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Adam Mosseri’s ‘we’re totally not spying on you’ video is raising a lot of questions
Gaming Gear

Adam Mosseri’s ‘we’re totally not spying on you’ video is raising a lot of questions

by admin October 1, 2025


Today, the same day that Meta announced that it will soon use your AI chats to personalize the ads it shows you, Instagram head Adam Mosseri made a “myth busting” video attempting to set the record straight on a persistent rumor about Meta: “I swear, we do not listen to your microphone,” he says.

Meta’s ad targeting systems can be eerily precise, sometimes showing you things that you feel like you’ve only discussed in a verbal conversation and would only be possible for Meta to know about if it was listening through a device’s microphone. It’s a perception that Meta has been trying to push back on for years:

  • In 2016, the company, then known as Facebook, said that it “does not use your phone’s microphone to inform ads or to change what you see in News Feed.”
  • In a 2018 Senate hearing, CEO Mark Zuckerberg responded to the question on the topic with a direct “no.”
  • In a support document titled “are Facebook and Instagram listening to your conversations without your knowledge?”, Meta says “No. We do not use your microphone unless you’ve given us permission, and even then, we only use it when you’re actively using a feature that requires the microphone.”

In Wednesday’s video, Mosseri says he’s had “a lot” of passionate conversations about the topic, including “at least a few” with his wife.

View this post on Instagram

A post shared by Adam Mosseri (@mosseri)

“We do not listen to you,” according to Mosseri. “We do not use the phone’s microphone to eavesdrop on you.” Listening to you through your phone’s microphone “would be a gross violation of privacy” and would drain your phone’s battery, he says.

Mosseri also offers a few possible explanations of why you “might see an ad for something that you recently talked to somebody about,” which I’ve block-quoted below:

One, maybe you actually tapped on something that was related or even searched for that product online on a website, maybe before you had that conversation. We actually do work with advertisers who share information with us about who is on their website to try to target those people with ads. So if you were looking at a product on a website, then that advertiser might have paid us to reach you with an ad.

Two, we show people ads that we think that they’re interested in, or products we think they’re interested in, in part based on what their friends are interested in and what similar people with similar interests are interested in. So it could be that you were talking to someone about a product, and they, before, had to actually looked for or searched for that product, or that, in general, people with similar interests were doing the exact same thing.

Three, you might have actually seen that ad before you had a conversation and not realized it. We scroll quickly, we scroll by ads quickly, and sometimes you internalize some of that, and that actually affects what you talk about later.

Four, random chance, coincidence, it happens.

Still, despite his video, Mosseri seemingly expects this rumor to persist. “I know some of you are just not going to believe me, no matter how much I try to explain it,” he says. And many comments on the video are skeptical of the explanation: “That is exactly what I would say if I was listening to people’s conversations,” according to one of the most-liked comments.





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October 1, 2025 0 comments
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All Overwatch 2 Totally Normalwatch changes for OW2 Anniversary
Game Reviews

All Overwatch 2 Totally Normalwatch changes for OW2 Anniversary

by admin September 30, 2025


Overwatch 2’s fun April Fools Day event, Totally Normalwatch, came back in 2025 for another year of hijinx and hilarity. And googly eyes.

As part of the limited-time Arcade mode, OW2’s heroes get a fun makeover for their kits, and their eyes, to shake things up for the silly holiday. Some hero abilities are totally changed, others are deleted, and some heroes get totally new ones to play with.

Here’s the full list of all of the hero changes in this year’s Totally Normalwatch event in OW2, which again returned on Sept. 30 for a week during the OW2 Anniversary event.

Jump to:

  • All Totally Normalwatch changes in Overwatch 2
    • D.Va
    • Doomfist
    • Hazard
    • Junker Queen
    • Mauga
    • Orisa
    • Ramattra
    • Reinhardt
    • Roadhog
    • Sigma
    • Winston
    • Wrecking Ball
    • Zarya
    • Ashe
    • Bastion
    • Cassidy
    • Echo
    • Genji
    • Hanzo
    • Junkrat
    • Mei
    • Moira
    • Pharah
    • Reaper
    • Sojourn
    • Soldier: 76
    • Sombra
    • Symmetra
    • Torbjörn
    • Tracer
    • Venture
    • Widowmaker
    • Ana
    • Baptiste
    • Brigitte
    • Illari
    • Juno
    • Kiriko
    • Lifeweaver
    • Lúcio
    • Mercy
    • Zenyatta

All Totally Normalwatch changes in Overwatch 2

Image via Blizzard Entertainment

D.Va

  • Mech Size reduced by 50 percent.
  • Mech Base Health reduced from 375 to 25.
  • Mech Armor Health is unchanged.
  • Pilot D.Va size reduced by 50 percent.
  • Pilot Base Health reduced from 175 to 25.
  • Fusion Cannons
    • Rate of fire increased by 100 percent.
    • Damage reduced by 50 percent.
  • Light Gun
    • Rate of Fire increased by 100 percent.
    • Reload Speed increased by 25 percent.
    • Damage reduced by 25 percent.
  • Self-Destruct
    • Press Interact during Self-Destruct to freeze mech in place.

Doomfist

  • Hand Cannon
    • Removed from Primary Fire.
  • Quick Melee
    • Replaces Hand Cannon as the Primary Fire.
    • Melee speed increased by 50 percent.
    • Melee damage increased by percent.
    • Doomfist now lunges toward nearby enemies when he melees.
  • Rocket Punch
    • Melee damage now builds Rocket Punch Charge meter.
    • Charge meter no longer decays.
    • Charge time reduced by 50 percent.
  • Seismic Slam
    • Cooldown decreased by 1 second.

Hazard

  • Jagged Wall
    • Jagged Wall Knockback increased by 400 percent.
    • Jagged Wall Cooldown decreased from 12 to 8 seconds.

Junker Queen

  • Jagged Blade
  • Can no longer be recalled with Secondary Fire.
  • Junker Queen flies towards Gracie while Secondary Fire is held.
  • Commanding Shout
    • No longer affects allies.
    • Overhealth increased by 50 percent.
    • Bonus Move Speed increased from 30 percent to 60 percent.

Mauga

  • While airborne and firing both Chainguns at the same time, Mauga is pushed backwards in the direction he is aiming.
  • Incendiary Chaingun
    • Ammo reduced from 300 to 150.
    • Reload Speed increased by 15 percent.
  • Volatile Chaingun
    • Ammo reduced from 300 to 150.
    • Reload Speed increased by 15 percent.
  • Overrun
    • Can now be used during Cage Fight.
  • Cage Fight
    • Tether is now centered on Mauga and follows him.
    • Grants Mauga infinite ammo for the duration.

Orisa

  • Hanzo can press Interact while near Orisa to ride her into battle, giving Orisa extra movement speed.
  • Javelin Spin
    • Javelin Spin now pulls enemies towards Orisa.

Ramattra

  • Ravenous Vortex
    • Now reverses the gravity of all enemies inside.

Reinhardt

  • Charge
    • Cooldown reduced from 7 to 3.5 seconds.
    • Turn speed increased by 150 percent.
    • Charge lasts until you collide with a wall.

Roadhog

  • Chain Hook
    • Now throws three Hooks at once.

Sigma

  • Kinetic Grasp
    • Deflects projectiles instead of absorbing them.
    • Sigma gains free flight during Kinetic Grasp.

Winston

  • Jump Pack
    • Press Crouch to do a body slam and deal more damage while coming down during Jump Pack.

Wrecking Ball

  • Size reduced by 50 percent.
  • Wrecking Ball gains Overhealth based on his size.
  • Roll
    • Damaging enemies during Roll increases Wrecking Ball’s size.
  • Piledriver
    • Area of effect increases based on Wrecking Ball’s size.

Zarya

  • Particle Cannon
    • Primary Fire now ricochets off of enemy heroes and the environment.

Image via Blizzard Entertainment

Ashe

  • Coach Gun
    • Increased knockback on enemy heroes and briefly reduces their air control.
  • B.O.B.
    • B.O.B. no longer shoots.
    • B.O.B. now repeatedly dashes towards the nearest enemy hero and attempts to knock them into the air.
    • Ultimate Cost reduced by 70 percent.

Bastion

  • A-36 Tactical Grenade
  • Now spawns an explosive training bot.
  • Configuration Artillery
    • Impacts spawns explosive training bots.

Cassidy

  • Peacekeeper
    • Primary and Secondary Fire both ricochet three times. Ricocheted bullets deal increased damage.

Echo

  • Tri-Shot
    • Now fires Sticky Bombs.
    • Damage reduced from 25 to 14.
  • Sticky Bombs
    • Now fires a volley of Tri-Shot projectiles.
    • Damage increased from 17 to 20.
  • Flight
    • Flight is now always active.
    • Activating Flight now causes Echo to dash a short distance.
  • Focusing Beam
    • Now does extra damage to enemies above half health.

Genji

  • Genji once again can occasionally heal himself when requesting healing.
  • Don’t abuse this. You’ve been warned.

Hanzo

  • Storm Bow
    • Fully-charged arrows ricochet twice.
  • Storm Arrow
    • Each arrow ricochets up to five times.
  • Wall Climb
    • While wall climbing, press Reload to attach yourself to the wall.
  • Samurai Kishu
    • New Passive
      • Press Interact while near Orisa to ride her into battle.
      • While riding, gain 25 percent damage reduction.
      • While riding, Orisa controls Hanzo’s movement.
      • While riding, feel 20 percent cooler.

Junkrat

  • Concussive Mine
    • Can now place up to 5 mines at once.
    • Maximum damage reduced by 50 percent.
    • Max charges increased to 5.
    • Cooldown reduced to 4 seconds.
  • RIP-Tire
    • Junkrat becomes invisible and untargetable while using Riptire.
    • Junkrat teleports to Riptire when it explodes.
    • Junkrat dies if the Riptire is destroyed.

Mei

  • Cyro-Freeze
    • Now creates a miniature Blizzard.
    • Mei can now move during Cryo-Freeze.

Moira

  • Moved to Damage role.
  • Now has Damage role passive.
  • No longer has the Support role passive.
  • Biotic Grasp
    • Primary fire no longer heals and instead deals damage.
  • Biotic Orb
    • Healing Orb removed.
  • Coalescence
    • Now only deals damage.

Pharah

  • Rocket Launcher
    • Direct hits deal increased damage to airborne enemies.
  • Jet Dash
    • Pull nearby enemies along with Pharah.
  • Jump Jet
    • Pulls nearby enemies along with Pharah.

Reaper

  • Hellfire Shotguns
    • Reaper can no longer reload and drops his shotguns on the ground when empty.
    • Dropped shotguns must be picked up to restore ammo.
    • Movement Speed increased by 25 percent when out of ammo.
    • Picking up shotguns increases attack speed for a short duration.
    • Note: It’s hard to melee enemies without your shotguns.

Sojourn

  • Raingun
    • Max charge is now 300 percent.
    • Railgun Secondary Fire deals increased damage at above 100 percent charge.
    • Railgun Secondary Fire knocks back Sojourn if fired at above 100 percent charge.

Soldier: 76

  • Soldier 76 can no longer see allied or enemy health bars. Including his own.
  • Passive healing starts faster and heals much faster.
  • Sprint
    • Running speed increased by 100 percent.

Sombra

  • Hack
    • Hacking enemies grants a stacking buff (with a maximum of 10) of movement speed and magazine size.
    • Stacks are lost on death.

Symmetra

  • Photon Projector
    • Primary Fire now does damage based on target’s maximum health.
    • Secondary Fire charge time reduced.
  • Sentry Turret
    • Turret health Increased by 50 percent.
    • Cooldown reduced by 40 percent.
    • Projectile speed increased by 100 percent.
    • Can now stick to allies.

Torbjörn

  • Deploy Turret
    • Turret can be Overhealed by Forge Hammer.
    • When Overhealed, Turret gains increased size, damage, and health.

Tracer

  • Blink
    • Blinking while crouching collides with enemies.
    • Colliding with enemies deals damage and knocks them back.

Venture

  • Burrow
    • Can now fly while burrowed.
    • Emerge can be charged longer for a stronger effect.

Widowmaker

  • Grappling Hook
    • Can now hit enemy heroes, dealing damage and granting Widowmaker Overhealth.
  • Quick Melee
    • First successful melee attack after hitting a hero with Grappling Hook deals extra damage.

Image via Blizzard Entertainment

Ana

  • Biotic Rifle
    • Magazine size reduced from 15 to 1.
    • Reload speed increased by 25 percent.
    • Damage and healing increased from 75 to 150.

Baptiste

  • Exo Boots
    • Press Crouch while airborne to stomp on enemies.

Brigitte

  • Shield Bash
    • Removed.
  • Shield Throw
    • New Ability.
    • Shield Throw will toss Brigitte’s Shield which stuns and bounces between enemies.
  • Rally
    • During Rally, Shield Throw can hit more enemies.

Illari

  • Solar Rifle
    • Primary Fire now heals allies and does not deal damage.
    • Secondary Fire now damages enemies and does not heal allies.
    • Secondary Fire range increased by 50 percent.

Juno

  • Quick Melee
    • Knockback increased.
  • Oribital Ray
    • Reverses gravity on all allies and enemies inside.

Kiriko

  • Swift Step
    • Swift Step now grants Kiriko overhealth and increased attack speed, but she can no longer choose her target.

Lifeweaver

  • Thorn Volley
    • Projectiles now home in on enemies.
    • Projectiles per shot reduced from 2 to 1.
    • Rate of fire reduced by 35 percent.
    • Projectile speed reduced by 70 percent.
    • When enough projectiles hit an enemy, they explode for 160 damage.

Lúcio

  • Wall Ride
    • Lúcio gains increasing Move, Reload, and Attack Speed while wall-riding.
    • Buffs from Wall Ride persists for several seconds after touching the ground.

Mercy

  • Caduceus Blaster
    • Now fire random projectiles.

Zenyatta

  • Orb of Destruction
    • Now fires sticky googly eyes instead of orbs.
    • Damage reduced by 25 percent.
    • Attack Speed increased by 50 percent.

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The post All Overwatch 2 Totally Normalwatch changes for OW2 Anniversary appeared first on Destructoid.



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September 30, 2025 0 comments
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An Acer Predator Helios 300 laptop sat on top of the Klim Mistral laptop cooling pad in front of a pink background.
Product Reviews

Klim Mistral review: this comfortable laptop cooling pad is almost totally lacking in chill

by admin September 27, 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.

Klim Mistral: review

The Klim Mistral is a mid-market laptop cooling pad that has proven particularly popular on online retailers such as Amazon. While it had an original list price of $86.97 / £74.97, shop around and you can pick it up for less, with even Klim selling it direct for $69.97 / £59.97. This seems a pretty decent outlay, especially given it rocks pretty hardcore 4500rpm fans. But how did it perform in practice?

First off, I was pleasantly surprised by its aesthetics. As I remarked in my Klim Wind review, I wasn’t all that enamored by the look of that cooling pad – I still stand by my assessment that it looks like a “cyber-goth butterfly”. By contrast, the Mistral is more mature-looking, dropping some of that edgy gamer styling for a cleaner silhouette and a five-color LED light strip – although the latter is cheaper-looking than some, clearly just showing 10 separate RGB LEDs.

There are also plenty of design touches that would imply it offers more professional cooling. For example, it comes with a rubber seal around its rim that will create a high-pressure area designed to force cooling air into your laptop’s fans, maximizing their effectiveness. In addition, Klim has supplied heat shields to redirect air flow should your laptop also vent from the rear as well as from beneath; our testing Acer Predator Helios 300 laptop with an Nvidia GeForce RTX 3080 GPU sits firmly in this camp, so I dutifully applied them.

When it comes to ergonomics, the Mistral offers a good range of height settings, offering six in total. The top 29-degree angle is too steep to use the keyboard comfortably, but spot-on if you’re just using the screen, while the lower 19-degree angle felt comfortable for long typing sessions. Conversely, I found the placement of the laptop rests to be a bit uncomfortable – they’re easy to adjust to the height of your laptop, but since they stick up above the lip of the wrist rest, I found they dug into my wrists. However, I find this is a problem with a majority of cooling pads.

So it’s safe to say that after experiencing this mindful design, my expectations of the cooling the Mistral would offer was quietly optimistic – or maybe even loudly optimistic, once I’d seen those two enormous 4500rpm fans built-in. Unfortunately, my hopes were dashed more thoroughly than a college student’s AI-written dissertation.

(Image credit: Future)

As always, I tested the Klim Mistral’s cooling capacity by running a 3DMark Steel Nomad stress test on our testing laptop for 15 minutes with the cooling pad on max power, measuring the device’s temperature before and after. During the test, our laptop rose from 77ºF / 25ºC to 113.9ºF / 45.5ºC, a whopping 36.9ºF / 20.5ºC – for context, we’ve only had one cooling pad perform worse, the $29.99 / £29.77 TopMate C12 Laptop Cooling Pad, which presided over a rise of 41ºF / 22.8ºC. That’s significantly below what I’d expect from a cooling pad at this price.

In fact, I was so baffled that I did something I never do: I gave the Mistral a second chance. I re-ran the test later in the day, in the event that user error had somehow contributed to this poor performance. Ensuring the laptop was sat firmly on top of the seal, I found the results were certainly different – but not in the way I’d hoped. This time, the laptop’s core temperature rose a ludicrous 54.9ºF / 30.5ºC. Given our baseline stress test for our laptop only saw it rise 57.4ºF / 31.9ºC, this would mean the cooling pad shaved off only 2.5ºF / 1.4ºC, which is negligible enough not to be worth the trouble.

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Trying to give Klim the benefit of the doubt here, it does warn heavily on its website that only certain types of laptop will work properly with the Mistral. Your computer will need to be between 15 and 17 inches and feature downward ventilation – but our testing laptop did meet both these criteria. I have also seen several online user reviews mention that the design of their laptop meant there were still small gaps around the rubber seal, negating the high-pressure effect intended.

Still, even if the Mistral’s poor performance is down to the fact our laptop isn’t the perfect fit for its design, most of the other cooling pads I’ve tested have functioned regardless of the shape of our testing device. Sure, it’s perfectly possible that the Klim Mistral will send a chill through your laptop more icy and severe than your second-grade teacher – but do you really want to roll the dice on that?

(Image credit: Future)

Another thing that Klim warns about on its site is that its supposedly high-performance design can result in a lot more noise. If I’m honest, it didn’t really strike me as much of an outlier here: measuring the combined noise output of the cooling pad and our laptop 10 minutes into our test, it clocked 61dB from a few inches away and 51dB at my head height. That’s pretty much par for the course for medium to high-end cooling pads, so it wasn’t really a concern. If you’re a bit more noise-sensitive though, you may find your mileage here varies.

Ultimately, I feel like the Klim Mistral’s build and price write checks that its cooling can’t quite cash. Yes, I’ll accept that it might achieve better results if you have the exact design of laptop – but is that something you should really have to take a punt on when spending $69.97 / £59.97? Fundamentally, other options on our list of the best laptop cooling pads offer more predictable performance, whether you’re spending this kind of money or much less.

(Image credit: Future)

Should I buy the Klim Mistral?

Buy it if…

Don’t buy it if…

Klim Mistral review: also consider

(Image credit: Future)

How I tested the Klim Mistral

  • Used it over the course of several days
  • Measured the heat rise of a laptop with the pad on maximum settings
  • Recorded how much noise it made two-thirds of the way through our stress test

To put the Klim Mistral through its paces, I followed TechRadar’s standard testing procedure. Running a 3DMark Steel Nomad stress test for 15 minutes on our Acer Predator Helios 300 laptop with an Nvidia GeForce RTX 3080 GPU, I set the Mistral on its maximum cooling and measured our laptop’s temperature before and after using a thermal camera. I then compared this to the benchmarks recorded from every laptop cooling pad test we’ve run to date.

In addition, I recorded the combined noise output of the cooling pad’s and our testing laptop’s built-in fans. To do this, I used a sound level meter to measure their volume 10 minutes into the test, recording it both from a few inches away and at my head height (21 inches away). This allowed me to get a sense of both an objective volume, as well as the subjective amount of noise you’re likely to experience in use.

Finally, I made sure I used the Klim Mistral in a variety of scenarios to get a sense of its ergonomics and how comfortable it was in use. I did this by using it to play multiple games and by using it for some of my daily work, so I could build up a meaningful impression of how it works in practice. I bring plenty of experience to this table: not only have I been covering gadgets for many years, but I’m also a creative and gamer, which means I have a lot of experience of pushing my laptops to their limits.

  • First reviewed: September 2025
  • Read more about how we test



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September 27, 2025 0 comments
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These Climate Hacks to Save the Poles Could Totally Backfire
Product Reviews

These Climate Hacks to Save the Poles Could Totally Backfire

by admin September 9, 2025


Last year, the United Nations predicted that Earth’s average temperature could rise more than 5.4 degrees Fahrenheit (3 degrees Celsius) by 2100 if we don’t reduce global emissions. That level of warming would cause catastrophic, irreversible damage to ecosystems, underscoring the urgent need to slow the pace of climate change.

Still, the amount of greenhouse gases humans pump into the atmosphere continues to rise. Without sufficient progress on the emissions front, some scientists have suggested another route: artificially counteracting global warming through geoengineering. Many of these controversial solutions aim to mitigate climate breakdown in the polar regions, but a review published Tuesday in Frontiers in Science concludes that even the most widely recognized proposals are likely to cause more harm than good.

“I find that there’s been confusion between urgency and haste,” co-author Ben Orlove, a professor of international and public affairs at Columbia University, told Gizmodo. “Though we recognize the urgency of action, that should never serve as an excuse for incompletely reviewed proposals moving forward.”

Polar regions under pressure

Earth’s polar regions are warming faster than the average global temperature. Experts predict this will lead to severe and irreversible consequences both regionally and globally, such as local ecosystem collapse and sea level rise. Proponents of geoengineering often cite this as a driving force behind efforts to implement such strategies in the Arctic and Antarctic, but none of them are backed by robust, real-world testing at scale.

For this review, an international team of researchers evaluated five geoengineering concepts designed to slow the pace of ice melt in the polar regions. The ideas include spraying reflective particles into the atmosphere, using giant underwater curtains to shield ice shelves from warm water, artificially thickening or boosting the reflectivity of sea ice, pumping water out from underneath glaciers, and adding nutrients to polar oceans to stimulate blooms of carbon-sequestering phytoplankton.

More problems than solutions

The researchers evaluated each proposed solution’s scope of implementation, effectiveness, feasibility, negative consequences, cost, and governance with respect to their deployment at scale. According to their assessment, all five ideas would lead to environmental damages such as the disruption of habitats, migration routes, the ocean’s natural chemical cycle, global climate patterns, and more.

Additionally, the authors estimate that each proposal would cost at least $10 billion to implement and maintain. This is likely an underestimate, they say, pointing to hidden costs that would undoubtedly arise as environmental and logistical consequences come into play. What’s more, polar regions lack sufficient governance to regulate these projects, necessitating extensive political negotiation and new frameworks before large-scale deployment.

Even if these tactics offered some benefit, none could scale fast enough to meaningfully address the climate crisis within the limited time available to do so, the researchers concluded.

“It is clear to us that the assessed approaches are not feasible, and that further research into these techniques would not be an effective use of limited time and resources,” the authors write, emphasizing the importance of focusing on reducing greenhouse gas emissions and conducting fundamental research in the polar regions.

Not every fix is worth the risk

Orlove hopes these findings encourage the scientific community and decision-makers to exercise scrutiny before investing time and money in polar geoengineering projects. “One of the things that troubles me is the claim that climate change is so severe that we need to try all possible methods, and blocking any possible solution is an error,” he said.

“There is a long history in medical research of not undertaking certain experiments on living humans and not attempting extreme cures that just seem unethical,” Orlove said. “But when it comes to experimenting on the planet—and its immediate effect on people—that kind of awareness doesn’t come forward.”



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September 9, 2025 0 comments
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The protagonist of Hollow Knight Silksong, Hornet, looks up at a crowd of bugs suspended from the ceiling in web
Gaming Gear

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

by admin September 8, 2025



Up front: Silksong is obviously a good videogame.

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

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


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

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

(Image credit: Team Cherry)

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

Beast mode

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

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

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

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

(Image credit: Team Cherry)

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

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

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

(Image credit: Team Cherry)

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

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

Notice bored

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

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

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

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

(Image credit: Team Cherry)

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

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

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

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



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September 8, 2025 0 comments
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