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TIFF 2025 - 12 films, worst to best pt. 2
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TIFF 2025 – 12 films, worst to best pt. 2

by admin October 4, 2025


Part 1

6. Oca

I may be more enamoured with Oca’s structure than with the film itself. The Mexican film, written and directed by Karla Badillo, is a minor odyssey featuring an ever-increasing cast of spiritually lost characters, each searching for an archbishop in the nearby but seemingly unreachable town of San Vicente. The idea of a disparate ensemble linked only by their shared, single-minded goal is so appealing to me that I find myself able to ignore the film’s obvious shortcomings. The dazzling shots of untouched Mexican vistas don’t hurt, either. 

We begin with our main character, Rafaela (Natalia Solián), a nun who’s sent to fetch the archbishop and have him revitalize their all but non-existent congregation. Slowly but surely, we’re introduced to the rest of our archbishop seekers: a handful of bickering residents from a small town who wish to present the archbishop with a statue of their saint; a mysterious, wealthy woman who wants to know if she’s a good person; and a soldier on a contentious political mission. These storylines inevitably intersect, causing quaint chaos as motivations and divine understandings clash.

Rafaela’s story, unfortunately, is the only one that gets enough context to resonate. The other journeys are interesting in what is present, but so much necessary information is inexplicably absent. We get no backstory whatsoever for the wealthy woman and no explicit understanding of the soldier’s commands, rendering both of them only approachable at an arm’s length. 

Rafaela is fascinating, though – when we first see her, she’s just received a dream that the head nun treats as a prophetic vision. Along the way to San Vicente, we see Rafaela treat her fellow pilgrimage-goers with a kind but cold distance, and she receives vague hostility in return. She is caring in moments, entirely ambivalent in others. When she reaches the archbishop at long last, Rafaela receives some unwanted wisdom: anyone who claims to be a prophet is arrogant, mad, or very special. Odds are against the latter.

Oca’s complicated relationship with religion comes into focus with a scathing proposition – attempting to interpret the will of God will say nothing of God and everything of the interpreter. God’s plans are not to be understood by us mortals; we’re only along for the ride, so to try to find meaning or pattern or expectation in His decisions is only a reflection of our own selfish desires. To provide my obnoxious atheistic take, Oca rejects scripture provided by mankind, invoking a more unknowable perspective of theology. The film provides such a strong thesis and structure, it’s a shame that Oca is slightly less than the sum of its parts. 

5. Babystar

Good afternoon, good evening, and goodnight! Babystar is a cautionary tale, a not-quite-horror coming-of-age Truman Show-referencing satire aiming down sights at parents who feel the need to broadcast their – and their children’s – every waking moment. Set largely in a boxy, modernist German home, Babystar provides its own all-access look into the life of 16-year-old Luca (Maja Bons), the only child of vlogger parents (vloggers first, parents second) Jurek (Liliom Liwald) and Stella (Bea Brocks). When Luca finds out that she may have a new sibling on the way, she’s sent down a spiral of hate, confusion, and self-discovery.

I say Babystar is not quite horror since the film’s tone doesn’t fully come into focus until its final moments. The film is replete with instances where, with a lesser director, Luca would have most certainly committed gruesome acts of violence against her negligent parents. Director/writer Joscha Bongard, however, keeps things teetering on the edge of carnage but consistently rushes back to reality, making for more grounded insights into Luca’s mindset. The result is a more effective satire, one that heightens the obvious real-life observations the film is trying to make but keeps them relatable and occasionally heartbreaking. 

Luca’s journey feels somewhat episodic, with her being initially (non-forcibly) confined to her house and comforted only by a creepy AI version of herself. She makes a tentative friend when a producer comes to visit with some young fans, setting up Luca’s eventual search for meaning. Subsequent chapters feature different, often tragically hilarious ways in which Luca tries to find her connection to humanity after being relegated to parasocial relationships for so long, all to no avail. 

Despite Luca being social media famous for her approachability, she finds herself helpless when it comes time to interact with real, flesh-and-blood human beings. The film’s biting sense of humour keeps things from feeling dour, and its deliberate, colourful cinematography gives Babystar a glib sense of superficiality. Some steps on Luca’s road to relatability are more effective than others, but the ending finds a way to tie it all together in a bittersweet bow. 

4. Kokuho

Set in the elegant world of Kabuki theatre, Kokuko is an epic built around the volatile friendship between two performers, each striving to be the greatest of all time. I went in knowing next to nothing about Kabuki; I had seen the costumes before, but it was an otherwise entirely new storytelling medium for me. The odd method of speak-singing and the over-the-top makeup came off as silly at first, like a confounding form of opera (which is already rather confounding). By the end, though, I felt intimately connected to the art and the inimitable feelings it can evoke. 

The film begins in 1964 Japan, with a relatively amateur Kabuki performance from 15-year-old Kikuo Tachibana (Sōya Kurokawa at this age, then Ryo Yoshizawa once older), the son of a Yakuza boss. The performance turns tragic when a rival clan attacks and kills Kikuo’s father, initially sending the young man on a path of violent revenge. But Kikuo isn’t destined for a life of crime – he’s taken in by Hanai Hanjiro (Ken Watanabe), an aging Kabuki star who sees great potential in him, instilling in Kikuo a crucial piece of advice: the best revenge would be to honour his father and become the greatest Kabuki performer alive. Also gunning for GOAT status is Hanai’s son, Shunsuke (Keitatsu Koshiyama, later Ryusei Yokohama), who forms a fast friendship with his new housemate. We follow the two through five decades, chronicling their complicated bond as they rise through the ranks of theatrical stardom. 

Black Swan this is not. While the two will butt heads and be tested by envy and rivalry, their friendship is the film’s heart. The film dabbles in melodrama, mirroring the far more exaggerated delivery of Kabuki, choosing the most emotionally potent moments between the two as points of interest along the decades-spanning timeline. Ambitious but not overly so, Kokuho’s nearly 3-hour runtime is spent exploring every inch of Kikuo and Shunsuke’s relationships with each other and themselves. The two are constantly diverging and then crashing into one another, creating art when they collide and bitterness when apart. 

Kokuho is as uninterested in traditional romance as its leads (despite a subplot involving a childhood friend love triangle – no, this isn’t an anime), instead allowing the audience to fill in the words left unsaid between these two men who care deeply for one another. Perhaps those words are too unsaid, though – despite the ripe and obvious stage having been set for at least the hint of a queer story, there’s a case to be made that a gay or trans reading of the film is too subtle to be intentional. Though not a requirement, obviously, there are just enough moments of tangible chemistry to conjure these feelings, without any moments that capitalize on them. And, unless I’ve missed something, I don’t believe there are any deeper metaphors within the “men dressing as women” conceit of Kabuki itself. 

Nonetheless, Kokuho is riveting and devastating and undeniably impressive, with its Kabuki sequences containing some of the most resonant moments of the year. Kokuho is already a massive hit in Japan, and I hope it continues to turn heads when it inevitably arrives in Western theatres.

3. Good News

Never has a plane hijacking been so hilarious. Good News, a Korean film from writer/director Byun Sung-Hyun, flips the high anxiety of a political thriller on its head, crafting a wicked satire of perennial bureaucracy and the death of responsibility. 

It’s 1970 and communism is the scariest word in every language. Some young members of the Japanese Red Army Faction have taken it upon themselves to ditch the supposed capitalist hellscape of Japan and hijack a passenger jet headed for South Korea. Their new destination? The communist utopia of North Korea. Armed with knives, guns, and bombs, they take control of the aircraft, sending both the Korean and Japanese governments into a frenzy as they do everything they can to ground that plane. What follows is a Korean mission – headed by a mysterious government agent known only as “Nobody” (Sul Kyung-gu), alongside an underqualified but uniquely capable Air Force lieutenant (Hong Kyung) – to save face, with the secondary mission of saving the airborne hostages. 

A phenomenal ensemble cast takes us from one ludicrous plan to the next, as everyone scrambles to pass the buck. The film deftly balances genuine tension with Dr. Strangelove-referencing political parody, both of which it executes flawlessly. The film’s middle section features an absurd grand illusion in which South Korean intelligence tries desperately to make Seoul’s airport into a facsimile of Pyongyang’s in a ploy to fool the hijackers, with results that had me both in awe and doubled over with laughter. 

Good News never gets stale, but it does outstay its welcome. The final act, while still fun, suffers from a needless repetition of points made better, earlier. The endless bureaucratic stupidity and unwillingness of the higher-ups to take any responsibility is effective enough without an extra 20-odd minutes that could have easily been cut in service of a tighter conclusion. Regardless, this is a fresh, weighty satire that will surely make a splash when it releases soon as a Netflix original. 

2. Sound of Falling

Sound of Falling is agonizing. You will feel an all-consuming sense of dread for nearly two and a half hours, regardless of whether you love it or hate it. Director/writer Mascha Schilinski has shaped a film that’s intricate, meticulously detailed, at times confounding, but is guaranteed to make you feel the way Mascha intended. 

We wander through the lives of four women, each relegated to a different time period between the early 1900s and the early 2000s but living in the same German farmhouse, each tormented by trauma and abuse – past, present, and future. Oscillating between the discrete periods often without notice, the film creates a texture of suffering rather than a concrete, linear narrative. The frequent temporal shifts feel alienating at first; it’s not easy to keep track of who’s who and when’s when, and the film almost demands a second viewing. But the feelings remain: Sound of Falling is unrelenting in its presentation of sexual abuse, either firsthand or the effects of bearing witness to it, never outwardly depicting any acts, yet constantly confronting the viewer with feelings of lost identity and loneliness. 

This is all wrapped in a film that oozes despair, filled with imagery that looks innocuous but feels sickening. There’s almost a haunted house element, as if the very walls of the home – the only consistency among the timelines save for some familial connections – are providing us with these fragments of terrible memory. The film is not empathetic, it is not empowering, it is not hopeful, it is a pure representation of what it’s like to feel as though you’re never going to stop falling. Sound of Falling was not made for everyone, though I find it hard to believe anyone wouldn’t find themselves deeply affected by it. 

1. Nirvanna the Band the Show the Movie

Nirvanna the Band the Show is the greatest thing that Toronto has ever birthed. Matt Johnson and Jay McCarrol created the show as a web series in 2007, then got a full series that aired on Viceland in 2017 for two seasons. NTBTS combines improvisational banter between Matt and Jay (playing fictionalized versions of themselves) with real interactions with the good people of Toronto, all of whom are entirely unaware that they’re actively influencing the narrative of a TV show. Each episode features a different harebrained scheme that will surely result in Matt and Jay achieving the impossible: getting a show at the Rivoli, a local bar/restaurant that has live music on occasion. 

The film is no different; of course it begins with another one of their brilliant plans (this time involving a base jump from the CN Tower). The film quickly goes even more off the rails, though, taking the duo back in time to when it all started – Bill Cosby, Jared Fogle, and Jian Ghomeshi (a Canadian creep, for those unaware) leer at them from newspapers and ads while an audience laughs uproariously at Bradley Cooper dropping the f-slur in The Hangover. Yeah, it’s 2007. We’re treated to one enlightened gag after another, some involving meticulous planning on the crew’s part and some stemming from the unpredictable Toronto public. Matt and Jay’s ability to improvise and adapt on the fly is unparalleled; they somehow manage to elicit something hilarious from every inch of this fine city.

The duo has so many inventive ideas; it’s unfathomable how they possess both the humour and the technical expertise to flawlessly pull off anything they think of. An early section of the film involves the reuse of their own footage from 17 years ago to create the illusion of having time-traveled, seamlessly weaving the past and present together in a way that makes it feel like this movie was 20 years in the making. This is innovative comedy, à la Nathan Fielder but with the silliness turned up to 11. Even if you’re not Torontonian, you owe it to yourself to check out the genius of Matt Johnson and Jay McCarrol. 


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October 4, 2025 0 comments
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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that's why I can't put it down
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Digimon Time Stranger reminds me of the best (and worst) of PS2 era RPGs, and that’s why I can’t put it down

by admin October 3, 2025


I think Digimon Story: Time Stranger is secretly a PS2 era Shin Megami Tensei game. That’s very much my taste in RPGs. Given this is sort-of a kid’s game (OK, it’s got a PEGI 12 rating because of ‘bad language’, ‘in-game purchases’, and – bafflingly – ‘sex’), that is a pretty big surprise. I’ve come to this conclusion after sinking a good 50 hours into the game, and being taken on a surprisingly volatile journey as a result. The story is pretty guff, with a lot of shōnen-style anime filler injected into the meat to make it appear more succulent, but most of my emotive response has been to its design philosophy, its approach to dungeons, and some unbelievable pacing choices. I can close this game either loving it, or hating it. But, for the past two weeks, I’ve not been able to stop going back to it.

I adore Atlus’ Shin Megami Tensei (or MegaTen) games, for all their flaws. I have a particular soft spot for the PS2 era of games – Nocturne, Digital Devil Saga and its sequel, and Persona 3 are highlights. You can see the thumbprints of the parent series even in games as late as Metaphor Refantazio: between demons, a doomed Tokyo, cerebral reflections on the nature of humanity, and impossible philosophical choices about the fate of the universe, it’s all pretty standard RPG fodder at this point. But just as instrumental to the series are lengthy and often-unwieldy dungeons, difficulty spikes and plateaus, boss fights that feel like masochistic puzzles, and combat systems as infuriating as they are spellbinding.

Digimon Story: Time Stranger has all of this. Even down to the doomed Tokyo. But instead of demons and creatures from the pantheon of human mythology, the game is populated with the eponymous Digimon – fascinating and varied creatures that range from cute little guys made out of bubbles to leather coat-wearing dominatrixes with G-cups and a pair of desert eagles. Instead of negotiating with demons to try and get them to join your cause, you’re defeating Digimon and converting their data into living beings that can join your team.

About half the game is set in the real world, real Tokyo. | Image credit: Bandai Namco

From here, you can either train them up and add them to your ranks, or have your other allies cannibalise them to gain their power. It’s not quite the sacrificial/fusion mechanic of MegaTen, but it’s not far off. And the weird complexity in how you get your pals to evolve and grow is just as abstruse as Persona or MegaTen’s fusion systems, too. ‘What do you mean I need to Digivolve then de-Digivolve my allies in order to get the result I want?’, I’d ask my TV screen, as entertained as I am flummoxed. ‘What do you mean I need to socially engineer their personalities to get the most iconic ‘mon?’, I’d shout. ‘What do you mean my only Virus-type is now another Vaccine-type?’, I’d despair, as I get soft-locked into a battle I now have very little chance of winning.

The game is often galling, always surprising, and constantly caught me off guard. I would sleepwalk through one of the many, many beautiful biomes, dispatching Digimon like some teleplay sheriff, gobbling up their data to empower my team of devils, angels and rocket launcher-wielding werewolves. But then I’d come to a boss that would have an absurd health bar, moves that are dirty and cheap, and AI companions that were as useless as the sentient poops that I’d been grinding my team against for the past half hour.

There’s a constant level of surprising tension to Time Stranger that just kept on reminding me of the ‘too-edgy-for-you’ MegaTen games that I am enamoured with. I can imagine Young Dom (who picked up Nocturne as a teenager just because they saw Dante from the Devil May Cry Series on its cover in a games rental shop) would love this game, too: the disarming and lurching difficulty spikes and gated progression puts me in mind of the most arrhythmic PS2 RPGs. This is praise, I think. Digimon speaks to my inner child – who’d have thought?

Lots of Digimon are weirdly human, many overly sexualised. | Image credit: Bandai Namco

But every time I’d start falling in love with this peculiar, high-budget realistation of the Digital World, it would do something to aggravate me. The general pattern for progression looks like this: go to a hub, speak to loads of Digimon, figure out there’s a realm that needs saving, go to the realm. The core conceit in the game is time: maybe you’ll go somewhere, and it’s all messed up and apocalyptic. Story beats send you back in time to where it’s a bit nicer, and you figure out where the timeline schism is, then you go to fix it up. Zone complete. The next area might be the same, or it might start in a better state of repair, then you need to figure out how to stop it getting messed up. It’s linear, it’s braindead, it’s a popcorn RPG. I’m happy with that.

But whilst the earlier biomes (forests made of gears, oceans teeming with data, endless real-world sewers) are fairly straightforward RPG dungeons, the later-game zones are appalling. One area – which looks like something from anime Dark Souls – needs you to convince a frog to teleport you towards a Transylvania-esque castle. Pick the wrong dialogue option and you’re back to the beginning. D’oh! Not too bad on its own, but the dialogue takes an age to complete, the animations are atrocious and slow, and there’s no real indication of what the right answer is. Immediately after this, you’re in a zone caught between heaven and hell (read: ice and fire) that requires an unbelievable amount of backtracking, and seems to be populated exclusively with elevators that take 15 whole years to complete their animation cycle. It absolutely destroys any sense of momentum you have as you approach some story-critical climax markers.

Why? Why? I thought we left this kind of game design back in the 00s. But, for all my adult impatience, there’s something in it that reminds me of the final dungeons of my favourite MegaTen games – areas littered with atrocious teleportation devices, riddled with sadistic traps that reduce your party’s HP to practically nothing, bosses that gain sudden immunity to moves you’ve been using without pause for the past 60 hours. Digimon Story Time Stranger is the same. After breezing through most fights (even if they took a while, in some cases), later bosses suddenly ambush you with baffling modifiers: you can’t heal in this fight, you can’t use items in this one.

I play these games as a completionist: wrapping up every side mission and bonus quest as they become available. If the game had given me any indication that I might not be able to heal or use items in the later fights, I’d have baked strategies acknowledging that into my playstyle. Instead, I often found myself in situations where the only way to proceed was to de-evolve, re-evolve, and retrain all my best ‘mon just to dispatch one boss. Just as I had to, say, fuse and level a whole team of Physical Repellant demons in Nocturne, some 20 years ago, to overcome one unavoidable fight. Go figure.

I’m glad I’m not scoring Time Stranger. My experience with the game ranged from a two-star to a five-star, and it could flip on a dime. Yet, I can’t put it down. There’s something compelling about these egregious ‘gotchas’ that makes me despair as much as it galvanises me. ‘You’re not gonna beat me that easily, you cheap bastard’, I mutter to myself as I begrudgingly DNA Digivolve two of my best ‘mon into one superbeast (that proves just as ineffective as my last setup). Back to the drawing board.

I’ll defeat you with the power of friendship and this gun I found. | Image credit: Bandai Namco

In combat, in level design, in its seemingly utter disrespect for your time, Time Stranger feels like a relic of the PS2 era. Yet I know that there are a lot of people, myself included, that get a cheap thrill from this kind of anachronistic game design. When I first saw Time Stranger announced earlier this year, I assumed it’d be an easy romp, a nice, warm hug from times gone by that would remind me of playing Digimon World and puzzling how to further improve my meat farm back on the PS One. I didn’t expect it to throw up half-buried trauma memories from getting soft-locked by one of the four horsemen of the apocalypse in Nocturne on the PS2.

I got what I asked for, I suppose, even if it is a bit of a Faustian pact. I think I’m also going to go for the Platinum trophy on this absurd, unpredictable, and unexpectedly huge game. I might not be the same person at the end of it, but there’s a stubborn 13-year-old inside me that refuses to let go. And I really wasn’t expecting to have that strong a reaction to a Digimon game after the half-baked experiences in Next Order, Survive, and even the slightly (slightly) better runs through Hacker’s Memory and Cyber Sleuth.

Whatever illicit catnip developer Media Vision has laced Time Stranger with, it’s got its hooks in me, and I just pray that it lets go in time for Pokémon Legends Z-A. But, honestly, I doubt it will.



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The Best and Worst of Six Flags Fright Fest 2025
Product Reviews

The Best and Worst of Six Flags Fright Fest 2025

by admin October 3, 2025



Warner Bros. and Legendary horrors have taken over Six Flags Fright Fest to add more thrills to the national coaster theme park chain. Combining scares with metal behemoths of adrenaline-pumping rollercoasters is the main draw, but over the years, as competitors began to rely on major IP to up the ante, Six Flags has made some effort to catch up. Every year tends to improve upon the last; it’s still outpaced by the bigger names in the theme park industry, but with its 2024 initiated merger with Cedar Fair (which runs Knott’s Scary Farm), we were hopeful that things might be changing for the better.

io9 was invited to attend media night for the opening of the annual Fright Fest at Six Flags Magic Mountain in Southern California, which this year featured haunted houses from a host of cinema greats, including the Conjuring universe, Trick ‘r Treat, and Saw. While the latter two are repeat mazes from 2024, this year the Conjuring house was updated to reflect the latest film, The Conjuring: Last Rites. Here’s what we thought about the Halloween offerings at this year’s fright fest.

The Good

© io9/Gizmodo

The Conjuring Universe: This house plays as a Warren family investigations greatest hits. It’s good, though; as you enter, you’re met face-to-face with Annabelle behind the glass (at first) before venturing through some of the scariest moments from the Warren files. It’s Fright Fest’s best house that perfectly evokes the scares of the Warrens’ most horrifying cases. You get to walk through their collection of haunted relics as they’re summoned around you. Yes, there’s a nun behind the portrait, but even though you know it, you’re simply not prepared to have that experience.

Like in the film, Valak comes out of the walls right at you, and your soul flies out of the room faster than you can get your body to follow. It does feel a little all over the place, as the fearsome highlights include the Perron possession case among the chaos of the iconic demon entities, an old-school filmstrip of the Crooked Man being expanded on walls warning of his presence, and Annabelle being freed in so many forms. Then, of course, there are devilish forces waiting to get their claws on you, which end up manifesting as a dark hidden form within the shadows that reaches out to you with long black claws as you make your escape.

Trick ‘r Treat: Based on the Halloween anthology film, this house feels so festive and fun as you venture into its horrors. Fright Fest did a really good job at establishing the vibe of an inviting spooky season neighborhood house you want to enter that only gets more and more nightmarish as you make your way further in. You encounter teases of the iconic Sam, the mischievous pumpkin-headed demon child that connects each of the stories in Trick ‘r Treat, while you relive the creepiest moments from the movie, which is a genre spookshow. There’s the teenage werewolf party in the forest where a girl dressed as Red Riding Hood hides a dark secret. Another great recreation includes the school bus haunting of kids who died on Halloween years ago that included the crashed vehicle, as well as the creepy masked kids who spring up on you from beyond. The fog in that room is perfectly deployed to make you discombobulated enough to not see them coming. But it’s the end, where Sam chases you through a mirror maze (I looped it twice) before meeting him in his throne room, that really shines as one of the park’s most fun Halloween experiences.

The So-So

© io9/Gizmodo

Scare Zones: There were several new interesting concepts this year! The twisted Wonderland area was a pastel fever dream with mad hatters and demented-looking rabbits chasing you. And just in time for the Oz renaissance, there was a steampunk take on the lore with an evil witch, tin man, lion, and flying monkeys lurking about. However, while the makeup designs were a highlight of inspired monster creations, the settings were really sparse, and there weren’t very fully formed environments to feel immersed in. At least there was a yellow brick road projection, but both Oz and Wonderland needed a showstopping backdrop. If there was one, it was too dark.

Saw: The Saw house plays up the torture device set pieces in creative and showstopping ways thanks to the actors in the houses, but it’s the scares that are lacking. The monsters that come at you are mostly the pig-masked hooded figures, which got really repetitive. And there was a big lack of Billy the Puppet. He only really appears once on his trike, if it’s working, which undercuts why he’s so scary when he’s supposed to be the figurehead that asks, “Do you wanna play a game?” When we went through, he was stuck on his automated track, and we nearly missed him. There was more Billy on the merch!

The Merch: Fright Fest shines with its original art merchandise based on the park’s original houses and roaming characters, such as the clown sliders, Medusa-inspired psychics, or retro zombie ladies. Those designs really capture the energy that makes Fright Fest unique and are usually an instant buy. This year it released some spooky Looney Tunes gear that was great despite there not being anything Looney in Bugs Bunny World besides a creepy carnival area. I was excited to buy a truly unhinged shirt that features Sylvester as the Bride of Frankenstein and Tweety as Frankenstein’s monster, which in a really weird way I sort of get. The merch for the movie properties, however, was a mixed bag; it would have been cool to get the Six Flags artists to do a take on the characters in The Conjuring, but those shirts mostly felt like licensed marketing images slapped on things.

Carnage: New for this year is a house that takes you into the fortress of an anarchic clown’s hub of madness and recruitment in a “city under siege.” While the house was fun and filled with chaotic jump scares, I couldn’t help but think this was maybe meant to be a Joker house. It doesn’t help that it was literally in the DC Universe area of the theme park! While going through, some set pieces reminded me of Joker moments from Suicide Squad and even Joker in aesthetic. At one point the clown leader jumps on a car and talks to you. So I was very distracted by how cool a Gotham run by Joker and his goons could have been to experience as a maze. The rights that Fright Fest has on how it can use DC characters remain so confusing, so maybe it would’ve been better to try and avoid the parallels here.

The Bad

© Six Flags

Themed foods/drinks: There was a variety of items based on just Halloween, but none inspired by the major IP houses, which I was looking forward to. But I’ll preface that with I was setting myself up for that disappointment here: I saw the official Six Flags Instagram promote drinks based off The Conjuring universe and thought they’d be at Magic Mountain. I mean, it’s the park closest to Hollywood and other major haunt competitors, so it would have made sense, right? So I was very surprised when I realized that the drink in question, Valak’s Vice, was nowhere to be found to represent the best house at the event. 

Old houses: The last time I went to Fright Fest was before I had my now one-year-old child. So I was a little bummed to discover that a good number of houses I’ve already experienced were still there. And if there were recent additions, they felt so generically similar to older houses that I couldn’t tell you what’s new. This is something I hope changes, as I hope there’s more collaboration within the merger, allowing for a bit of the Knott’s Scary Farm magic to get sprinkled onto Fright Fest. Knott’s historically is the first park to really turn haunted houses into immersive storytelling you can experience through its legendary Scary Farm offerings and stands apart from the parks that rely on only movie and TV properties. Six Flags has the opportunity to be the best of both worlds with its WB and DC horror connections and its original houses within the sheer amount of good space they were given to build on. Here’s hoping the potential of the Knott’s merger sees an upgrade in years to come.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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Borderlands 4's Worst Character Sucks Less After Today's Update
Game Reviews

Borderlands 4’s Worst Character Sucks Less After Today’s Update

by admin October 3, 2025


A new update for Borderlands 4 is available now on all platforms, and after installing it you’ll discover that all of the game’s playable vault hunters are now stronger. But one in particular, Amon, is much, much more powerful after the patch, which is great because many (myself included) considered him to be the worst and weakest of the bunch.

Borderlands 4 launched last month to mostly positive reviews and big numbers on Steam. I really like the game and its chaotic mix of looting and shooting, even if performance issues have been a problem over the last few weeks. But performance has improved steadily with the last few patches, and now Gearbox is targeting balance tweaks. But don’t worry, the studio isn’t nerfing anything yet. Instead, the latest patch for the open-world FPS is all about buffing the vault hunters. And Amon, a large space warrior, got the most buffs following complaints that he wasn’t much fun to play and didn’t feel as exciting during firefights as other characters.

On October 2, Gearbox pushed out a new patch for Borderlands 4 that is focused entirely on improving each of the game’s four vault hunters. After the update, Harlowe does more stasis slam damage, Rafa’s APOPHIS Lance skill is deadlier, and the Siren Vex got some buffs to make some of her builds more viable. But it’s Amon who got the most tweaks by far, with the new patch notes listing 60+ buffs. Yowza! And some of these are huge, with one buff to “Massive Forgewave Damage” being listed as a 100-percent increase!

While it might seem drastic, Amon truly needed these buffs. I’ve now played as Rafa, Vex, and Amon in Borderlands 4, and by far the most boring and weakest was the big, tanky Amon. It often felt like I was tossing points into his skill tree without ever feeling the effects. Hopefully, these buffs help his kit feel more exciting and effective to use during combat encounters.

Anyway, here are the full Borderlands 4 patch notes as shared by Gearbox on Thursday:

Character Balance Adjustments:

Harlowe

Action Skills – Zero-Point

  • Stasis Slam Damage increased by 30%
  • Stasis Immune Damage increased by 14.7%

Rafa

Action Skills – APOPHIS Lance

Capstones – People Person

  • Project: Raiju Damage now scales by 12% per second, up from 10%
  • Project: Basilisk Damage increased by 15%
  • Project: Basilisk Hazard Damage increased by 25%
  • Project: Gorgon Damage increased by 17%

Passives – People Person

  • El Catrín
    • Critical Hit Damage increased to 8% from 7% per point
    • Bonus Shock Damage increased to 8% from 7% per point
  • Per My Last
    • Double Damage Chance increased to 6% from 5% per point

Action Skills – Arc-Knives

  • Melee Attack Damage increased by 12%
  • Dash Damage increased by 5%

Passives – This Year’s Gimmick

  • Handshake Deal
    • Melee Damage increased to 9% from 7% per point
  • To the Last
    • Skill Damage increased to 8% from 6% per point
  • El Paragus
    • Splash Damage increased to 9% from 7% per point
  • Liquidation
  • Collaborative Ignition
    • Bonus Damage increased to 8% from 6% per point
  • Sinergia
    • Duration increased to 14 seconds from 12 seconds
    • Melee Damage increased to 4% from 3% per point
  • Empuje
    • Action Skill Duration increased to 7% from 6% per point

Vex

Action Skills – Incarnate

  • Phase Explosion Damage increased by 16.6%
  • Eldritch Blast Damage increased by 9.5%

Augments – Vexcalation

  • Energy Vampire Damage increased by 25%

Capstones – Vexcalation

  • Heartpiercer Damage increased by 22%
  • Desecration Hazard Damage increased by 50%
  • Desecration Airborne Burst Damage increased by 48%
  • Geistwave Damage increased by 41%

Passives – Vexcalation

  • Radiant Attunement now deals 7% Splash Damage, up from 6% per point
  • Dreadlight Hazard Damage increased by 100%
  • Ars Arcana now increases Skill Damage by 9% from 8% per point

Action Skills – Phase Phamiliar

  • Trouble Health increased by 10%
  • Trouble Damage increased by 21.9%

Augments – Here Comes Trouble

  • Violent Outburst Damage increased by 12.5%
  • Vorpal Fang Damage increased by 34%

Capstones – Here Comes Trouble

  • Trouble Bubble Damage increased by 33%

Passives – Here Comes Trouble

  • Blood is Magic now increases Action Skill Damage by 8% from 7% per point
  • Claw and Bang now increases Melee Damage by 8% from 6% per point

Passives – The Fourth Seal

  • Fell Inscriptions Melee Damage increased to 7% from 6% per point
  • Recurrence now increases Melee Damage by 0.2% per stack from 0.16% per point
  • Haruspex Phase Dagger Damage increased by 11.7%

Amon

Action Skills – Scourge

  • Scourge has had its Maximum Vengeance increased by 50%, making it able to absorb more damage and deal more damage with Forgewhip when consumed.
  • Forgewhip Damage has increased by 27%

Augments – Vengeance

  • Blastchill Damage increased by 45%
  • Molten Rebuke Damage increased by 86%
  • Eternal Winter Massive Forgewave Damage increased by 100%
  • Stormlance Damage increased by 52%
  • Stormlance Detonation Damage increased by 10%

Capstones – Vengeance

  • Glacial Rapture Capstone now has a 60 second cooldown, down from 70 seconds
  • Glacial Rapture Forgewhip Damage increased by 16%
  • Glacial Rapture Fissure Damage increased by 41%
  • Wrathfall Damage increased by 46%

Passives – Vengeance

  • Scorched Kairos now increases Ordnance Damage by 6%, up from 5% per point
  • Battleborn now increases Gun Damage by 4%, up from 3% per point
  • Scar Tissue now increases Maximum Health and Rep Kit healing by 9%, up from 8% per point
  • Eternal now increases Action Skill Duration by 5%, up from 4% per point
  • Worldbreaker Damage increased by 50%
  • Winter’s Kiss now increases Damage Dealt by 10%, up from 8% per point
  • Strike The Anvil now deals 15% of the Damage Dealt, up from 12% per point

Action Skills – Crucible

  • Forgeaxe Damage increased by 12%
  • Double-Edge’s Twinned Forge Axe Damage increased by 10%

Augments – Cybernetics

  • Axe and Stones Action Skill Cooldown restoration increased to 40% from 33%
  • Axe and Stones Action Skill Ordnance restoration increased to 40% from 33%
  • Endless War Gun Damage Taken increased to 20% from 15% per Prime stack
  • Hour of the Hammer Forgehammer Damage increased by 14%
  • Blade Tempest Forgesword damage increased by 13%
  • Blade Tempest Forgesword Detonation damage increased by 4%

Capstones – Cybernetics

  • Snowmaul Damage increased by 38%
  • Storm Surge impact damage increased by 10%
  • Storm Surge Forgestorm damage increased by 60%
  • Conflangarang Capstone’s Fire Trail Damage increased by 100%

Passives – Cybernetics

  • Gathering Storm now increases Elemental Damage by 3% per stack, up from 2% per point
  • Executioner now increases Critical Hit Damage by 4%, up from 3% per point
  • Destruction Engine now increases Forge Skill Damage by 6%, up from 5% per point
  • Destruction Engine now increases Detonation Damage by 8%, up from 6% per point
  • Tempered Pyre Forge Axe Damage increased by 19%
  • Tempered Ice Forge Hammer Damage increased by 18%
  • Masterwork now increases Forgedrone’s Damage by 10%, from 7% per point
  • Masterwork now increases Forgedrone’s Duration by 8%, from 5% per point
  • Tempered Lightning Forge Sword Damage increased by 13%
  • Lightning Rod Elemental Bolt now deals 40% of the Damage Dealt, up from 30% per point
  • Escalation now increases Forgedrone’s Attack Speed and Movement Speed by 5%, up from 3%, per point
  • Honed Point now increases Forgedrone’s Critical Hit Chance by 5%, up from 4% per point
  • Heat Exchange now increases Cryo and Incendiary Damage by 8%, up from 7% per point

Action Skills – Onslaughter

  • Onslaughter Shield Regeneration increased to 15% per second, from 10%
  • Onslaughter Rocket Punch Damage increased by 78%
  • Molten Slam now has a 60 second cooldown, from 80 seconds
  • Molten Slam Damage increased by 50%

Augments – Calamity

  • Fellfrost Damage increased by 71%
  • Fulminating Fist damage increased by 69%

Capstones – Calamity

  • Hoarcleave now has a 55 second cooldown, from 65 seconds
  • Hoarcleave damage increased by 11%
  • Hoarcleave Detonation damage increased by 18%
  • Molten Roil now has a 70 second cooldown, from 80 seconds
  • Stormcutter now has a 65 second cooldown, from 75 seconds
  • Stormcutter Damage increased by 65%

Passives – Calamity

  • Heavy Plate now increases Maximum Shield Capacity by 7%, up from 6% per point
  • Wield The Storm now increases Status Effect Damage and Status Effect Duration by 7%, from 6% per point
  • Tritanium Knuckles now increases Melee Damage by 8%, up from 7% per point
  • Tritanium Knuckles now increased Skill Damage by 4%, up from 3% per point
  • Harbinger now increases Melee Damage by 2% per stack, up from 1% per point
  • Mortal Flare Damage increased by 22%
  • Judgment now increases Melee damage by 10%, up from 8% per point

Additional Change:

  • Added auto-clearing of Borderlands 4 stale shaders on version update, preventing performance degradation on some PCs.



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October 3, 2025 0 comments
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bitcoin btc btcusd
NFT Gaming

Crypto ETFs Suffer Worst Streak Since Launch as Bitcoin and Ethereum Record Heavy Outflows

by admin September 30, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

Bitcoin and Ethereum ETFs experienced their worst weekly stretch since debut, as risk appetite declined and investors de-risked heading into quarter-end.

U.S. spot Bitcoin ETFs saw approximately $902.5 million in net outflows for the week of Sept. 22–26, ending a four-week inflow streak. Ethereum ETFs lost about $795.6 million, marking their largest weekly redemptions since launch.

The outflows were uneven: Fidelity’s FBTC led BTC outflows, while BlackRock’s IBIT and Invesco’s BTCO defied the trend with $173.8 million and $10 million of inflows, respectively. On the ETH side, several issuers experienced large single-day withdrawals, showing how quickly flows can reverse when macro risk increases.

Macro Headwinds Keep Buyers Cautious

The reversal came as traders weighed new U.S. tariff announcements and lingering uncertainty about the Fed’s rate cuts ahead of key inflation data. Those headlines revived fears of a growth and liquidity squeeze, driving a quick reset across risk assets.

Bitcoin briefly slipped below pivotal support intraday before rebounding, while Ethereum mirrored the move with a shallow bounce. Despite the week’s pain, September still shows net inflows for Bitcoin ETFs ($2.57B), a notable improvement from August’s outflows, evidence that institutional adoption remains intact.

For now, the market’s message is clear: without a more dovish macro backdrop or cleaner inflation prints, allocators may remain selective, trimming core BTC/ETH exposure when it is strong and adding only on clear confirmations.

BTC’s price trends to the upside on low timeframes. Source: BTCUSD on Tradingview

Alternative Crypto ETFs Take Spotlight Over Bitcoin and Ethereum

Beneath the headline of redemptions, some desks report rotations toward thematic or alternative crypto ETFs (e.g., Solana, XRP) as allocators seek uncorrelated catalysts.

That discussion overlaps with speculation about a potential BlackRock XRP spot ETF, with market models suggesting $4–$8B of first-year inflows if such a product were filed and approved. Although no filing has been confirmed, XRP’s quick settlement times and low fees keep it on institutions’ radar.

Nevertheless, the week’s outflows serve as a reminder: macro factors outweigh micro in the short term. As October progresses, focus on whether BTC funds resume steady inflows, if ETH redemptions decrease, and how upcoming inflation data influences Fed expectations.

Until these factors align positively, volatility will remain high, and ETF flow reports will continue to be the best real-time indicators of institutional confidence.

Cover image from ChatGPT, BTCUSD chart from Tradingview

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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September 30, 2025 0 comments
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Leoneq iNapGPU
Gaming Gear

Hardware tinkerer fails spectacularly at building the world’s second worst graphics card, accidentally proving even crude TTL hacks can outlast expectations

by admin September 29, 2025



  • Crude GPU design showed random glitches whenever the system attempted memory writes
  • iNapGPU struggled with environmental noise from simple USB cables
  • A 12MHz counter overclocked to 20MHz caused constant instability

An obscure project on GitHub shows how a hardware hobbyist tried to construct what he called the “second world’s worst video card,” a text-mode graphics card using only TTL gates.

Working under the handle Leoneq, he released the “iNapGPU” repository to document his experiment.

His goal was to outdo Ben Eater’s “world’s worst video card” by making something even less practical.


You may like

A minimal design that still exceeded true VGA limits

Despite deliberately using crude methods, he could not reduce the output below a basic VGA resolution.

The project specifications list VGA output at 800 x 600 (actually SVGA) @60Hz, with an accessible resolution of 400 x 300 in monochrome.

The hardware was built from 21 integrated circuits, including counters, NAND gates, and an EPROM working with a small SRAM.

By treating a 1-Mbit EPROM as a 1-bit memory, Leoneq could load up to four character sets of 255 characters each.

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However, using tri-state buffers and a basic counter arrangement led to visual artifacts and poor stability.

Even when using a low-capacity memory and avoiding a microcontroller, the design still could not degrade to something below VGA.

Leoneq admitted that the assembly process was awkward, relying on 0.12mm wire on a protoboard rather than a printed circuit board.


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He described the result as terrible and warned others to “use fpga instead” to avoid similar frustrations.

The HSYNC timer was driven by a 12-bit counter rated for only 12MHz at 15V, yet he pushed it to 20MHz to double Ben Eater’s pixel clock.

He compared only the “ones” of counter outputs instead of full numbers, a shortcut that introduced repeated signals without breaking the display.

The unconventional approach kept the card functional, but it also revealed timing errors and unstable output.

This was never a viable graphics card because image glitches occurred whenever it wrote to memory, as it could not write and read simultaneously.

Also, environmental noise, even from a nearby USB cable, distorted the display.

In addition, the characters lacked clarity due to ROM power and read-time limitations, while unexplained lines appeared in the background.

Leoneq openly labeled the image as ugly and described the entire effort as a “huge waste of time.”

Although the project demonstrated that a crude collection of TTL gates could generate a usable VGA signal, it also shows why modern designers prefer programmable logic like FPGAs.

Leoneq’s repository provides conversion tools and test code for Arduino Mega, but the effort seems more like a technical joke than a practical product.

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September 29, 2025 0 comments
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$154 Million XRP Short Appears on Hyperliquid, Here's Worst Scenario
NFT Gaming

$154 Million XRP Short Appears on Hyperliquid, Here’s Worst Scenario

by admin September 27, 2025


A high-risk play has appeared on Hyperliquid after a trader known for large bets returned with $4.2 million USDC. This was put to work straight away. The account went into leveraged shorts, targeting both Bitcoin and XRP, drawing most attention to the latter.

According to Lookonchain, the trader put together a short position worth 2.78 million XRP — that is about $7.5 million in margin, but they went for 20x leverage, which means the total notional exposure ended up being more than $154 million. 

The average entry was around $2.71 per token, just as XRP tested the lower end of its recent trading range.

What’s liquidation price?

The liquidation data makes it pretty obvious where the danger zone is. If XRP goes up to $3.06, the position will have to close, which could wipe out millions in collateral. 

The size of this bet is made even bigger by the background: XRP has been all over the place since it hit $3.70 in August, dropping to $2.70 in September but still way up from earlier in the year. With liquidation only 13% away from spot, there is not much margin for error.

The same wallet is also shorting 1,366 BTC with 40x leverage, but it is XRP where the squeeze potential looks brutal. If it goes beyond $3, it will be a total disaster. Thus, traders all over the market are keeping an eye on this high-risk player to see if they can make it through or if they will end up in the liquidation headlines.



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September 27, 2025 0 comments
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'The Astronaut' Teases a Returned Space Traveler's Worst Sci-Fi Nightmare
Product Reviews

‘The Astronaut’ Teases a Returned Space Traveler’s Worst Sci-Fi Nightmare

by admin September 25, 2025



A person who thinks they’re home alone starts to suspect there might be an unnatural presence lurking around: that’s a pretty classic horror movie setup. What makes The Astronaut extra eerie is that the main character is a NASA astronaut whose most recent voyage ended with a rough re-entry. And that presence just might be something extraterrestrial that hitched a ride to Earth.

Here’s the new trailer for The Astronaut, starring Kate Mara as the understandably freaked-out title character. Is it real or in her mind—and which scenario would actually be worse?

Here’s the official synopsis:

“When astronaut Sam Walker (Kate Mara) crash lands back to Earth, she’s discovered alive in a punctured capsule off the Atlantic coast. General William Harris (Laurence Fishburne) places her in quarantine under strict NASA surveillance for rehabilitation and testing. But as disturbing events escalate, she begins to fear that something extraterrestrial has followed her home.”

While Mara is often seen in drama roles, she’s no stranger to genre; while she’d probably rather leave 2015’s Fantastic Four behind, she was also in the standout Black Mirror episode “Beyond the Sea” (coincidentally also about space-travel oddities), the overlooked android thriller Morgan, the first season of American Horror Story, and she does a voice on Invincible, to name a few credits.

The Astronaut is the debut feature from writer-director Jess Varley. It also stars Gabriel Luna (The Last of Us), Ivana Milicevic (The 100, Gotham), Macy Gray, and Scarlett Holmes, and it hits theaters October 17.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 25, 2025 0 comments
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Close-up of stacked gold bars. (Jingming Pan/Unsplash/Modified by CoinDesk)
Crypto Trends

Current Week Is the Third Worst Week Historically for BTC

by admin September 23, 2025



The 38th week of the year is historically the third-worst performing week for bitcoin, averaging a return of -2.25%. Only week 28 (-2.78%) and week 14 (-3.91%) have been weaker historically, according to Coinglass data.

This week, bitcoin is already down nearly 2%, trading around $113,000, with September’s monthly options expiry pointing to a max pain level at $110,000, according to Deribit, this could imply further downside.

Max pain refers to the strike price at which the largest number of options contracts (calls and puts) expire worthless, effectively maximizing losses for option buyers.

In addition, market enthusiasm has faded. Perpetual funding rates for bitcoin, which measure the ongoing cost of holding leveraged long or short positions in perpetual futures contracts, have dropped to 4%, one of their lowest levels in a month.

A low positive funding rate suggests reduced demand for leveraged long exposure, often signaling that speculative froth in the market has cooled.

While, implied volatility (IV), which reflects market expectations for future price swings, is also near historic lows at 37.

Despite the weekly dip, bitcoin remains 4% higher in September and up 6% for the quarter. With roughly 14 weeks left in the year and most of those weeks historically producing positive returns, this may represent calm before potential volatility.

Meanwhile, gold has continued its impressive rally, climbing another 1% on Tuesday and now more than 42% higher year to date, which continues to take the sting out of bitcoin.

Another factor weighing on bitcoin sentiment is the massive gains in artificial intelligence and high-performance computing stocks, for example IREN (IREN), which may have taken some shine away from bitcoin in the short term.



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September 23, 2025 0 comments
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Silksong's latest public update fixes its worst boss, but not as much as you're likely hoping
Game Updates

Silksong’s latest public update fixes its worst boss, but not as much as you’re likely hoping

by admin September 23, 2025


Hollow Knight: Silksong’s hitherto beta-only update 1.0.28650 is now a fully public release that any dang fool can download without switching to a Steam playtest branch. I’m still noodling my way through the lower levels of Team Cherry’s new metroidvania, blissfully unbothered by any pressure to review it or write Silksong walkthroughs. As such, I asked our reviewer James to have a look at the patch notes and pluck out any important changes, based on his many, many hours in Pharloom.


A shadow glided over James’s face, then returned and took up residence in one earhole. Wordlessly he outstretched a gnarled finger towards item 3 on the list: “Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.”


Thus my introduction to the Savage Beastfly, an optional Silksong boss that has two iterations. I’ve now done some background reading on Savage Beastfly and – inasmuch as it’s safe to extrapolate from all-caps forum posts – it appears to be Silksong’s most-hated NPC. Not simply a challenging fight but a crushingly unfair and unpredictable one, in the eyes of many players, with complaints lodged against the inconsistency of the creature’s hitbox, its two-mask damage output, its habit of summoning minions, and the whiteknuckle RNG effect of mixing all these things together.

It doesn’t even look that good, the detractors howl. It’s not like Malenia in Elden Ring. It’s just a mallet with wings. Nobody wants to Rule 34 that thing. Well, some people probably do, because that’s the point of Rule 34, but this particular intersection of masochism and formicophilia seems like a rare gift, indeed.


And all of this merely describes the first iteration of the boss. The second introduces lava and destructible platforms, just for funsies. As such, the now-fixed technical issue above with the Savage Beastfly diving into lava and never returning could be styled a positive. Let the bastard stay in the magma, if it loves magma so much. Let it burn forever in a hell of its own creation.


The loathing is so extreme that there is a whole subreddit dedicated to Savage Beastfly and all its works, with 34,000 weekly visitors. Be warned that the subreddit contains a lot of fake reporting about undiscovered, even tougher Savage Beastfly variants, because if there’s one thing Silksong players like doing, it’s rustling each other’s jimmies.


While the Savage Beastfly does appear to savagely beastfly in the face of sporting boss design, I do inevitably wonder whether a piss-boiling abomination like this is a marketing asset for a game such as Silksong. Bosses that are merely ‘good’ and ‘well-designed’ don’t tend to attract dedicated subreddits. Malenia doesn’t have one, as far as I can tell. Nor do Giygas, Psycho Mantis or Sephiroth. I’m surprised I haven’t seen Savage Beastfly cited more in the on-going discussion of whether Silksong’s overall difficulty is key to the mood, or just contrived.


Anyway, the full patch notes are below. They are essentially unchanged from the beta test last week.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’.
  • Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Fixed rare case of Second Sentinel knocking the player out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers getting stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.



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September 23, 2025 0 comments
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