hours on a PlayStation 5 Pro on a Samsung S90C OLED TV using a DualSense Wireless Controller and playing audio through a Samsung HW-Q930C soundbar. In that time, I completed the game twice, with my first playthrough clocking in at a little over eight hours.

The game does not have different graphics modes to choose from, but performance was excellent throughout, although I got the impression that cutscenes were disappointingly locked to 30 frames per second (fps).

Silent Hill f: Price Comparison



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Silent Hill f review | Rock Paper Shotgun
Game Reviews

Silent Hill f review | Rock Paper Shotgun

by admin September 22, 2025


Silent Hill f review

Silent Hill f marks a big change for the survival horror series with a new setting, time period, and combat focus, but it still delivers strong scares and a lot to think about – even after you’ve stopped playing.

  • Developer: NeoBards Entertainment
  • Publisher: Konami
  • Release: 25th September 2025
  • On: Windows
  • From: Steam
  • Price: $70/£70/€80
  • Reviewed on: AMD Ryzen 5 4500, Nvidia GeForce RTX 3060, 32GB RAM, Windows 10


Is there anything left that Silent Hill can offer us? Last year, I felt the answer to that question was a resounding no. The series’ comeback game The Short Message, a short teaser of a horror experience, landed far, far away from my tastes, and last year’s Silent Hill 2 was a remake of a game that needed one perhaps less than any other. This year is different though, because it has a true, full-sized, and most importantly new entry to bring this question back to the forefront. And Silent Hill f is a game that has, annoyingly, put me in my place.


The game’s series-first setting, 1960s Japan, feels quite well positioned to deal with some pretty big themes outside of the usual guilt and grief – in particular, gender inequality. Going into it, this is probably what made me the most nervous. Having now played it, that anxious feeling has quietened, as I think what it does have to say is in part worth saying in the first place, but also worth engaging with – even if I have some caveats. An intriguing turn of events for Silent Hill revival sceptics like myself.


Silent Hill f starts us off with teen girl protagonist Shimizu Hinako bailing on an argument with her alcoholic, abusive father to go see some friends, including Shu, her male (that’s important) best mate. That classic fog starts to roll in soon after her arrival, another friend turns into flowers, and a monster gives chase, sending the remaining lot of them into a surreal, twisted version of the place they call home. Same shit, different country.


Immediately, I felt surprised by how it did all feel like ‘a Silent Hill game’. For one thing, Hinako is introduced with precious little context for her life and backstory: she’s just thrust into the mess of it all and forced to deal with whatever trauma she’s been keeping bottled up. It’s a similar trick to the one Silent Hill 2 pulls early on, withholding details on why James has come to town, and Silent Hill f is certainly successful at spinning the intrigue on who Hinako is and why she’s in this position herself.

Image credit: Konami / Rock Paper Shotgun


Its more important accomplishment, though, was having me Scooby-Doo-style spinning my legs in the air in an attempt to run away in terror. SHf’s monsters, beasties, and physical manifestations of [insert interpretations here] were truly horrid to look at, and worse to have snarling up in your face. Some of them move erratically, which makes their violent lunges harder to predict, and while bigger enemies are slower and more lumbering, they still move with an domineering sense of threat. All of which makes the more Souls-influenced melee combat interesting, if still likely to prove divisive.


Hardware ed James, for one, wasn’t the biggest fan when he played at Gamescom last month. I don’t know if any tweaks were made since then to tighten up the bludgeoning, but I had no problems with it myself. Missing a swing generally felt like my fault, the impact of steel pipes and axes always landed with a satisfying thunk, and nothing – be it my arsenal or the fog’s monsters – felt imbalanced for an action-horror adventure.


It’s just.. it is quite actiony. You have a stamina meter, which depletes with weapon swipes as well as dodges, though perfect dodges will restore that stamina while slowing down time. Combined with a parry-ish move that stops enemies in their tracks so you can launch into a counterattack, the fighting is rarely bad, but it never feels very Silent Hilly (Shilly?).

This isn’t the Resident Evil 4ification of Silent Hill either, to be clear. Hinako doesn’t do any sick flips, and not once does she parry a chainsaw. I’d even say I enjoyed the combat more often than not. But still, I’m not sure at home it feels within a world like Silent Hill’s, especially considering Hinako is a teenage girl with no apparent combat training. It’s something I ended up justifying in my own head: Hinako is quite an angry teenage girl, as many are and should be – the world is not known for being kind to that particular demographic historically – so why shouldn’t she get to exert some of that rage?

As it happens, the reasoning behind Hinako’s rage is something that Silent Hill f manages to explore with both zero subtlety and a surprisingly amount of nuance, whether it’s focusing on Hinako herself or exploring why her dad is such an abusive drunk. Ultimately, Silent Hill f isn’t about dash-dodging around yokai: it’s about expectations of gender.


See, there are two other things to know about Hinako. The first is that she has an older sister, Junko, whose youthful kindness and playfulness faded away once she got married – not that it hurt her position as their parents’ favourite daughter. The other is that Hinako is seen as quite masculine by her friends and family. She’s a bit rough and tumble; she doesn’t care for dolls, but she does like playing Space Wars with her platonic “partner” Shu.


Now, I’m not saying that in the year of 2025 we’re entirely free to express ideas around gender as and how we like, but it certainly was a damn sight worse in the sixties, and Silent Hill f doesn’t shy away from that. It’s immediately apparent that there’s an expectation placed upon Hinako that she must fit into society and, just like her sister, eventually find a man to settle down with – notions she wholly rejects. Shu’s just her partner, people.

Image credit: Konami / Rock Paper Shotgun.


Even so, they’re notions she can’t seem to escape, even when she’s repeatedly plucked from the ‘real’ world to another, more mystical one, as this is a realm where tradition reigns supreme. There are torii gates. There are old lanterns. There are Zen gardens and Shinto temples. At my most cynical, this is where Silent Hill f’s presentation of its new setting seems to teeter on the edge of Thing, Japan a little too precariously. It’s not without purpose, however. The trials that Hinako endures here certainly feel tantamount to being forced to fit into society, and it’s something that I think that might even strike a chord with gender non-conforming folks out there.

I don’t want to spoil too much of what textually happens, because Silent Hill has always been its best when you’re interpreting its themes for yourself. Likewise, it’s hard to examine the effects of writer Ryukishi07’s signature approach to structure without giving too much away, even if it’s executed wonderfully. But for me, it’s a game about figuring out who you are when the people close to you (and society at large) have such narrow expectations for you. There’s even an eyebrow to be raised here at Hinako’s mother, a parental figure you’d think, or hope, would be more protective than she is shown to be in such a world. Nuance! All of this is a powerful thing to feel and experience in a game, and a fresh one for Silent Hill specifically.

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I still hold complicated feelings on Silent Hill f. There’s a big part of me that wanted to resist it, simply because of the industry’s current overreliance on wringing out (and recycling) existing series. And yet here I am, constantly thinking about it, what it’s saying, dealing with how I’ve been confronted with messy emotions and upsetting realisations. It is, in fact, interesting, and games being interesting is more important to me than how they fall on a simple good/bad scale.

So yes, Silent Hill does still has something to offer, and right now I can’t stop thinking about the game that provides it. Or talking about it! I’m excited for my partner, a fellow Silent Hill lover, to play it, so I can dig into its themes with them. And then grab my friend, who’s only just got into the series, and do the same with them.

There’s nothing I love more in life than a piece of art that triggers a desire for discussion, and in the face of my own assumptions, Silent Hill f has done that for me. Its combat, its new setting, or even its subject matter might not do that for you, but the bottom line is, it turns out that even after all these years, Silent Hill can still strike up an exciting conversation.



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