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

Soulslike

The games industry has a Soulslike problem, but probably not the one you think
Game Updates

The games industry has a Soulslike problem, but probably not the one you think

by admin September 7, 2025


Back in 1993, a little-known game called Doom came out. It wasn’t the first game to offer shooting in first-person, but it did popularise the genre. The games that followed became known as Doom-clones (often because they used the same engine), and it wasn’t until the likes of GoldenEye, Half-Life, Halo, and more developed the genre further in the late 90s that the more neutral term first-person shooter was more widely used.

I feel we’re facing a similar situation with Soulslikes. After the huge success FromSoftware found with its Dark Souls games, the term has been used for games imitating the studio’s design. Yet fatigue is now setting in and the term is becoming redundant.

Take gamescom Opening Night Live. A load of (assumed) Soulslikes were announced, from a sequel to Lords of the Fallen, to the Napoleonic Soulslike Valor Mortis. But for most of these games, are they really Soulslikes? Or are they just third-person action-RPGs that have been conflated with FromSoftware’s works as a lazy shorthand to garner attention?

Because what, really, is a Soulslike? Is it a third-person combat game with a stamina gauge? Is it a game where you lose your currency upon death? Is it a game with looping level design? Hidden lore? Or an action game that’s just really hard?


To see this content please enable targeting cookies.

Manage cookie settings

I’d argue a game needs to have all the above to truly be considered a Soulslike. Yet the problem here is the term constantly invites comparison back to FromSoftware’s very specific work. And it’s hard to compete with the originators of the genre. Heck, even FromSoftware itself has challenged the design philosophy of Dark Souls creator Hidetaka Miyazaki with subsequent entries, from Bloodborne to Sekiro to Nightreign.

If a studio adheres too closely to the Dark Souls formula, then it’s a Soulslike – but a particularly derivative one. That results in copycat games that don’t move the genre on meaningfully, featuring dark fantasy aesthetics, challenging combat, and little else. Yet there remain a handful of Soulslike games that do push the boundaries, finding their own unique aesthetics or combat rhythm. Lies of P, for instance, plays with its Pinocchio adaptation for its grim visual designs, while more recently Wuchang: Fallen Feathers finds a new rhythm to combat with its multiple systems – not to mention a fun twist on dying.

But what’s most frustrating about the term Soulslike is the way it’s used to describe almost anything as an up-front assumption before really playing. When it was first revealed in 2020, Black Myth Wukong was just assumed to be a Soulslike, until we finally went hands-on to find it had few of the genre’s typical trappings. And every time Phantom Blade Zero is shown, its director “Soulframe” Liang has had to insist once again that it’s not a Soulslike.

Eating sugar? Telling lies!? | Image credit: Neowiz

As for ONL in August, it’s safe to assume Lords of the Fallen 2 will fit the mould, while Valor Mortis is self-described as a first-person Soulslike – perhaps that shift in perspective will be enough to differentiate itself from the pack. But will the likes of Swords of Legends or La Divina Commedia really be Soulslikes? Or are they just third-person action RPGs?

The latest victim of the Soulslike misnomer is Silent Hill f. Where the remake of Silent Hill 2 included over-the-shoulder gun combat, this new game in the series instead focuses on melee combat. Does that make it a Soulslike? No, it doesn’t. And yet the Silent Hill fandom became split on this new seemingly Soulslike combat, to the point the game’s producer has had to step in and call those comparisons “disingenuous”.

“This is one of the things that we see – the term Soulslike – being thrown around on the internet quite a bit,” producer Motoi Okamoto told IGN in an interview. “And I think it’s a label that’s a little bit disingenuous. Modern players will see like, oh there’s a stamina meter, there’s a dodge, and they’re like, ‘Okay, it’s a Soulslike’.

“But to be very honest, a lot of these things we actually pulled from classic Silent Hill titles. Look at Silent Hill 4 – there’s a charge meter for your attacks, kind of like our Focus meter. And even for Silent Hill 3 there’s a stamina meter. You see it later on.”

See – Okamoto gets it!

In Silent Hill f, the ‘f’ stands for ‘f**ked up’ (it doesn’t). | Image credit: Konami

You could make a similar point with the term Metroidvania, of course, or even Roguelikes. Yet Rogue was released so many decades ago that few nowadays remember it (in comparison to Dark Souls, at least), while I’ve increasingly seen the term Search Action used for Metroidvanias, which is a translation of the Japanese equivalent label. Is it time we come up with something new for Soulslike? Or is it enough to call those games action-RPGs?

Another element to this is the prevalence of these games coming from Chinese studios. I’ve written about this extensively, particularly how Black Myth Wukong’s success has paved the way for other studios to follow. The industry has shifted from mobile games to PC and console games and as Liang told me, action-RPGs are ideal to exemplify that shift. “What’s most attractive is obviously the performance of console games compared to mobile games, the fancy graphics and controls, and also the way the game tells the story,” he said. “All of these are the features that will be best presented in an action-RPG.”

What’s more, studios in China (and Korea too) are seeking a global audience for their games outside of domestic players. Likening their games to previous hits – Dark Souls, Wukong – is a surefire shorthand to gain attention, but it’s causing fatigue within the genre and turning Soulslike into a meaningless term.

Still, there’s hope. After announcing Black Myth Zhong Kui as a new game in the series, Game Science CEO Feng Ji took to Weibo (as shared on reddit) to explain why the studio chose to create a new game, stating the studio wanted to create something new and experiment boldly. He even quoted Nintendo’s late-president Satoru Iwata: “There is no future in merely extending what already exists.”

Tiger, tiger, burning bright. | Image credit: Game Science

I’m hopeful, then, we will soon see developers follow suit and break free from the chains of genre convention. And I hope, likewise, we’ll see players stop referring to so many games as Soulslikes. Labelling is human nature and has its uses, but it’s time to appreciate games for their differences without comparing back to a narrow definition of a singular body of work.



Source link

September 7, 2025 0 comments
0 FacebookTwitterPinterestEmail
Cowboy soulslike Tombwater gets a release date, and its cursed town ain't big enough for both you and some horrific hombres
Game Updates

Cowboy soulslike Tombwater gets a release date, and its cursed town ain’t big enough for both you and some horrific hombres

by admin September 4, 2025


Yee-haw. Excuse me, I meant to say that wild west soulslike metroidvania Tombwater has walked into the saloon and ordered a release date. ‘I’ll have November 12th, 2025’, it growled, while flashing its big iron at everyone in the watering hole to show it meant business.

Originally roaming the plains of Itch.io, this funky-looking game comes from Max Mraz, developer of Ocean’s Heart and Bloodborne tribute Yarntown, and Jake Wagner. The duo have trained their six-shooters on Steam, where you can already find a demo to check out.

Watch on YouTube

You’ve got a bit of time to do so as well, with that November 12th release still being a little while away. It’s not like there are any other big metroidvaniascoming out in the interim to scratch that itch for you. As far as what you’re in for goes, here’s Tombwater’s story blurb:

Enter Tombwater, where shadows lurk and whispers echo from the deep of abandoned silver mines. This is no longer a town where people live, but a town where people die. A once-thriving community, its people have now been gripped by the tendrils of madness. Step into the well-worn boots of a lone gunslinger, drawn to the eerie, decaying streets by the disappearance of Sheriff Elliott Flintwood — a long-lost friend who’s fought to save the town. Uncover the truth by facing unforgettable terrors and fighting through the madness.

There you go, not-Clint-Eastwood’s nowhere to be found, get your bum in some chaps and go fight some eldrich horrors. Those horrors, glimpsed from the game’s top-down 2D perspective look pretty freaky too. The deputy’s covered in red stuff and bones, and over 20 other boss battles are promised as you explore the likes of canyons and mines with some secrets tucked away.

I’m a bit bemused at a western being as proud to boast melee weapons, spells and tonic brewing as it is a bunch of pistols, shotguns and repeaters you can use to duel demonic dudes to death, but variety is the spice of life. Well, having someone spit chewing tobacco into your lunch was probably the spice of wild west life, but you know what I mean.

If you’re so inclined, you can check out Tombwater’s demo here.



Source link

September 4, 2025 0 comments
0 FacebookTwitterPinterestEmail
Screenshot from the game Hell Is Us.
Product Reviews

Hell Is Us review: a somber but intriguing adventure with one foot in the soulslike genre

by admin September 1, 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.

Another month, another attempt to capture the magic of FromSoft’s genre-defining epic (even if French-Canadian developer Rogue Factor claims it isn’t). Yes, action-adventure game Hell Is Us sits with one foot in the soulslike category, but that’s not a criticism; it takes what it needs from Dark Souls and its ilk, discards what it doesn’t, then absconds in the night with a suitcase full of dodge-rolls and ominous-sounding characters.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: August 12, 2025

See, as a big fan of FromSoft’s games, I’ve come to the conclusion that it’s almost impossible to properly capture the magic of a game like Bloodborne or Elden Ring. Many have tried, and there have been some successes; Lies of P and Remnant II were two recent standout examples for me. I think the trick is not trying to mirror exactly what FromSoft does; it’s taking the formula and doing your own thing with it.

Does Hell Is Us succeed in this regard? For the most part, yes. If you’re a fan of either action-adventure or the best soulslike games – or are curious about getting into the oft-impenetrable latter genre – it’s worth a look. The setting is unique and interesting, the gameplay is enjoyable, and it’s more forgiving overall than most games within the soulslike genre, even if the underlying DNA is impossible not to notice.

Needless to say, the ‘Week of Peace’ did not go so well. (Image credit: Rogue Factor / Nacon)

Hard times

Straight off the bat, this game is bleak – the world you inhabit feels dark and dangerous, poised to collapse into unmitigated chaos at any moment, with only small glimmers of hope left. Wracked by a long and bloody civil war, the setting of Hadea is an insular, vaguely eastern European nation with a rich history of animosity between two religious factions, the traditionalist Palomists and the more progressive (but still pretty damn zealous) Sabinians.

By 1992, the war has reached a fever point, with brutal pogroms, fighting in the streets, and virtually every crime against humanity you could care to list. Seriously, this game is not for the faint-hearted; you’re going to see some pretty visceral evidence of those crimes against humanity.

Yep, that’s a mass grave. Don’t expect a cheery time in Hadea. (Image credit: Rogue Factor / Nacon)

It’s all rather horrible, but it does have a purpose. Although Rogue Factor didn’t seek to evoke any singular real-world conflict, the setting certainly echoes events like the Bosnian War, the Georgian Civil War, and the Croatian War of Independence. There’s even a thinly-veiled UN imitator called the Organized Nations, characterised by their blue helmets just like in real life. Considering that Hadea is entirely fictional, there’s an unsettling weight of reality to it all that stands as a testament to the quality of the world-building.

Our protagonist, Remi, doesn’t really give a shit about any of this, though. He’s come back to Hadea to find his parents, from whom he was separated as a young child. Naturally, said parents turn out to be entwined in the core narrative. See, that civil war is merely the backdrop; the real meat of the story here concerns an outbreak of bizarre, violent creatures, an ancient religious order, and a mysterious black-ops group doing nefarious things under the cover of Hadea’s present conflict.

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

The framing narrative is well-implemented, even if they do use the ‘well, that’s not how it happened’ joke sometimes when you die. (Image credit: Rogue Factor / Nacon)

Uncovering the mystery

The story is told via a framing narrative, which sees Remi – immediately recognisable as Elias Toufexis, best known as the iconic baritone of Adam ‘I Never Asked For This’ Jensen in the newer Deus Ex games – being drugged and interrogated by a deeply unpleasant man with a chainsmoking habit and about sixteen chins. See, Hell Is Us loves its classic environmental storytelling, but it’s also not above using actual cutscenes. There are also proper dialogue scenes with some (non-player characters) NPCs, which serve to both progress the story and deliver optional exposition about the world.

For the most part, I found the characters believable and (usually) likable. From sardonic war journalist Tania to the kind-hearted Abbot Jaffer, these NPCs inject the world with humanity and authenticity. Unfortunately, Remi himself doesn’t have quite the same screen presence. He’s the cold, brooding type, which mercifully does mean that he doesn’t chatter to himself constantly while you’re exploring or solving puzzles, but also results in him feeling a bit flat. Early in the story, it’s revealed that he’s a diagnosed sociopath with a military past, but this seems to serve mainly as a convenient reason to make him largely unbothered by the insanity unfolding around him.

Best Bit

(Image credit: Rogue Factor / Nacon)

A handful of sections later in the game pit you against literal hordes of weaker enemies, which are so much fun to carve through with reckless abandon.

Many of the people you encounter while journeying across Hadea have side-quests to offer you, though this is usually done in a roundabout way; in typical soulslike fashion, there’s no world map or objective markers. Instead, you might hear a soldier complaining about running low on his medication – and wouldn’t you know it, later on, you’ll find a bottle of the very pills he needs. Sometimes, the clock is ticking; I found a woman with a starving infant hiding from Sabinian soldiers, and by the time I returned with some bottles of baby formula, I was met with a shoebox with a pacifier on top. That hurt a little, honestly.

You can talk to many characters, but don’t expect them all to be friendly or helpful – there’s a war on, after all. (Image credit: Rogue Factor / Nacon)

There’s little handholding here, which admittedly had me wishing for a wiki on a few occasions while I was reviewing the game, but it’s not quite as oblique as the average Souls series entry, instead feeling strangely more like a retro point-and-click adventure game. Remi has a chunky tablet device that doubles as an inventory screen and ‘investigation log’, noting down key information you come across and helpfully sorting the stuff you find into quest-critical items and the many, many lore snippets you can uncover.

Often, the pace is slowed by the inclusion of a puzzle, and these range from laughably easy to moderately head-scratching. Thankfully, these puzzles rarely outstay their welcome; even when you’re hunting for the right combination of arcane sigils to unlock a door in some ancient ruin, you can expect to be set upon by ravenous monsters at any given moment.

Remi’s stolen APC takes you from A to B across Hadea, and also serves as a sort of mobile base of investigations. (Image credit: Rogue Factor / Nacon)

Fight for your life

Speaking of monsters: let’s talk combat. This is where Hell Is Us cribs from FromSoft’s homework the most, with the classic block-dodge-parry mechanics that should feel immediately familiar to any soulslike enjoyer. Of course, virtually every action consumes stamina, which is tied directly to your health bar, meaning that taking even a single hit immediately makes the fight harder.

Simply put, the combat gameplay is solid. Attacks that can be countered are telegraphed by the enemy pulsing red, with a reasonably generous parry window, but Rogue Factor still manages to distinguish itself from the usual business thanks to the ‘healing pulse’ mechanic. There’s no refillable healing flask here, and actual healing items are relatively sparse; instead, dealing damage to enemies releases particles, which periodically coalesce into a ring around you. At this point, you can tap a button to regain a bit of health based on the damage you’ve dealt, but you have to be fast, as the ring dissipates after barely a second.

As is typical of soulslike combat, you can lock onto enemies to more easily dodge and parry their attacks. (Image credit: Rogue Factor / Nacon)

You also get a gradually expanding suite of extra abilities. These take three forms: glyphs that can be slotted into your weapons and consume ‘Lymbic Energy’ (read: mana), powerful relics with long cooldown timers, and programs for the owl-like tricopter drone that perches on Remi’s shoulder and doubles as your flashlight in dark areas. You get three glyphs each across two equipped weapons, one relic, and four drone slots, making for a total of eleven abilities equipped at once – meaning there’s plenty of build diversity available here, even if Remi doesn’t have a traditional stat sheet. Most of these abilities are pretty fun – I was particularly partial to the drone skill that let me grab onto it and zoom forward, dealing heavy damage to anything in my path.

The creatures besieging Hadea are invulnerable to conventional weaponry, with the only way to kill them being ‘Lymbic weapons’. Unfortunately, there’s not a huge amount of variety here: you get a regular sword, twin axes, a polearm, and a hulking great sword, filling the usual melee weapon archetypes. These can be upgraded and imbued with elements (Grief, Rage, Terror, and Elation), but all this does is make them hit harder and determine which type of glyphs you can equip on them. I quickly settled into using a Polearm of Terror and Twin Axes of Rage, but if you’re the sort of gamer who enjoys experimenting with every new weapon you find, you might be disappointed here.

Some of the boss battle arenas are visually striking. (Image credit: Rogue Factor / Nacon)

There’s another issue with the combat that doesn’t emerge until later in the game, though: some of those special abilities are pretty dang overtuned. For example, once I got my hands on the max-level Rage Spike glyph (an explosive ranged attack), most fights became comically easy, with Remi repeatedly blasting enemies to smithereens from far outside melee range. It’s not a massive issue for me, since you have to conquer a good chunk of the game to become that powerful, but it did trivialize the majority of encounters towards the tail end of the story.

Rise to the challenge – or don’t

Speaking of difficulty, Hell Is Us isn’t overly punishing. I experimented with all three difficulty levels (described as Lenient, Balanced, and Merciless), which purely affect the combat and can be further fine-tuned in the settings to adjust enemy health, damage, and aggression, and found that the highest difficulty gave the ‘truest’ soulslike experience. Yeah, I know that customizable difficulty options are a personal affront to the most die-hard fans of the genre, but I honestly think it’s a good inclusion: on ‘Lenient’ difficulty, even someone who has never played a soulslike before could have a good time here.

There’s no shortage of ominous tombs to plunder in Hadea. (Image credit: Rogue Factor / Nacon)

There’s also no real penalty for dying; you just respawn at your most recent save point, and the enemies you killed remain dead (although there is an optional setting to make death fully reset any progress from your previous save). Hostiles *do* respawn, however, if you leave one of the game’s many areas by travelling between them in the armored vehicle Remi commandeers in the opening act. You can stop this – and render an area permanently safe – by collapsing Timeloops, which are large ferrofluid-looking orbs that sustain the creatures you face.

To do this, you have to track down specific enemies marked as ‘Timeloop Guardians’, kill them, then take a special item to the Timeloop and chuck it inside. These are mostly optional, but you do get loot for each Timeloop you shut down, and doing so is its own reward anyway; there’s a lot of backtracking to be done if you’re shooting for 100% completion, so it’s nice to return to a region and find it free of enemies.

Then again, the hostiles you face are actually pretty fun to fight. The ‘Hollow Walkers’ are a brilliantly creepy piece of enemy design, feeling like something straight out of the SCP Foundation universe, with unsettling, jerky movements and eerie vocalizations. Some Hollow Walkers are paired with a ‘Haze’, a floating ball of the aforementioned elemental emotions which must be slain before its linked Walker can be harmed – and if you’re not quick enough, the Haze will reform and you’ll have to kill it again.

These are another good example of strong audiovisual design, with the Rage Haze unleashing a barrage of attacks and screaming with fury, while the Elation Haze cackles maniacally as it zooms around. The creatures were unleashed by the negative human emotions that spiked because of the Hadean civil war, and that plays nicely into their design.

That’s a Timeloop: kill the guardians nearby to shut it down and stop them from coming back for good. (Image credit: Rogue Factor / Nacon)

Sadly, a lack of diversity again hampers enjoyment a little here, as you basically fight the same measly selection of enemies over and over throughout the game. There are three tiers of enemy threat levels, but only the Hazes actually change in appearance and moveset from tier to tier; the Hollow Walkers merely get bigger health bars and more damaging attacks, and there are only five types of Walker to encounter. There’s also a surprising dearth of boss fights – a common staple of both the action-adventure and soulslike genres – with only four real bosses to be found throughout the entire course of the game. The final boss, disappointingly, is just four much bigger versions of a basic enemy type. Clearly, no lessons were learned here from the final boss of the original Destiny campaign.

Hadean tourism

If I’m being honest, though, my criticisms are small. I really enjoyed my time with Hell Is Us, which clocked in at just shy of 30 hours for my review – and I was doing my best to do and see everything, which is possibly why I ended up being so overpowered. I played with both a gamepad and my usual mouse and keyboard, and although the game advises using a controller, I didn’t have any problems playing with the latter.

The biggest issue I have with the game is that I want more, which is quite the double-edged sword. The game is divided into three acts, but the third act is essentially just the underwhelming final battle, followed by a ten-minute cutscene that didn’t quite wrap things up to my satisfaction. Sure, it leaves things open for downloadable content (DLC) or an expansion and perhaps even a sequel (which I genuinely hope we get), but the finale feels a bit rushed, and it’s a shame not to end on a high note.

Arriving on the shores of the peaceful Lake Cynon reminds the player that underneath the violence of the civil war, this world can be quite beautiful. (Image credit: Rogue Factor / Nacon)

Still, it’s a super experience overall that I’d recommend to anyone who enjoys either soulslikes specifically or just dark action-adventure games in general. It runs on Unreal Engine 5 (which may set off alarm bells for some gamers), but I found it to be reasonably well-optimized, with no noticeable performance issues at 1440p on my RTX 5060 desktop or at 1080p on the RTX 4060 gaming laptop I also used for testing. Hadea is genuinely beautiful at times, too. For every dank cave and bombed-out village, there’s a vibrant field of flowers or the crumbling majesty of an antediluvian ruin.

If you like good melee combat and won’t be turned off by graphic depictions of war crimes, Hell Is Us is definitely worth a shot. Just be prepared to consult Google from time to time – or, like I did, keep a pen and notepad handy, so you don’t forget exactly where you were supposed to take those baby formula bottles.

Should you play Hell Is Us?

Play it if…

Don’t play it if…

Accessibility

We’ve got the usual selection of accessibility options here, with three color blind modes – Deuteranope, Protanope, and Tritanope – which can be adjusted to varying degrees of color correction, as well as being able to reduce or disable motion blur and camera shake.

There are also gameplay accessibility options, which let you independently adjust the health, damage, and aggression of enemies, plus some customization options for the HUD and the ability to automate enemy lock-ons.

Of note is a directional audio indicator: this displays an on-screen marker denoting the direction and distance of gameplay-related sounds, including enemy attack sounds in combat and the identifying noise emitted by Timeloop Guardians. Considering how important directional sound can be in Hell Is Us, this is a good inclusion for hearing-impaired players.

How I reviewed Hell Is Us

I played Hell Is Us from start to finish, which took me a little under 30 hours – though I was being very thorough in my exploration, and a speedy player less concerned with 100% completion could likely beat the game far quicker.

I used my gaming desktop, which uses an AMD Ryzen 7 5800X3D and Nvidia RTX 5060 with 32GB of RAM, as well as an Acer Predator gaming laptop with an Intel Core i7, RTX 4060, and 16GB of RAM. On desktop, I used an Asus ROG keyboard and mouse and a Razer Raptor 27 gaming monitor. With the laptop, I used a Scuf Instinct Pro gamepad.

I frequently took the time to adjust both the difficulty level and graphical settings in several in-game locations to get a good idea of both how much challenge the game presents and how well it runs. I naturally also tested out each new weapon and ability the game gave me – though I quickly found my favorites and stuck with those for the majority of the game.

First reviewed August 2025

Hell Is Us: Price Comparison



Source link

September 1, 2025 0 comments
0 FacebookTwitterPinterestEmail
Silent Hill f producer insists it is "an action horror game" and any comparisons to a soulslike are "disingenuous"
Game Reviews

Silent Hill f producer insists it is “an action horror game” and any comparisons to a soulslike are “disingenuous”

by admin August 24, 2025


Silent Hill series producer Motoi Okamoto has called comparisons of the upcoming Silent Hill f to soulslike games “disingenuous”, insisting “a lot of these things we actually pulled from classic Silent Hill titles”.

The comment comes as more and more footage emerges in the run-up to 25th September’s launch day. And while we already knew the combat would have a “heavier focus on melee and be more action-oriented compared to last year’s Silent Hill 2: Remake”, fans have expressed concern about how enemies react, degradable weapons, and “soulslike” boss encounters.

Now, in an interview with IGN, Okamoto – who has become a familiar face having worked on all of the games since the series was resurrected in 2022, including Silent Hill: The Short Message and Silent Hill 2: Remake – insists some of the things fans have seen in the videos “aren’t new and exclusive to soulslike games”.

Everything We Know About Silent Hill f So Far.Watch on YouTube

“This is one of the things that we see – the term soulslike – being thrown around on the internet quite a bit,” Okamoto said. “And I think it’s a label that’s a little bit disingenuous. Modern players will see like, oh there’s a stamina meter, there’s a dodge, and they’re like, ‘Okay, it’s a soulslike’.

“But to be very honest, a lot of these things we actually pulled from classic Silent Hill titles. Look at Silent Hill 4 – there’s a charge meter for your attacks, kind of like our Focus meter. And even for Silent Hill 3 there’s a stamina meter. You see it later on.”

According to IGN’s interview, Okamoto “expressed a degree of frustration with the online dialogue surrounding the game”.

“These things aren’t new and exclusive to soulslike games,” he added. “They’ve been a part of action horror games for a very, very long time. If you have these things you’re labelled a soulslike. And we’d like to reiterate we are an action horror game, but we are not a soulslike.”

Silent Hill f was unveiled as part of Konami’s four-game series revival back in 2022, but it took until the middle of March 2025 to get an update. Now that Bloober Team’s superb Silent Hill 2 Remake is behind us, the publisher is turning its attention to this follow-up, a new mainline instalment set in 1960s Japan.

It’s being developed by Neobards Entertainment (which has previously served as a support studio for Capcom’s Resident Evil games), with creature and character design by Kera, a script by When They Cry writer Ryukishi07, and music from the series’ usual composer, Akira Yamaoka. It’s set to release on 25th September.



Source link

August 24, 2025 0 comments
0 FacebookTwitterPinterestEmail
Valor Mortis will see Ghostrunner's creators give Napoleonic era Europe the soulslike treatment in 2026
Game Updates

Valor Mortis will see Ghostrunner’s creators give Napoleonic era Europe the soulslike treatment in 2026

by admin August 19, 2025


Valor Mortis, a soulslike set during Napoleon’s 19th century conquest of Eastern Europe, has been revealed by Ghostrunner devs One More Level during Gamescom Opening Night Live’s preshow. It’s set for release in 2026.

Yep, if you’re a fan of games that drip with Frenchness and also revolve around beating up gaudily-health barred baddies before they do the same to you, this one might have you reaching for your musket and bicorne. That’s assuming the setting offers enough of a unique feel that Valor Mortis doesn’t resemble being trapped on a Fromsoft-imitation Elba.

Watch on YouTube

““With Valor Mortis, we wanted to try something new and original – a darker experience, while still offering players a true challenge,” One More Level CEO Szymon Bryla said. “After Ghostrunner, we knew we had the foundation to create a [first-person] title, but this time in a soulslike genre. At the same time, we wanted to stay true to what we do best – making demanding games for hardcore players, set in an engaging, expansive world, while showing that the studio has grown since our previous projects.”

The game’ll see you play as William, a Grande Armée soldier ressurected and given supernatural powers by the Nephtoglobin, a mysterious goop. Sadly, because video game, this goop has turned the world around him and his former comrades in arms into a plague-ridden hellscape prowled by mutants with extra limbs and bloated bodies.

The combat looks to add a BioShock-esque twist to the usual soulslike parry and dodge swordplay. You can dual-wield with guns like a flintlock pistol and abilities dubbed transmutations. The latter are William’s magic powers, and remind me a lot of plasmids. This time, it looks like you’ll be gaining the ability to shoot the likes of fire from your mitt by interacting with not quite dead bodies on the battlefield.

If there’s one thing the trailer emphasises, it’s that this game will not lack for battlefields full of dead bodies, with an entire montage dedicated to different locations in which the corpses are piled high. You’ll be able to get a look at those corpse piles if you sign up for a closed Valor Mortis playtest that’s set to kick off following Gamescom. Head to ValorMortis.com if you’re keen.

Or, wait until the full release, which maths tells me is sadly more than a hundred days away.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



Source link

August 19, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

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

Recent Posts

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

Recent Posts

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

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

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

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

    October 10, 2025
  • The 10 Most Valuable Cards

    October 10, 2025

Newsletter

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

About me

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

Recent Posts

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

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

    October 10, 2025

Newsletter

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

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


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

Shopping Cart

Close

No products in the cart.

Close