Poll: Ahead Of Silksong’s Release, Are You ‘Finally’ Playing Hollow Knight?

It’s a deep nest.

In case you’ve been living in the deepest, darkest cave imaginable, Hollow Knight: Silksong is finally launching next week, on 4th September 2025. Fans have been waiting years to get their hands on the sequel to the critically-acclaimed Hollow Knight, and suddenly, we have just over a week to go.

Team Cherry has sold almost 15 million copies of its hit hand-drawn Metroidvania, but there are still many out there who have yet to dive into Hallownest.

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Valheim Review Update – Call to Arms

It’s hard to believe it’s been four years since I first set sail and fell in love with Valheim. As a fan of survival crafting and all things Norse, it’s one of the best experiences out there in both regards. And while it still feels fairly familiar at the outset – and somehow it’s still calling itself “early access,” whatever that means anymore – it’s gotten a mountain of patches since launch, with a list of changes that would take longer to read than the rambling tangent about some side character’s great-grandfather in a viking saga. From new biomes and new bosses to crafting and combat improvements, the version of Valheim you can download today cuts like a blade that developer Iron Gate has been sharpening winter in and winter out.

All of that still holds true today, except that the world has gotten much bigger and just about every system has been improved on in some small or large way. Except greydwarves. They’re still annoying as hell. But we’ll get to that.

Good news for melee builds

This revisit is based on the opt-in beta patch announced at Gamescom 2025, known as the Call to Arms update, and that’s fitting because it’s brought some of the most significant changes to combat yet. Trinkets are a new equipment slot that lets you build up adrenaline by skirmishing – basically a super meter if you’re familiar with fighting games – with different effects at full adrenaline for different trinkets. They’ve also added a “perfect dodge” that makes it possible to run a melee build without a shield, as long as you’re good at timing enemy attacks. And perfect blocks no longer cost stamina, which makes that build way more viable too. Finally, the reign of the stealth archer may be coming to an end! Well, probably not entirely, but at least it won’t be so far ahead of other playstyles. Just like nearly everything else that’s changed in Valheim over the years, combat is the same system that’s always been here but just a bit better and deeper.

We finally get (killed by) bears!

The mascot for this patch, though, is the lumbering bear enemy. Why did it take this long to put a bear in the viking survival game? I don’t know, but I’m glad she’s here now. Sitting somewhere between greydwarves and trolls in terms of difficulty, bears add some much-needed enemy variety to the early areas where most people end up spending a majority of their time anyway. And collecting bear parts lets you build a new weapon and armor set that really lean into the super-aggressive melee playstyle. I’m worried that these items will be completely underpowered in the mid-late game, but it’s nice for the first leg of your adventure to be able to go full berserker.

Journeying through mist and flame adds mythological flair

In the bigger picture, Valheim has become a much more complete saga since I originally reviewed it. Two additional biomes, the foggy Mistlands and burning Ashlands, have been added along with their attendant bosses, but I haven’t been able to check the latter out yet on this fresh save I made for the patch where I’m about 25 hours in. As a matter of fact, even with well over 100 hours in Valheim overall across multiple playthroughs, I’ve still never seen the Ashlands – added just last year – at all, actually. The world is huge! And that’s very exciting. There’s still a bit left to go on the roadmap, with one major boss and one biome still missing, but it’s much closer to the finish line than it is to the start.

Even in my initial Early Access outing, I said I could barely tell this is an Early Access game, and that’s only become more and more true. The amount that’s already here could take you months to chew through playing off and on like I do. The final 1.0 release might be out already by the time you finish the Ashlands if you start today. The sheer amount of time it would take to even run into a proverbial Under Construction sign puts them out of reach of what most of my playthroughs have even come close to accomplishing. And I have to ask: if it takes 60-plus hours for me to even notice something isn’t finished, is it really unfinished at all? Or am I just waiting for an expansion to come out? It kind of feels more like the latter.

Swamps are still a bummer

Every new area has fresh enemies, unique survival challenges, new recipes to discover, and a strong theme. Higher-level biomes pull in more mythological elements that really remind you you’re not in Kristiansand anymore. Moving from the Black Forest into the Swamps is still a rough transition with how much more unforgiving the terrain, enemies, and status effects become – right at the same time that travel distances are becoming an issue, and before you can unlock portals. It’s no surprise to me that that’s where a lot of my runs have ended. Plus, who likes a stinky poison swamp anyway? It’s definitely my least favorite biome, even in the latest patch. But it’s worth getting through to see what comes after it.

Greydwarves are still annoying as hell

Greydwarves in the Dark Forest remain annoying little pests that come to bother you all the time and present very little combat challenge. If we could craft a trinket that scares away lower-level enemies, I think that would be great. Remember the Morrowind mod that added a belt that would zap cliff racers out of the air? Are Valheim players too young to remember Morrowind? You know what, don’t even answer that. I don’t want to know.

Mining feels less grindy, but maybe that’s just character development on my part

Gear progression feels a lot less grindy now as well. I haven’t compared the numbers to see how much of that is actual changes to ore drop rates and carry weights and how much it’s just that I’ve gotten used to how time-consuming it is. I no longer feel like I’m spending hours and hours teching up from stone to bronze. And while I was initially annoyed by the lack of realism in the fact that repairing items doesn’t cost crafting mats… I have to admit I was wrong. It’s a great little quality-of-life feature that I don’t have to go hunt down extremely rare materials to keep my best gear nice and shiny. It’s good to know that once I craft something, it’s mine forever.

The building system could still use some work

Building is one area where I think other survival crafting games have kind of left Valheim behind, mainly in terms of how fiddly it can get. I know part of this is that it’s meant to be fairly realistic, and I respect that. But the variety of structural building pieces, especially early on, is still kind of disappointing. And it remains a massive pain to work on rooftops or anything high up due to how stairs, ladders, and slopes behave. As unrealistic as it is, I find myself wishing for something as simple as Minecraft scaffolding, which lets you ascend up to whatever height you need just by holding jump. I know we can’t have Dune: Awakening-style hovering in fantasy Scandinavia. Maybe I could send a raven up there to help me place stuff? Just some ideas.

One of the best survival crafting games ever has only gotten better

I adored Valheim when it was roughly half the adventure it is now. The world has gotten so much richer and the progression so much deeper in the four years since, while even mechanics I was interacting with on my first day of a new playthrough have improved in small and subtle ways. If it doesn’t lead the pack for the whole genre outright, it’s at least very close to the front, howling gleefully as its charming, low-res 3D art style beckons me into calm meadows and foreboding dungeons. I haven’t ever really stopped playing it for more than a handful of months at a time since it launched in early access, and the idea of starting a new world always gets me excited even if I know the first few verses of the saga by heart at this point.

Switch 2 Sales In The US Are Outpacing The Original Console By 75%

2 million units strong.

We knew that the Switch 2 had gotten off to a pretty strong start, but according to recent numbers from Circana’s Mat Piscatella, Nintendo’s new console is doing remarkably well in the US.

In a post on Bluesky, Piscatella confirmed that Switch 2 sales have now surpassed 2 million in the US. Not only that, but the console is currently outpacing the original Switch by 75%. 75%! That’s wild. According to Nintendo’s most recent financial release, the console surpassed a total of 6 million sales worldwide in the seven weeks following its launch.

Read the full article on nintendolife.com

Judas — Ken Levine details how player actions determine who becomes the villain

We know, we know… we’ve been silent for a while. It takes a lot of time and energy to make marketing materials like trailers, and we’re trying to focus all our efforts on finishing Judas.

But we also miss the days of having a more direct relationship with you, the gamer, so we thought, “Why not start releasing some dev logs?” 

Through these, we hope to communicate more frequently to update you with new details of what we are working on, without spoiling too much of what Judas has in store. The goal is to keep this pretty lo-fi, meaning more frequent updates than before, but not necessarily always with fancy trailers and super polished final imagery. (Though there will be more of those as well!)

Want to Rent-A-Deputy?

Feature update: Villainy

We’ve just finished a major milestone: Villainy. Villainy is a central feature of Judas. When you play BioShock or BioShock Infinite, the villain is always going to be the villain. Fontaine, Comstock — they’re always going to be the bad guys. In Judas, your actions will attract members of the Big 3 to you as friends. But ignore one of them enough, and they become the villain. From there, they will get access to a new suite of powers to subvert your actions and goals. The clips below demonstrate just a little bit of the feature.

This is just one example of how the Big 3 can retaliate. The more dangerous and character-specific stuff will be kept a secret, for now. 

Eventually, you’ll have to make decisions about who you’re going to focus your energy on… and who you’ll wind up alienating.

But… be careful not to rent one when Tom is pissed off.   

A focus on character

One of my personal favorites of all time is Middle Earth: Shadow of Mordor because of the emergent gameplay made possible by their Nemesis System. The system allows you to develop small relationships with multiple orcs. However, their goals were a little different than ours, because there are so many different orcs and they don’t have time to develop them into characters.

In Judas, you’re going to get to know these characters intimately. We want losing one of them to feel like losing a friend. We want to play with that dynamic, and we want that choice to be super hard. The Big 3 are all going to be competing for your favor and attention. They can bribe you, save you in battle, talk shit about the other characters, and share with you their darkest secrets. But eventually, you’ve got to decide who you trust and who you don’t. 

In BioShock Infinite, there was a lot of energy invested into developing your relationship with Elizabeth. By the end of the game, you knew everything about her, her abilities, her hopes and dreams.

But the truth is she knew almost nothing about you, the gamer playing Booker. In Judas, the Big 3 observe you as you play, and they have feelings not only about how you approach combat, hacking, and crafting, but most importantly your interactions with the other two characters. 

As part of the Villainy Milestone, we also completed the biggest Judas playtest yet, where new players experienced this feature firsthand. Every time we test, we learn so much, and we love having that level of knowledge when working on the game. The testers shared tons of valuable feedback on the weight of decisions and how it impacted outcomes, their interest in learning more about character motivations, and how moments where the Big 3 helped — or turned on them — changed their future decisions.  

New Key Art

Another thing we’re excited to be able to share is… this:

We’re really happy to finally show this off. I have always personally been a huge fan of Drew Struzan’s work and that era of movie posters. The style is great at presenting films that have a big cast, like Star Wars. And Judas has a big cast. Outside of the lead roles, there’s likely going to be more than one hundred speaking parts… If you look closely, there’s probably some details you might be curious about. Let’s just say there’s some stuff in this game that we’re not going to talk about right now, but everything here is relevant.

There’s one thing we’re sure you all want to know: when is Judas coming out?!?!

While we wish we could give you an exact date today, we’re not quite ready to finalize that. As you know, release dates have a way of slipping by, and we’d like to avoid having to change the date after we announce it. But we know Judas is not really a game until the players get their hands on it, and that’s a day everyone on the team is working toward.

Crystal Dynamics Lays Off More Following Perfect Dark Cancelation

Crystal Dynamics has laid off an unknown number of workers following the cancelation of Perfect Dark by Microsoft.

In a statement on LinkedIn, Crystal Dynamics confirmed the layoffs, but did not specify the number of people impacted.

“Today we made the very difficult decision to part ways with a number of our talented colleagues as the result of evolving business conditions,” the statement reads. “This decision was not made lightly. It was necessary, however, to ensure the long-term health of our studio and core creative priorities in a continually shifting market.”

The company also confirmed that Tomb Raider, still in development, was unaffected by the decision.

While the statement does not explicitly mention Perfect Dark as the reason behind the layoffs, multiple former workers have posted on social media whose posts and profiles suggest that was the game they were working on. These layoffs seem to be a delayed reaction to Xbox canceling Perfect Dark, which Crystal Dynamics was working on with The Initiative, earlier this year. The Initiative was shuttered at the time of the cancelation, back in July.

Crystal Dynamics was originally brought in to revitalize Perfect Dark after struggles getting the project moving with former co-developer, Certain Affinity. Crystal was later acquired by the Embracer Group in 2022, at which time the studio was revealed to have 273 employees across its Austin, Bellevue, and San Mateo offices. Crystal laid off ten people in 2023, and laid off 17 more people earlier this year. It’s unclear how many remain now.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Ken Levine’s Judas Reemerges With Dev Log Highlighting New System That Lets Your Choices Decide the Story’s Villain

Ghost Story Games must have sensed that we were becoming antsy about Judas, the upcoming game from BioShock creator Ken Levine that’s touted an impressive-sounding “narrative LEGOs” approach. The studio has dropped the first of seemingly multiple Dev Logs today, with this one talking about the game’s complex, Shadow of Mordor-like “Villainy” system.

Levine has been alluding to the game’s Shadow of Mordor inspirations ever since he first teased Judas waaaaay back in 2017. At the time, he said that he wanted to do a more ambitious version of the game’s Nemesis system, which allowed players to form relationships with orcs they fought and developed them into characters with motivations, special abilities, and more. It’s a system that’s been praised industry-wide, but few if any games since have included a similar feature.

Originally, Levine talked about the concept of “radical recognition,” essentially the process of a game recognizing player accomplishments or failures or other activities as often as possible, and reacting to them. He elaborated more in an interview we did with him last year, explaining the game’s “Big Three” trio of main characters and their relevance to the plot and relationship to the player. Judas revolves around making choices to help or hinder these three characters, which in turn will change their relationship to the player.

Today’s Dev Log elaborates even further. As the blog explains, the Big Three’s ebbs and flows are part of a system Ghost Story is calling Villainy. While in most games, the story’s villain is set from the beginning, in Judas, player choice guides who the villain will be. Players can befriend and interact with all three members, but inevitably, one will end up being neglected or refused, and that character will become the villain. Once that happens, they gain new abilities and will begin to take action to subvert the player’s goals.

In Judas, you’re going to get to know these characters intimately. We want losing one of them to feel like losing a friend. We want to play with that dynamic, and we want that choice to be super hard. The Big 3 are all going to be competing for your favor and attention. They can bribe you, save you in battle, talk shit about the other characters, and share with you their darkest secrets. But eventually, you’ve got to decide who you trust and who you don’t.

Ghost Story says that the Villainy system marks a new development milestone for the team, which also incorporated the team’s biggest playtest yet. The blog also notes that the game will likely have over one hundred different speaking parts due to a big cast of characters. And while unfortunately, the studio isn’t ready just yet to lock in a release date, it did drop this new Judas official art by Drew Struzan:

Judas is planned for release on Xbox, PC, and PlayStation at an unknown later date.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

How Does Return to Silent Hill Connect to the Other Movies?

Christophe Gans’ Return to Silent Hill is hitting theaters in January 2026, just in time for the 20th anniversary of the original Silent Hill movie. This is good news, given that Silent Hill still ranks as one of the better video game movie adaptations to date. 2012’s Silent Hill: Revelation? Not so much.

Cineverse just released a short first teaser for Return to Silent Hill, offering a glimpse of the many horrors Jeremy Irvine’s James Sunderland will face as he navigates the town in search of his missing wife.

Given that so much time has passed since Gans last set foot in the moody town of Silent Hill, you might be wondering how this sequel is connected to its predecessors. Is it a direct continuation of Silent Hill and Silent Hill: Revelations? Which game is it adapting? Here’s everything you need to know before Return to Silent Hill hits theaters.

How Return to Silent Hill Connects to the Other Movies

2006’s Silent Hill stars Radha Mitchell as Rose Da Silva, a woman who brings her adopted daughter Sharon (Jodelle Ferland) to the remote, abandoned town of Silent Hill in order to get to the bottom of Sharon’s recurring nightmares. Sean Bean also stars as Rose’s husband Christopher, who attempts to rescue his family even as they become trapped in a hellish other dimension.

Despite featuring a different director and writer in M.J. Bassett, 2012’s Silent Hill: Revelation serves as a direct sequel to the first movie. Adelaide Clemens stars as the adult Sharon, now assuming the identity of Heather Mason. When her father disappears in Silent Hill, Heather and her classmate Vincent (Kit Harington) return to the town to find him. Revelation also deals heavily with the religious cult known as the Order of Valtiel.

Return to Silent Hill is not a direct follow-up to either of those films. Instead, this film is telling a standalone story with a different set of characters. Return to Silent Hill stars Jeremy Irvine as James Sunderland, a widower who is stunned to receive a letter from his dead wife Mary (Hannah Emily Anderson), urging him to meet her in Silent Hill. James will descend deeper and deeper into the otherworldly dimensions of the town in order to find her. Silent Hill 2 Remake’s Evie Templeton will reprise her role as Laura, a young girl also caught in the web that is Silent Hill.

In short, it seems you don’t necessarily need to have seen the other Silent Hill movies in order to enjoy Return to Silent Hill. This sequel follows the approach of the games in that the spooky town itself, not the characters, provides most of the connective tissue. Most of the games aren’t directly intertwined by plot, but instead focus on different characters being drawn into the town and finding their personal demons manifesting into literal monsters. The series is not unlike Hellraiser in that regard, as the Hellraiser movies are mostly standalone horror stories linked together by the overarching mythology of Pinhead and the Cenobites.

“The script for a new Silent Hill movie that is totally independent from the two previous movies made and respects the way Silent Hill has evolved,” Gans said in 2022. “Silent Hill is a bit like Twilight Zone, the Fourth Dimension, a place where anything and everything can happen.”

Which Games Does Return to Silent Hill Adapt?

If the description of Return to Silent Hill’s plot sounds familiar, it should. This film happens to be a direct adaptation of the Silent Hill 2 game, which was originally released in 2001 and remade in 2024. Just like this film, Silent Hill 2 follows James Sunderland as he navigates the various dimensions of the town in search of his late wife.

Return to Silent Hill looks to be the most faithful adaptation of the game out of the three films to date, to the point that Gans went to the trouble of casting Templeton as Laura again. We assume the film will follow the core beats of the game, pitting James against terrifying monsters like Pyramid Head and culminating in a similarly tragic twist ending. Pyramid Head himself can be seen in the teaser, making him the one character confirmed to appear in all three films.

Neither of the previous Silent Hill movies could be considered more than loose adaptations of the source material. The first Silent Hill film may borrow liberally from the imagery and music of the series, along with a few basic plot points from 1999’s Silent Hill, but its plot and cast of characters are largely unique. Silent Hill: Revelation is sort of an adaptation of the Silent Hill 3 game, transforming Rose and Christopher Da Silva into Heather and Harry Mason. But, again, the less said about Revelation, the better.

Direct adaptation or not, it doesn’t appear that Return to Silent Hill will be a 1:1 copy of Silent Hill 2. Gans has hinted the film also draws inspiration from 2014’s P.T., the infamous demo that was meant to lead into Hideo Kojima’s canceled Silent Hills game. Does that mean the film will feature first-person sequences, a la 2005’s Doom? Or is the P.T. influence more in terms of the steadily mounting sense of dread and psychological horror? We’ll find out when Return to Silent Hill hits theaters in January 2026.

For more on Return to Silent Hill, find out why the teaser trailer has divided the Silent Hill fan community.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.

The creator of Dread Delusion is making a turn-based JRPG set in another Morrowindy fantasy world

Dread Delusion developers Lovely Hellplace and their sinister backers at DreadXP have announced Entropy – a turn-based party RPG inspired by classic Japanese RPGs, which retains Dread Delusion’s fungal pixel aesthetics.

Like Final Fantasy 9, it starts with a theatre show. You play a rank thespian initially equipped with a simple prop sword. But then horrible creatures crash the stage, and it’s time to armour up your troupe and quest forth to snuff out a demon incursion. What’s the best Shakespeare line to invoke here, hmm. Ah yes: “target their elemental weaknesses!” Hamlet said that before he shanked Polonius through the curtain. No, don’t google to check, dear reader – I am in haste. Quickly, watch the below trailer.

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Donkey Kong Bananza Is Selling Like Bananas On Switch 2 (US)

It’s already made the top 20 for 2025.

Circana has released data for game and hardware sales for July 2025 in the US, and despite a competitive month, Donkey Kong Bananza has made a bit of a splash.

Shared by Mat Piscatella on Bluesky, DK’s latest adventure was the third best-selling game of the month, beaten only by EA Sports College Football 26 and EA Sports MVP Bundle. It’s sandwiched between the two sports releases and Tony Hawk’s Pro Skater 3 + 4 and Call of Duty: Black Ops 6.

Read the full article on nintendolife.com