<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
     xmlns:content="http://purl.org/rss/1.0/modules/content/"
     xmlns:dc="https://purl.org/dc/elements/1.1/"
     xmlns:dcterms="http://purl.org/dc/terms/"
     xmlns:media="http://search.yahoo.com/mrss/"
     xmlns:atom="http://www.w3.org/2005/Atom"
     xmlns:cf="https://www.futureplc.com/rss/content-flags"
>
    <channel>
                    <atom:link rel="alternate" hreflang="en-AU"
                       href="https://www.pcgamer.com/au/feeds/tag/horror/"
                       type="application/rss+xml"/>
                            <title><![CDATA[ Latest from PC Gamer AU in Horror ]]></title>
                <link>https://www.pcgamer.com/au/games/horror</link>
        <description><![CDATA[ All the latest horror content from the PC Gamer  AU team ]]></description>
                                    <lastBuildDate>Thu, 03 Sep 2026 12:55:13 +0000</lastBuildDate>
                            <language>en</language>
                                <item>
                                                            <title><![CDATA[ Alien: Isolation 2's Gamescom demo kept its cards close to its chest, but I'm definitely ready to be terrified again ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's like seeing an old friend: the clanking in the vents over your head, the way the ribbed tail passes over objects with a <em>thunk-ka-thunk-ka-thunk-ka-thunk</em>, the head-within-a-head, the screaming. You are here, you are back, you have been impaled through the abdomen and killed.</p><p>I have played perhaps 20 minutes of Alien: Isolation 2 at Gamescom 2026 and I can tell you this: it is certainly Alien: Isolation. There are some new wrinkles, though—where the first game was a strictly inside affair, stranding you on the space station Sevastopol, the second game sets you down planetside in an entirely new character's shoes. Fewer air vents, fewer vital systems shuddering to a halt; a lot more weather, a lot more space.</p><p>You are Blake. Here are the two things to know about Blake: she is not Amanda Ripley—the first game's protagonist who did not feature at all in my time with Alien: Isolation 2—but she <em>is</em> Weyland-Yutani. Specifically, she's Weyland-Yutani management, and isn't that interesting? You're no working class hero. You're now in the shoes of a character who, in any Alien movie worth its salt, would likely reveal themselves as a villain and end up decapitated about 70% of the way through the film.</p><h2 id="planetside-too">Planetside, too</h2><p>The demo Sega and Creative Assembly put together for Gamescom was a little odd. It consisted of (what I must assume are) the game's opening scenes. Blake and a couple of Weyland-Yutani flunkies are on the surface of a planet and checking out a crash site. In practice, this divides the demo into two: the part where you're wandering outside and the bit where you've penetrated the crashed ship.</p><p>Why is this weird? Because the crashed ship was, quite literally, an area from the first Alien: Isolation—one of the units Ripley jettisoned from the Sevastopol in her adventures on the cursed station. It's also the only part of the demo that actually featured the xenomorph. That means I never got a chance to experience the alien in the new, outdoor environments, only in one I had already played before.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="63qB2mwyztEt6gALBpibJh" name="04_PROLOGUE-INT" alt="Dark ship interior." src="https://cdn.mos.cms.futurecdn.net/63qB2mwyztEt6gALBpibJh.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/63qB2mwyztEt6gALBpibJh.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>I'm happy to predict that being pursued by the xenomorph outside is going to feature whole new dimensions of stress and disorientation over the previous game. In their search for the crash site, Blake and co have to deal with a rising storm on the planet's surface. Rain builds and wind roars, cutting off your senses as you try to navigate the map. <em>I </em>found it stressful, and I wasn't even being chased by a monster at that point.</p><p>"You can be in an exterior, and you have the wind and it's really strong, and you throw a flare and it just flies back in your face," says Ana Sopikova, the game's art director, as she describes the new threats you face in the outside world. "What do you do now, right? Or the rain starts and it's really loud and you can't hear the alien's footsteps. So it's basically taken everything that people love, but just adding new layers on top of it… with everything being unscripted, it just creates much more depth in the experience."</p><h2 id="hello-you">Hello, you</h2><p>After a lot of time getting rained on and lost, I made my way into the crashed ship, and the xenomorph wasted absolutely no time in oozing out of an overhead vent. </p><p>All the old fear hormones kicked in. By the end of my time with the first Alien: Isolation, the xenomorph had lost all terror for me. It was just a game mechanic—an obstacle like any other to be circumvented and handled. I guess that immunity wore off, because sneaking about the wreckage of this ship as the alien clanked about over, under, and beside me had my heart rate spiking. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="y6JTcsAdAhvEPGSfSUGt7h" name="02_PROLOGUE-CRASH-EXT" alt="Dark exterior of crashed ship." src="https://cdn.mos.cms.futurecdn.net/y6JTcsAdAhvEPGSfSUGt7h.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/y6JTcsAdAhvEPGSfSUGt7h.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Creative Assembly's still up to its old tricks. The studio makes ample use of Alien's analogue, mechanical world to force you to zoom in on cranks, valves, computer screens, and save points in ways that kneecap your awareness of the room around you and send your imagination into overdrive. It worked in the first game. It works here.</p><p>But it was all quite familiar. Without being able to take the alien outside, my experience of dodging it in the new Isolation felt much like it did in the old one. A lot of throwing objects to distract it, ducking under desks, and fervently praying that it wouldn't turn to walk down the path that would lead it directly to me. All good fun, but I'm ready to see how the xenomorph handles touching grass.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DwrQwSkkNto99UDBNBv77h" name="01_PROLOGUE-ALIEN-GAMEPLAY" alt="Dark ship interior." src="https://cdn.mos.cms.futurecdn.net/DwrQwSkkNto99UDBNBv77h.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/DwrQwSkkNto99UDBNBv77h.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>To hear Creative Assembly tell it, heading planetside will change the game when it comes time for Alien: Isolation 2's release. "In the first game, and in the sequel as well, [the alien] learns and it adapts," says Sopikova. "This is something that we're putting a lot of focus on, because we don't want the player to just pick their favorite tool and keep using it… And obviously, now with more elements, with exteriors, with the weather, with more variables at play, we can really expand on that depth of how the alien learns. What exactly does it learn about you? How does it affect the way it hunts, and how does it affect you ultimately?" Well, I'm eager to find out.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ON92mW"></div>                            </div>                            <script src="https://kwizly.com/embed/ON92mW.js" async></script><div class="product"><a data-dimension112="82441b74-a796-11f1-a37a-27d7a6449dba" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="82441b74-a796-11f1-a37a-27d7a6449dba" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/alien-isolation-2s-gamescom-demo-kept-its-cards-close-to-its-chest-but-im-definitely-ready-to-be-terrified-again/</link>
                                                                            <description>
                            <![CDATA[ Just, you know, give me a minute to collect myself. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">UDwtpWBCL9C4X3Jyzv5wa</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/K6r67WNBhdQQnYHgGtgjHh-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 03 Sep 2026 12:55:13 +0000</pubDate>                                                                                                                                <updated>Thu, 03 Sep 2026 13:07:42 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/K6r67WNBhdQQnYHgGtgjHh-1280-80.jpg">
                                                            <media:credit><![CDATA[Sega]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Close-up of an attacking xenomorph.]]></media:description>                                                            <media:text><![CDATA[Close-up of an attacking xenomorph.]]></media:text>
                                <media:title type="plain"><![CDATA[Close-up of an attacking xenomorph.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/K6r67WNBhdQQnYHgGtgjHh-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>It's like seeing an old friend: the clanking in the vents over your head, the way the ribbed tail passes over objects with a <em>thunk-ka-thunk-ka-thunk-ka-thunk</em>, the head-within-a-head, the screaming. You are here, you are back, you have been impaled through the abdomen and killed.</p><p>I have played perhaps 20 minutes of Alien: Isolation 2 at Gamescom 2026 and I can tell you this: it is certainly Alien: Isolation. There are some new wrinkles, though—where the first game was a strictly inside affair, stranding you on the space station Sevastopol, the second game sets you down planetside in an entirely new character's shoes. Fewer air vents, fewer vital systems shuddering to a halt; a lot more weather, a lot more space.</p><p>You are Blake. Here are the two things to know about Blake: she is not Amanda Ripley—the first game's protagonist who did not feature at all in my time with Alien: Isolation 2—but she <em>is</em> Weyland-Yutani. Specifically, she's Weyland-Yutani management, and isn't that interesting? You're no working class hero. You're now in the shoes of a character who, in any Alien movie worth its salt, would likely reveal themselves as a villain and end up decapitated about 70% of the way through the film.</p><h2 id="planetside-too">Planetside, too</h2><p>The demo Sega and Creative Assembly put together for Gamescom was a little odd. It consisted of (what I must assume are) the game's opening scenes. Blake and a couple of Weyland-Yutani flunkies are on the surface of a planet and checking out a crash site. In practice, this divides the demo into two: the part where you're wandering outside and the bit where you've penetrated the crashed ship.</p><p>Why is this weird? Because the crashed ship was, quite literally, an area from the first Alien: Isolation—one of the units Ripley jettisoned from the Sevastopol in her adventures on the cursed station. It's also the only part of the demo that actually featured the xenomorph. That means I never got a chance to experience the alien in the new, outdoor environments, only in one I had already played before.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="63qB2mwyztEt6gALBpibJh" name="04_PROLOGUE-INT" alt="Dark ship interior." src="https://cdn.mos.cms.futurecdn.net/63qB2mwyztEt6gALBpibJh.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/63qB2mwyztEt6gALBpibJh.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>I'm happy to predict that being pursued by the xenomorph outside is going to feature whole new dimensions of stress and disorientation over the previous game. In their search for the crash site, Blake and co have to deal with a rising storm on the planet's surface. Rain builds and wind roars, cutting off your senses as you try to navigate the map. <em>I </em>found it stressful, and I wasn't even being chased by a monster at that point.</p><p>"You can be in an exterior, and you have the wind and it's really strong, and you throw a flare and it just flies back in your face," says Ana Sopikova, the game's art director, as she describes the new threats you face in the outside world. "What do you do now, right? Or the rain starts and it's really loud and you can't hear the alien's footsteps. So it's basically taken everything that people love, but just adding new layers on top of it… with everything being unscripted, it just creates much more depth in the experience."</p><h2 id="hello-you">Hello, you</h2><p>After a lot of time getting rained on and lost, I made my way into the crashed ship, and the xenomorph wasted absolutely no time in oozing out of an overhead vent. </p><p>All the old fear hormones kicked in. By the end of my time with the first Alien: Isolation, the xenomorph had lost all terror for me. It was just a game mechanic—an obstacle like any other to be circumvented and handled. I guess that immunity wore off, because sneaking about the wreckage of this ship as the alien clanked about over, under, and beside me had my heart rate spiking. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="y6JTcsAdAhvEPGSfSUGt7h" name="02_PROLOGUE-CRASH-EXT" alt="Dark exterior of crashed ship." src="https://cdn.mos.cms.futurecdn.net/y6JTcsAdAhvEPGSfSUGt7h.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/y6JTcsAdAhvEPGSfSUGt7h.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Creative Assembly's still up to its old tricks. The studio makes ample use of Alien's analogue, mechanical world to force you to zoom in on cranks, valves, computer screens, and save points in ways that kneecap your awareness of the room around you and send your imagination into overdrive. It worked in the first game. It works here.</p><p>But it was all quite familiar. Without being able to take the alien outside, my experience of dodging it in the new Isolation felt much like it did in the old one. A lot of throwing objects to distract it, ducking under desks, and fervently praying that it wouldn't turn to walk down the path that would lead it directly to me. All good fun, but I'm ready to see how the xenomorph handles touching grass.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DwrQwSkkNto99UDBNBv77h" name="01_PROLOGUE-ALIEN-GAMEPLAY" alt="Dark ship interior." src="https://cdn.mos.cms.futurecdn.net/DwrQwSkkNto99UDBNBv77h.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/DwrQwSkkNto99UDBNBv77h.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>To hear Creative Assembly tell it, heading planetside will change the game when it comes time for Alien: Isolation 2's release. "In the first game, and in the sequel as well, [the alien] learns and it adapts," says Sopikova. "This is something that we're putting a lot of focus on, because we don't want the player to just pick their favorite tool and keep using it… And obviously, now with more elements, with exteriors, with the weather, with more variables at play, we can really expand on that depth of how the alien learns. What exactly does it learn about you? How does it affect the way it hunts, and how does it affect you ultimately?" Well, I'm eager to find out.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ON92mW"></div>                            </div>                            <script src="https://kwizly.com/embed/ON92mW.js" async></script><div class="product"><a data-dimension112="82441b74-a796-11f1-a37a-27d7a6449dba" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="82441b74-a796-11f1-a37a-27d7a6449dba" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Resident Evil 2's director believes Capcom has become 'completely numb to how scary' recent games have been and wants a 'non-horror mode' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Something's wrong with me. No matter how many horror games I play, I just can't get scared like I used to. Perhaps I'm the problem—maybe a decade of playing horror games pretty much non-stop has irrevocably altered my brain chemistry.</p><p>Take <a href="https://www.pcgamer.com/uk/resident-evil-requiem/">Resident Evil Requiem</a>, for example—that just doesn't make the cut for a horror game in my book. Apart from the first five minutes in the underground cells, there just wasn't anything that felt particularly scary. In fact, I don't believe that any horror game that gives me a gun can be scary, except for Amnesia: The Bunker—I genuinely thought that game was going to kill me. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1024px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fyTmZaz73iDcuyJvLTp2RC" name="Resident_Evil_2.jpg" alt="Zombies screaming" src="https://cdn.mos.cms.futurecdn.net/fyTmZaz73iDcuyJvLTp2RC.jpg" mos="" align="middle" fullscreen="" width="1024" height="576" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Again, I find myself thinking that there's something up with my nervous system, because even Hideki Kamiya, director of <a href="https://www.pcgamer.com/uk/resident-evil-2-remake/">Resident Evil 2</a>, would disagree with me. He believes that Capcom has become blind to just how scary its recent games have become. </p><p>"I've never been a fan of horror. I mean, even from the time I was young, I could never handle it," Kamiya says in an <a href="https://www.videogameschronicle.com/news/hideki-kamiya-says-resident-evil-developers-have-lost-sight-of-how-scary-their-games-are/" target="_blank">interview with VGC</a>. "I don’t like horror, and I don’t like scary things. I'm not able to make it through scary movies, and that was even the case back in the day. </p><p>"But nowadays, with how photorealistic and high-fidelity video games have gotten, the amount of crazy, horrifying things that people are able to put on the screen is absolutely insane, and I think anybody who's on the Resident Evil teams at Capcom, at this point, they must all be completely numb to how scary the thing they’re making is."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="spZXDbQPixdsKHLTvpQkXD" name="ammo.jpg" alt="Resident Evil 2 Remake - Claire holding a grenade launcher, with Sherry behind her" src="https://cdn.mos.cms.futurecdn.net/spZXDbQPixdsKHLTvpQkXD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Kamiya has previously pitched <a href="https://www.pcgamer.com/games/resident-evil/hideki-kamiya-thinks-there-should-be-a-cozy-resident-evil-game-where-retired-leon-goes-fishing-in-the-countryside/">a cutesy Resident Evil game</a>, complete with Leon fishing in the countryside, foraging for wild veggies, baking bread, and walking his dog. It's either that or Capcom adding a "not scary mode" for its games, "where the zombies get all cute, the blood splatters turn into cherry blossom petals, the music becomes this upbeat, feel-good kind of tune, and you can just purely enjoy the puzzles and battles in a fun mood." </p><p>I do find it quite difficult pitching Resident Evil and others like it to my friends who won't touch horror games with a barge pole. It does seem a shame that these fantastic stories and characters are locked behind the requirement of a broken amygdala. </p><div><blockquote><p>I wanted to experience that myself as a player, but the game was way too scary, and I couldn't.</p><p>Hideki Kamiya</p></blockquote></div><p>"Just recently this year we had Resident Evil Requiem and the big return of Leon Kennedy, and he went back to Raccoon City, and he's reliving all of those memories and all of those experiences," Kamiya says. "As somebody who directed that original game, Resident Evil 2, I was curious to know how that panned out for him. I wanted to experience that myself as a player, but the game was way too scary, and I couldn't." </p><p>Now that's a shame. Maybe Capcom has gone awry if even the director of one of, if not the, most iconic Resident Evil games is barred from accessing its recent games. "I legitimately wished it would include some kind of non-horror mode for people like me," Kamiya adds. "I talk to folks who are on the Resident Evil teams at Capcom just privately, and I tell them that their games are way too scary, and they're like, 'what, come on, they’re not that scary'. They seriously seem to have no awareness of how scary the things they make actually are, so I really hope they address that at some point."</p><p>While I do think adding a softer mode that could make the games accessible to more people may be fun, like The Dark Pictures Anthology's cinematic mode, I don't want Capcom to pull its horror punches. I actually want Capcom to go to the other extreme and experiment with more <a href="https://www.pcgamer.com/resident-evil-7/">Resident Evil 7</a>-likes which are suffocatingly terrifying. But maybe there's something wrong with me. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ON92mW"></div>                            </div>                            <script src="https://kwizly.com/embed/ON92mW.js" async></script><div class="product"><a data-dimension112="e7915772-a6c8-11f1-99bd-c7a101addc2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e7915772-a6c8-11f1-99bd-c7a101addc2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/resident-evil-2s-director-believes-capcom-has-become-completely-numb-to-how-scary-recent-games-have-been-and-wants-a-non-horror-mode/</link>
                                                                            <description>
                            <![CDATA[ Ok, so, the zombies don't want to eat you, they just want a hug—wait, that's still scary. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">uzqAqyw4ynEb5NrTAuodDj</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Wed, 02 Sep 2026 12:25:20 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png">
                                                            <media:credit><![CDATA[Hideki Kamiya, Unseen Inc]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hideki Kamiya]]></media:description>                                                            <media:text><![CDATA[Hideki Kamiya]]></media:text>
                                <media:title type="plain"><![CDATA[Hideki Kamiya]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Something's wrong with me. No matter how many horror games I play, I just can't get scared like I used to. Perhaps I'm the problem—maybe a decade of playing horror games pretty much non-stop has irrevocably altered my brain chemistry.</p><p>Take <a href="https://www.pcgamer.com/uk/resident-evil-requiem/">Resident Evil Requiem</a>, for example—that just doesn't make the cut for a horror game in my book. Apart from the first five minutes in the underground cells, there just wasn't anything that felt particularly scary. In fact, I don't believe that any horror game that gives me a gun can be scary, except for Amnesia: The Bunker—I genuinely thought that game was going to kill me. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1024px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fyTmZaz73iDcuyJvLTp2RC" name="Resident_Evil_2.jpg" alt="Zombies screaming" src="https://cdn.mos.cms.futurecdn.net/fyTmZaz73iDcuyJvLTp2RC.jpg" mos="" align="middle" fullscreen="" width="1024" height="576" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Again, I find myself thinking that there's something up with my nervous system, because even Hideki Kamiya, director of <a href="https://www.pcgamer.com/uk/resident-evil-2-remake/">Resident Evil 2</a>, would disagree with me. He believes that Capcom has become blind to just how scary its recent games have become. </p><p>"I've never been a fan of horror. I mean, even from the time I was young, I could never handle it," Kamiya says in an <a href="https://www.videogameschronicle.com/news/hideki-kamiya-says-resident-evil-developers-have-lost-sight-of-how-scary-their-games-are/" target="_blank">interview with VGC</a>. "I don’t like horror, and I don’t like scary things. I'm not able to make it through scary movies, and that was even the case back in the day. </p><p>"But nowadays, with how photorealistic and high-fidelity video games have gotten, the amount of crazy, horrifying things that people are able to put on the screen is absolutely insane, and I think anybody who's on the Resident Evil teams at Capcom, at this point, they must all be completely numb to how scary the thing they’re making is."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="spZXDbQPixdsKHLTvpQkXD" name="ammo.jpg" alt="Resident Evil 2 Remake - Claire holding a grenade launcher, with Sherry behind her" src="https://cdn.mos.cms.futurecdn.net/spZXDbQPixdsKHLTvpQkXD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Kamiya has previously pitched <a href="https://www.pcgamer.com/games/resident-evil/hideki-kamiya-thinks-there-should-be-a-cozy-resident-evil-game-where-retired-leon-goes-fishing-in-the-countryside/">a cutesy Resident Evil game</a>, complete with Leon fishing in the countryside, foraging for wild veggies, baking bread, and walking his dog. It's either that or Capcom adding a "not scary mode" for its games, "where the zombies get all cute, the blood splatters turn into cherry blossom petals, the music becomes this upbeat, feel-good kind of tune, and you can just purely enjoy the puzzles and battles in a fun mood." </p><p>I do find it quite difficult pitching Resident Evil and others like it to my friends who won't touch horror games with a barge pole. It does seem a shame that these fantastic stories and characters are locked behind the requirement of a broken amygdala. </p><div><blockquote><p>I wanted to experience that myself as a player, but the game was way too scary, and I couldn't.</p><p>Hideki Kamiya</p></blockquote></div><p>"Just recently this year we had Resident Evil Requiem and the big return of Leon Kennedy, and he went back to Raccoon City, and he's reliving all of those memories and all of those experiences," Kamiya says. "As somebody who directed that original game, Resident Evil 2, I was curious to know how that panned out for him. I wanted to experience that myself as a player, but the game was way too scary, and I couldn't." </p><p>Now that's a shame. Maybe Capcom has gone awry if even the director of one of, if not the, most iconic Resident Evil games is barred from accessing its recent games. "I legitimately wished it would include some kind of non-horror mode for people like me," Kamiya adds. "I talk to folks who are on the Resident Evil teams at Capcom just privately, and I tell them that their games are way too scary, and they're like, 'what, come on, they’re not that scary'. They seriously seem to have no awareness of how scary the things they make actually are, so I really hope they address that at some point."</p><p>While I do think adding a softer mode that could make the games accessible to more people may be fun, like The Dark Pictures Anthology's cinematic mode, I don't want Capcom to pull its horror punches. I actually want Capcom to go to the other extreme and experiment with more <a href="https://www.pcgamer.com/resident-evil-7/">Resident Evil 7</a>-likes which are suffocatingly terrifying. But maybe there's something wrong with me. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ON92mW"></div>                            </div>                            <script src="https://kwizly.com/embed/ON92mW.js" async></script><div class="product"><a data-dimension112="e7915772-a6c8-11f1-99bd-c7a101addc2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e7915772-a6c8-11f1-99bd-c7a101addc2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Hello Neighbor's multiplayer spinoff has been 'temporarily shut down' after a hacker wiped player progression and demanded the game's 'removal from sale across all platforms' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Secret Neighbor, the multiplayer spinoff for the 2017 horror game<a href="https://www.pcgamer.com/uk/hello-neighbor/"> Hello Neighbor</a>, has been temporarily taken offline following a security breach by a hacker who accessed the game's backend systems and deleted player data.</p><p>The incident, which occurred last week, involved an individual who obtained credentials with admin access to the game. The hacker then proceeded to wipe player profiles, in-game progression, and other data, while also carrying out what developer Hologryph and publisher tinyBuild described as a "coordinated attack on our server systems and infrastructure" across all platforms.</p><p>Hologryph and tinyBuild addressed the situation in a<a href="https://store.steampowered.com/news/app/859570/view/713410954077929585?l=english" target="_blank"> Steam post</a>, (via<a href="https://delistedgames.com/secret-neighbor-goes-offline-after-hacker-deletes-player-data-and-demands-the-games-delisting/" target="_blank"> delistedgames</a>). They explained that, in addition to the attack, the hacker had "stated they intend to continue targeting the game and its backend systems until the game is removed from sale across all platforms."</p><p>According to both companies, no personal data or information had been compromised by the attack. Yet as the incident is ongoing, they have opted to "temporarily shut down the game until we had addressed the breach and closed any vulnerabilities that may have led to the incident."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/hEK3pg5yzYE" allowfullscreen></iframe></div></div><p>In its statement, Hologryph and tinyBuild say they have alerted the relevant authorities to the situation. They are also working with PlayFab—the company which provides Secret Neighbour's backend services—in an attempt to recover the data that has been wiped.</p><p>As for when the issue is likely to be resolved, no timeframe has been provided. But Secret Neighbor remains on Steam and available to purchase. But Hologryph and tinyBuild say they will keep players updated "on our progress and how the situation unfolds going forwards."</p><p>Secret Neighbor released back in 2019. The following year, tinyBuild<a href="https://www.pcgamer.com/secret-neighbor-developer-hologryph-gets-a-dollar3-million-investment-from-tinybuild/"> invested $3 million</a> into Hologryph, becoming a majority stakeholder in the company having acquired the original Hello Neighbour's developer, Dynamic Pixels, a few months prior.</p><p>A sequel to Hello Neighbor was released in 2022, and a third game is apparently in development. The original Hello Neighbor is still going strong, too, having received its<a href="https://store.steampowered.com/news/app/521890/view/517489783702817000?l=english" target="_blank"> highest peak concurrent player-count</a> in March this year.</p><div class="product"><a data-dimension112="fd956282-a391-11f1-b4d0-6f2de2640e28" data-action="Deal Block" data-label="Best laptop games" data-dimension48="Best laptop games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:146px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="o2twU6ehEfeJDWWUZMiEsB" name="stardew square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/o2twU6ehEfeJDWWUZMiEsB.jpg" mos="" align="middle" fullscreen="" width="146" height="146" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/best-laptop-games/" target="_blank" data-dimension112="fd956282-a391-11f1-b4d0-6f2de2640e28" data-action="Deal Block" data-label="Best laptop games" data-dimension48="Best laptop games" data-dimension25=""><strong>Best laptop games</strong></a>: Low-spec life<br><a href="https://www.pcgamer.com/steam-deck-best-games/" target="_blank"><strong>Best Steam Deck games</strong></a>: Handheld must-haves<br><a href="https://www.pcgamer.com/best-browser-games/" target="_blank"><strong>Best browser games</strong></a>: No install needed<br><a href="https://www.pcgamer.com/best-indie-games/" target="_blank"><strong>Best indie games</strong></a>: Independent excellence<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/hello-neighbors-multiplayer-spinoff-has-been-temporarily-shut-down-after-a-hacker-wiped-player-progression-and-demanded-the-games-removal-from-sale-across-all-platforms/</link>
                                                                            <description>
                            <![CDATA[ Secret Neighbor will remain offline until Hologryph and tinyBuild have addressed the breach. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">hRD8H39FKi8T6WtBfzuSqj</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/ybpyL5J8igP2QSkbpaCEHU-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 29 Aug 2026 10:12:30 +0000</pubDate>                                                                                                                                <updated>Sat, 29 Aug 2026 10:12:43 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rick Lane ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad&#039;s home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website &lt;a href=&quot;http://bit-tech.net/&quot; target=&quot;_blank&quot;&gt;bit-tech.net&lt;/a&gt;. But he&#039;s always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he&#039;ll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/ybpyL5J8igP2QSkbpaCEHU-1280-80.jpg">
                                                            <media:credit><![CDATA[Hologryph, tinyBuild]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[In a Halloween themed room, the neighbour raises his clawed hands toward the camera, eyes glowing white.]]></media:description>                                                            <media:text><![CDATA[In a Halloween themed room, the neighbour raises his clawed hands toward the camera, eyes glowing white.]]></media:text>
                                <media:title type="plain"><![CDATA[In a Halloween themed room, the neighbour raises his clawed hands toward the camera, eyes glowing white.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/ybpyL5J8igP2QSkbpaCEHU-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Secret Neighbor, the multiplayer spinoff for the 2017 horror game<a href="https://www.pcgamer.com/uk/hello-neighbor/"> Hello Neighbor</a>, has been temporarily taken offline following a security breach by a hacker who accessed the game's backend systems and deleted player data.</p><p>The incident, which occurred last week, involved an individual who obtained credentials with admin access to the game. The hacker then proceeded to wipe player profiles, in-game progression, and other data, while also carrying out what developer Hologryph and publisher tinyBuild described as a "coordinated attack on our server systems and infrastructure" across all platforms.</p><p>Hologryph and tinyBuild addressed the situation in a<a href="https://store.steampowered.com/news/app/859570/view/713410954077929585?l=english" target="_blank"> Steam post</a>, (via<a href="https://delistedgames.com/secret-neighbor-goes-offline-after-hacker-deletes-player-data-and-demands-the-games-delisting/" target="_blank"> delistedgames</a>). They explained that, in addition to the attack, the hacker had "stated they intend to continue targeting the game and its backend systems until the game is removed from sale across all platforms."</p><p>According to both companies, no personal data or information had been compromised by the attack. Yet as the incident is ongoing, they have opted to "temporarily shut down the game until we had addressed the breach and closed any vulnerabilities that may have led to the incident."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/hEK3pg5yzYE" allowfullscreen></iframe></div></div><p>In its statement, Hologryph and tinyBuild say they have alerted the relevant authorities to the situation. They are also working with PlayFab—the company which provides Secret Neighbour's backend services—in an attempt to recover the data that has been wiped.</p><p>As for when the issue is likely to be resolved, no timeframe has been provided. But Secret Neighbor remains on Steam and available to purchase. But Hologryph and tinyBuild say they will keep players updated "on our progress and how the situation unfolds going forwards."</p><p>Secret Neighbor released back in 2019. The following year, tinyBuild<a href="https://www.pcgamer.com/secret-neighbor-developer-hologryph-gets-a-dollar3-million-investment-from-tinybuild/"> invested $3 million</a> into Hologryph, becoming a majority stakeholder in the company having acquired the original Hello Neighbour's developer, Dynamic Pixels, a few months prior.</p><p>A sequel to Hello Neighbor was released in 2022, and a third game is apparently in development. The original Hello Neighbor is still going strong, too, having received its<a href="https://store.steampowered.com/news/app/521890/view/517489783702817000?l=english" target="_blank"> highest peak concurrent player-count</a> in March this year.</p><div class="product"><a data-dimension112="fd956282-a391-11f1-b4d0-6f2de2640e28" data-action="Deal Block" data-label="Best laptop games" data-dimension48="Best laptop games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:146px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="o2twU6ehEfeJDWWUZMiEsB" name="stardew square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/o2twU6ehEfeJDWWUZMiEsB.jpg" mos="" align="middle" fullscreen="" width="146" height="146" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/best-laptop-games/" target="_blank" data-dimension112="fd956282-a391-11f1-b4d0-6f2de2640e28" data-action="Deal Block" data-label="Best laptop games" data-dimension48="Best laptop games" data-dimension25=""><strong>Best laptop games</strong></a>: Low-spec life<br><a href="https://www.pcgamer.com/steam-deck-best-games/" target="_blank"><strong>Best Steam Deck games</strong></a>: Handheld must-haves<br><a href="https://www.pcgamer.com/best-browser-games/" target="_blank"><strong>Best browser games</strong></a>: No install needed<br><a href="https://www.pcgamer.com/best-indie-games/" target="_blank"><strong>Best indie games</strong></a>: Independent excellence<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Konami is aiming for a new Silent Hill game every year with producer Motoi Okamoto trying to quell fears by promising fans that they 'will be able to provide positive kinds of surprises' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Too much of a good thing, believe it or not, can be bad, even when that thing is Silent Hill. Especially when faced with the prospect of a new game every <em>year, </em>though franchise producer Motoi Okamoto has tried to reassure us that it's totally a good thing.</p><p>"Our aim is to, hopefully, have an annual release of new games," Okamoto says in an interview with <a href="https://www.gamesradar.com/games/silent-hill/konami-wants-silent-hill-to-have-an-annual-release-of-new-games-and-its-already-working-on-many-unannounced-projects/" target="_blank">GamesRadar</a> at <a href="https://www.pcgamer.com/gaming-industry/live/news/gamescom-2026-live-hub-the-latest-news-and-previews-from-the-biggest-gaming-event-of-the-year/">Gamescom 2026</a>. "We would like to let players know that we have more experiences coming up, and many types of games that, we believe, will be able to provide positive kinds of surprises for players waiting for this for the series." </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wNyXBz5ABBvsgtr928APcE" name="Silent Hill f screenshots" alt="A dimly lit shrine" src="https://cdn.mos.cms.futurecdn.net/wNyXBz5ABBvsgtr928APcE.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami )</span></figcaption></figure><p><a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> was perhaps the most pleasant gaming surprise I've had in a long time. My expectations weren't exactly low for the game, but I was still apprehensive to see whether Konami and NeoBards could pull off a Silent Hill game which left behind the foggy American mountain town and did something different. But as you can probably tell from my glowing <a href="https://www.pcgamer.com/games/horror/silent-hill-f-review/">Silent Hill f review</a>, they managed to pull it off. </p><p>They did such a great job, in fact, that it single-handedly made me excited for future games to take the curse of Silent Hill to new locations. So why am I so apprehensive about the idea of a new Silent Hill every year? Well, because I also used to play Call of Duty. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="atyuoGbFEjFy5jkp84yWra" name="Silent-Hill-Townfall-wheezy-monster" alt="Silent Hill Townfall - A humanoid monster with its back to the camera in a dark room" src="https://cdn.mos.cms.futurecdn.net/atyuoGbFEjFy5jkp84yWra.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>What scares me most about an annual release is the pressure both development studios and devs at Konami may face to keep up. Silent Hill isn't exactly an easy formula to replicate, yes its atmosphere and vibes are distinctive, but it takes more than a bit of fog to pull it off. The key is having a story which is traumatic, believable, and substantial enough to not only justify the fog descending on the protagonist, but to also keep players interested. </p><p>Okamoto does at least understand the need for keeping the series fresh with new ideas, however. "If we stay laser-focused on the same American setting, that would exhaust [narrative] possibilities, and also potentially cause fatigue for the playerbase," he adds. </p><p>While teams need to "work within the types of environments and the types of storytelling that works best for them" they also need to push the boat out, creating new circumstances which justify new games. I never want to finish a new Silent Hill game and think to myself: 'I should've just replayed <a href="https://www.pcgamer.com/uk/silent-hill-2/">Silent Hill 2</a>'. Hopefully, it never comes to that. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="ad0c8b60-a206-11f1-934d-3df79adef089" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="ad0c8b60-a206-11f1-934d-3df79adef089" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/konami-is-aiming-for-a-new-silent-hill-game-every-year-with-producer-motoi-okamoto-trying-to-quell-fears-by-promising-fans-that-they-will-be-able-to-provide-positive-kinds-of-surprises/</link>
                                                                            <description>
                            <![CDATA[ A game a year is a tall order. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">83EPurpyFztQE83Ebb45oY</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/26ufMeHTfuivcoySFoD8un-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 27 Aug 2026 11:04:09 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/26ufMeHTfuivcoySFoD8un-1280-80.jpg">
                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Japanese schoolgirl, partially obscured by red flowers]]></media:description>                                                            <media:text><![CDATA[A Japanese schoolgirl, partially obscured by red flowers]]></media:text>
                                <media:title type="plain"><![CDATA[A Japanese schoolgirl, partially obscured by red flowers]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/26ufMeHTfuivcoySFoD8un-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Too much of a good thing, believe it or not, can be bad, even when that thing is Silent Hill. Especially when faced with the prospect of a new game every <em>year, </em>though franchise producer Motoi Okamoto has tried to reassure us that it's totally a good thing.</p><p>"Our aim is to, hopefully, have an annual release of new games," Okamoto says in an interview with <a href="https://www.gamesradar.com/games/silent-hill/konami-wants-silent-hill-to-have-an-annual-release-of-new-games-and-its-already-working-on-many-unannounced-projects/" target="_blank">GamesRadar</a> at <a href="https://www.pcgamer.com/gaming-industry/live/news/gamescom-2026-live-hub-the-latest-news-and-previews-from-the-biggest-gaming-event-of-the-year/">Gamescom 2026</a>. "We would like to let players know that we have more experiences coming up, and many types of games that, we believe, will be able to provide positive kinds of surprises for players waiting for this for the series." </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wNyXBz5ABBvsgtr928APcE" name="Silent Hill f screenshots" alt="A dimly lit shrine" src="https://cdn.mos.cms.futurecdn.net/wNyXBz5ABBvsgtr928APcE.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami )</span></figcaption></figure><p><a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> was perhaps the most pleasant gaming surprise I've had in a long time. My expectations weren't exactly low for the game, but I was still apprehensive to see whether Konami and NeoBards could pull off a Silent Hill game which left behind the foggy American mountain town and did something different. But as you can probably tell from my glowing <a href="https://www.pcgamer.com/games/horror/silent-hill-f-review/">Silent Hill f review</a>, they managed to pull it off. </p><p>They did such a great job, in fact, that it single-handedly made me excited for future games to take the curse of Silent Hill to new locations. So why am I so apprehensive about the idea of a new Silent Hill every year? Well, because I also used to play Call of Duty. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="atyuoGbFEjFy5jkp84yWra" name="Silent-Hill-Townfall-wheezy-monster" alt="Silent Hill Townfall - A humanoid monster with its back to the camera in a dark room" src="https://cdn.mos.cms.futurecdn.net/atyuoGbFEjFy5jkp84yWra.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>What scares me most about an annual release is the pressure both development studios and devs at Konami may face to keep up. Silent Hill isn't exactly an easy formula to replicate, yes its atmosphere and vibes are distinctive, but it takes more than a bit of fog to pull it off. The key is having a story which is traumatic, believable, and substantial enough to not only justify the fog descending on the protagonist, but to also keep players interested. </p><p>Okamoto does at least understand the need for keeping the series fresh with new ideas, however. "If we stay laser-focused on the same American setting, that would exhaust [narrative] possibilities, and also potentially cause fatigue for the playerbase," he adds. </p><p>While teams need to "work within the types of environments and the types of storytelling that works best for them" they also need to push the boat out, creating new circumstances which justify new games. I never want to finish a new Silent Hill game and think to myself: 'I should've just replayed <a href="https://www.pcgamer.com/uk/silent-hill-2/">Silent Hill 2</a>'. Hopefully, it never comes to that. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="ad0c8b60-a206-11f1-934d-3df79adef089" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="ad0c8b60-a206-11f1-934d-3df79adef089" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Poppy Playtime studio reveals its next survival horror game, and this time it's co-op ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As a former employee of Playtime Co., you've explored the depths of its horrifying toy factory and met many of its inhabitants, including Huggy Wuggy, who just wants to hug you (to death).</p><p>Today Mob Entertainment, makers of <a href="https://www.pcgamer.com/games/horror/poppy-playtime-becomes-steams-global-top-seller-and-doubles-its-all-time-peak-player-count-record/">Poppy Playtime</a>, have announced a new game, and it's sending you back to that haunted toy factory once more—but this time you can bring some friends along. Escape from Playtime is a co-op horror game for 1-4 players and it's coming to early access on Steam. Here's the announcement trailer:</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/niqwDyt15LI" allowfullscreen></iframe></div></div><p>This time around you're playing "from the perspective of the cute-yet-disturbing Smiling Critters," says Mob Entertainment—the Critters being the misfit toys you meet in the original episodic (and singleplayer) Poppy Playtime. </p><p>"Tasked with scavenging materials for a mysterious building project that promises escape from the factory, players will need to work together and follow instructions from an ominous voice lurking somewhere in the shadows, all while evading the factory's most dangerous denizens," the developer says.</p><p>"Along the way, players can solve puzzles, uncover clues, scavenge tools, use hiding spots and alternate routes, and turn the factory layout to their advantage. Proximity voice chat adds another risk: communication is essential, but an irresponsible whisper can bring the mission to a brutal end."</p><p>Fans of the original horror series will see some familiar sights in the factory, but just because you've been there before doesn't mean there won't be a few surprises: "The mysterious Voice seems to be altering the factory's layout, creating procedurally generated environments that change with each run," says Mob Entertainment.</p><p>Well, a spooky factory full of mechanical horrors sounds like a great fit for co-op, so I'm not surprised Mob decided to make their next survival horror game a multiplayer experience. There's no date shown in the trailer, just that Escape from Playtime is "coming soon" to early access. Here's its home <a href="https://store.steampowered.com/app/2087540/Escape_from_Playtime/" target="_blank">on Steam</a> while you wait.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="2db4aa72-a180-11f1-95f9-079ac4e3e5e4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2db4aa72-a180-11f1-95f9-079ac4e3e5e4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/poppy-playtime-studio-reveals-its-next-survival-horror-game-and-this-time-its-co-op/</link>
                                                                            <description>
                            <![CDATA[ You've met the critters, now become one in Mob Entertainment's Escape From Playtime. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">uP3eRa4fvywoH2jVd4Vj9A</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/H5soxJifWCtYC8tbFyqhvZ-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Wed, 26 Aug 2026 18:58:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ clivingston@pcgamer.com (Christopher Livingston) ]]></author>                    <dc:creator><![CDATA[ Christopher Livingston ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vMPWcamtj9aoVBYFtt2Hp7.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/H5soxJifWCtYC8tbFyqhvZ-1280-80.jpg">
                                                            <media:credit><![CDATA[Mob Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Two scary looking toys]]></media:description>                                                            <media:text><![CDATA[Two scary looking toys]]></media:text>
                                <media:title type="plain"><![CDATA[Two scary looking toys]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/H5soxJifWCtYC8tbFyqhvZ-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>As a former employee of Playtime Co., you've explored the depths of its horrifying toy factory and met many of its inhabitants, including Huggy Wuggy, who just wants to hug you (to death).</p><p>Today Mob Entertainment, makers of <a href="https://www.pcgamer.com/games/horror/poppy-playtime-becomes-steams-global-top-seller-and-doubles-its-all-time-peak-player-count-record/">Poppy Playtime</a>, have announced a new game, and it's sending you back to that haunted toy factory once more—but this time you can bring some friends along. Escape from Playtime is a co-op horror game for 1-4 players and it's coming to early access on Steam. Here's the announcement trailer:</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/niqwDyt15LI" allowfullscreen></iframe></div></div><p>This time around you're playing "from the perspective of the cute-yet-disturbing Smiling Critters," says Mob Entertainment—the Critters being the misfit toys you meet in the original episodic (and singleplayer) Poppy Playtime. </p><p>"Tasked with scavenging materials for a mysterious building project that promises escape from the factory, players will need to work together and follow instructions from an ominous voice lurking somewhere in the shadows, all while evading the factory's most dangerous denizens," the developer says.</p><p>"Along the way, players can solve puzzles, uncover clues, scavenge tools, use hiding spots and alternate routes, and turn the factory layout to their advantage. Proximity voice chat adds another risk: communication is essential, but an irresponsible whisper can bring the mission to a brutal end."</p><p>Fans of the original horror series will see some familiar sights in the factory, but just because you've been there before doesn't mean there won't be a few surprises: "The mysterious Voice seems to be altering the factory's layout, creating procedurally generated environments that change with each run," says Mob Entertainment.</p><p>Well, a spooky factory full of mechanical horrors sounds like a great fit for co-op, so I'm not surprised Mob decided to make their next survival horror game a multiplayer experience. There's no date shown in the trailer, just that Escape from Playtime is "coming soon" to early access. Here's its home <a href="https://store.steampowered.com/app/2087540/Escape_from_Playtime/" target="_blank">on Steam</a> while you wait.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="2db4aa72-a180-11f1-95f9-079ac4e3e5e4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2db4aa72-a180-11f1-95f9-079ac4e3e5e4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ The hardware crisis has hit a new low: We're now using rats for RAM ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/EXRJB73BDfM" allowfullscreen></iframe></div></div><p>Good news from the near future: Space travel has apparently advanced enough to allow humanity to establish a hotel on the surface of the moon.</p><p>Bad news: The <a href="https://www.pcgamer.com/hardware/memory/ram-and-storage-is-ridiculously-expensive-right-now-because-of-drumroll-ai-of-course-and-theres-little-reason-to-think-prices-will-drop-any-time-soon/" target="_blank">RAMpocalypse</a> apparently continues unabated, forcing novel experimentation with alternate forms of computer memory not rendered wholly unaffordable by AI datacenters. Namely, rat computers.</p><p>This believable projection of the current miserable state of consumer hardware comes courtesy of Ontos, the next game from Amnesia developer Frictional Games. In the trailer above, a man strapped to a chair with electrodes stuck in his head is a bit freaky, though less so than another guy who's missing everything from his upper teeth down; perhaps humanity in the future is so desperate for localized processing power that we're resorting to shoving DisplayPort cables into our brains, too.</p><p>The strongest big of imagery in the trailer by far, though, is a computer the size of a wall with 60 rats connected to it in sequence. Or parallel? I'm not great on my circuitry fundamentals, but I know a rat computer when I see one.</p><p>I am instinctively scared of the rat computer and the unknown potential of 60 rat minds taking the place of random <del>access</del> asiago memory.</p><p>My fear is apparently warranted, given the ominous question posed in the trailer's YouTube description is as follows: </p><p><em>"Do you follow the instructions given through the rodent machine?</em></p><p><em>Do you seek an alternative approach?</em></p><p><em>Or simply sabotage the experiment to satisfy your own morbid curiosity?"</em></p><p>The description claims there is "no right or wrong solution in Ontos," but I think the subtext is clear: We must do whatever possible to avoid this future coming to pass. Let's call off this whole AI thing before the next hardware generation arrives, lest <em>Dire Digital Rattus 6</em> become the only memory accepted by motherboards by the year 2030.</p><p>Assuming we even have that much time. Ontos is out next year, and might be a banger; we loved Frictional's last game, Amnesia: The Bunker, <a href="https://www.pcgamer.com/amnesia-the-bunker-review/" target="_blank">scoring it a 93%</a>.</p><div class="product"><a data-dimension112="bbe3e9ba-a0c3-11f1-a77e-6b97ed9e2e02" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="bbe3e9ba-a0c3-11f1-a77e-6b97ed9e2e02" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/the-hardware-crisis-has-hit-a-new-low-were-now-using-rats-for-ram/</link>
                                                                            <description>
                            <![CDATA[ Rat computer. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">v6UXQYHttkb8HzVWnUAeQQ</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/moVDbgQfz3ALqDHJAD8k9a-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Tue, 25 Aug 2026 20:40:20 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ wesley@pcgamer.com (Wes Fenlon) ]]></author>                    <dc:creator><![CDATA[ Wes Fenlon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oLoGHTuSZDFZX6QdzCTj4R.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he&#039;ll always jump at the chance to cover emulation and Japanese games.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it&#039;s really becoming a problem), he&#039;s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;His lasting legacy on this earth may be &lt;a href=&quot;https://www.pcgamer.com/ive-somehow-been-wasding-wrong-my-whole-life/&quot; target=&quot;_blank&quot;&gt;using WASD wrong&lt;/a&gt; for his entire life.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/moVDbgQfz3ALqDHJAD8k9a-1280-80.jpg">
                                                            <media:credit><![CDATA[Frictional Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ontos rat computer]]></media:description>                                                            <media:text><![CDATA[Ontos rat computer]]></media:text>
                                <media:title type="plain"><![CDATA[Ontos rat computer]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/moVDbgQfz3ALqDHJAD8k9a-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/EXRJB73BDfM" allowfullscreen></iframe></div></div><p>Good news from the near future: Space travel has apparently advanced enough to allow humanity to establish a hotel on the surface of the moon.</p><p>Bad news: The <a href="https://www.pcgamer.com/hardware/memory/ram-and-storage-is-ridiculously-expensive-right-now-because-of-drumroll-ai-of-course-and-theres-little-reason-to-think-prices-will-drop-any-time-soon/" target="_blank">RAMpocalypse</a> apparently continues unabated, forcing novel experimentation with alternate forms of computer memory not rendered wholly unaffordable by AI datacenters. Namely, rat computers.</p><p>This believable projection of the current miserable state of consumer hardware comes courtesy of Ontos, the next game from Amnesia developer Frictional Games. In the trailer above, a man strapped to a chair with electrodes stuck in his head is a bit freaky, though less so than another guy who's missing everything from his upper teeth down; perhaps humanity in the future is so desperate for localized processing power that we're resorting to shoving DisplayPort cables into our brains, too.</p><p>The strongest big of imagery in the trailer by far, though, is a computer the size of a wall with 60 rats connected to it in sequence. Or parallel? I'm not great on my circuitry fundamentals, but I know a rat computer when I see one.</p><p>I am instinctively scared of the rat computer and the unknown potential of 60 rat minds taking the place of random <del>access</del> asiago memory.</p><p>My fear is apparently warranted, given the ominous question posed in the trailer's YouTube description is as follows: </p><p><em>"Do you follow the instructions given through the rodent machine?</em></p><p><em>Do you seek an alternative approach?</em></p><p><em>Or simply sabotage the experiment to satisfy your own morbid curiosity?"</em></p><p>The description claims there is "no right or wrong solution in Ontos," but I think the subtext is clear: We must do whatever possible to avoid this future coming to pass. Let's call off this whole AI thing before the next hardware generation arrives, lest <em>Dire Digital Rattus 6</em> become the only memory accepted by motherboards by the year 2030.</p><p>Assuming we even have that much time. Ontos is out next year, and might be a banger; we loved Frictional's last game, Amnesia: The Bunker, <a href="https://www.pcgamer.com/amnesia-the-bunker-review/" target="_blank">scoring it a 93%</a>.</p><div class="product"><a data-dimension112="bbe3e9ba-a0c3-11f1-a77e-6b97ed9e2e02" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="bbe3e9ba-a0c3-11f1-a77e-6b97ed9e2e02" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ The upcoming Resident Evil movie will have first-person POVs as it demonstrates how authenticity is a moving target for a series that spans 30 years ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If there's one thing I know about the upcoming <a href="https://www.pcgamer.com/uk/games/horror/resident-evil/">Resident Evil</a> film it's that the director Zach Cregger is doing the utmost to stay true to the series' roots. "I happen to worship these Resident Evil games and pull a lot of inspiration from the experience of playing them," Cregger reminds fans in a recent <a href="https://x.com/DiscussingFilm/status/2091997221298524197" target="_blank">interview with DiscussingFilm</a>.  </p><p>I've already explained why this means <a href="https://www.pcgamer.com/games/resident-evil/zach-creggers-inspiration-for-the-upcoming-resident-evil-film-once-again-proves-he-knows-ball/">he knows ball</a>. But authenticity is a moving target for a series which just turned 30 years old, and has made some pretty monumental changes over the last three decades. Exactly what Cregger chooses to remain true to isn't as clear cut as some may think. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2091997221298524197"><p lang="en" dir="ltr">Zach Cregger reveals what gameplay elements are included in his ‘RESIDENT EVIL’ movie.“He’s constantly coming up against these padlocks that stop him from progressing. [There's also] healing spray cans, the green herbs.” pic.twitter.com/H2mICigeBH<a href="https://twitter.com/cantworkitout/status/2091997221298524197">August 24, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>One example of this can be found in the <a href="https://x.com/DiscussingFilm/status/2091999057598353598" target="_blank">latest teaser</a> for the film, which shows a first-person camera angle of Bryan creeping through corridors and shooting down some speedy infected. An OG Resident Evil fan could faint at the sight of this, as traditionally, a third-person or fixed perspective were what you would see in a Resident Evil game. But this isn't the late 90s anymore, in fact, Resident Evil hasn't had an new exclusively third person perspective for almost a decade now. </p><p>Apart from that little hiccup at the start of 2000, 2017 was the first time Resident Evil scrapped the third person perspective with <a href="https://www.pcgamer.com/uk/resident-evil-7/">Resident Evil 7: Biohazard</a>, with Capcom opting for a first-person perspective instead. </p><p>It was initially met with a negative knee-jerk reaction as players (myself included) feared that Resident Evil was about to be taken down a gimmicky FPS road, but we were wrong, and Biohazard managed to pull it off so well that first-person has now become a staple for the series with Resident Evil 8: Village and Requiem having both first and third person options. And dare I say, first-person suits Village better. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2091999057598353598"><p lang="en" dir="ltr">New look at first-person POV in Zach Cregger's ‘RESIDENT EVIL’.Multiple shooting action sequences in the film have first-person POV inspired by the games. pic.twitter.com/MuZkReoiJT<a href="https://twitter.com/cantworkitout/status/2091999057598353598">August 24, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"This is an opportunity for me to be loyal to the games in spirit and in tone, and build a story that just puts you in that scenario again, and again, and again, with increasing stakes," Cregger adds, again reminding players that this adaptation isn't meant to be a 1:1 shot recreation of any of the games, but instead an amalgamation of ideas, traits, and vibes that the games employ. </p><p>In the same way, Cregger has explained that he's tried to recreate the game's progression by keeping "the environment changing every seven or eight minutes" always pushing the protagonist forward as if he's "moving onto another level." This is also helped by the fact that Bryan will move through weapons much like a protagonist in one of the games would: "You start with a pistol, and then you graduate to a shotgun, and then you graduate to a machine gun." </p><p>In the grand scheme of things, camera perspectives will play a small part in how successful the film is. But all these little nods to the games combined will serve as a solid foundation if Cregger manages to pull it all off, which I really hope he does. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="d132b756-a078-11f1-a57a-0b51f5204bab" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="d132b756-a078-11f1-a57a-0b51f5204bab" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/the-upcoming-resident-evil-movie-will-have-first-person-povs-as-it-demonstrates-how-authenticity-is-a-moving-target-for-a-series-that-spans-30-years/</link>
                                                                            <description>
                            <![CDATA[ Up close and personal. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">7jCix6sjnfPkkDSw7JVeEf</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/GEsii5PiihBDenqqbrriKQ-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Tue, 25 Aug 2026 11:53:56 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/GEsii5PiihBDenqqbrriKQ-1280-80.jpg">
                                                            <media:credit><![CDATA[Sony Pictures]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil (2026) trailer still - Austin Abrams pulling on a touque]]></media:description>                                                            <media:text><![CDATA[Resident Evil (2026) trailer still - Austin Abrams pulling on a touque]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil (2026) trailer still - Austin Abrams pulling on a touque]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/GEsii5PiihBDenqqbrriKQ-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>If there's one thing I know about the upcoming <a href="https://www.pcgamer.com/uk/games/horror/resident-evil/">Resident Evil</a> film it's that the director Zach Cregger is doing the utmost to stay true to the series' roots. "I happen to worship these Resident Evil games and pull a lot of inspiration from the experience of playing them," Cregger reminds fans in a recent <a href="https://x.com/DiscussingFilm/status/2091997221298524197" target="_blank">interview with DiscussingFilm</a>.  </p><p>I've already explained why this means <a href="https://www.pcgamer.com/games/resident-evil/zach-creggers-inspiration-for-the-upcoming-resident-evil-film-once-again-proves-he-knows-ball/">he knows ball</a>. But authenticity is a moving target for a series which just turned 30 years old, and has made some pretty monumental changes over the last three decades. Exactly what Cregger chooses to remain true to isn't as clear cut as some may think. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2091997221298524197"><p lang="en" dir="ltr">Zach Cregger reveals what gameplay elements are included in his ‘RESIDENT EVIL’ movie.“He’s constantly coming up against these padlocks that stop him from progressing. [There's also] healing spray cans, the green herbs.” pic.twitter.com/H2mICigeBH<a href="https://twitter.com/cantworkitout/status/2091997221298524197">August 24, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>One example of this can be found in the <a href="https://x.com/DiscussingFilm/status/2091999057598353598" target="_blank">latest teaser</a> for the film, which shows a first-person camera angle of Bryan creeping through corridors and shooting down some speedy infected. An OG Resident Evil fan could faint at the sight of this, as traditionally, a third-person or fixed perspective were what you would see in a Resident Evil game. But this isn't the late 90s anymore, in fact, Resident Evil hasn't had an new exclusively third person perspective for almost a decade now. </p><p>Apart from that little hiccup at the start of 2000, 2017 was the first time Resident Evil scrapped the third person perspective with <a href="https://www.pcgamer.com/uk/resident-evil-7/">Resident Evil 7: Biohazard</a>, with Capcom opting for a first-person perspective instead. </p><p>It was initially met with a negative knee-jerk reaction as players (myself included) feared that Resident Evil was about to be taken down a gimmicky FPS road, but we were wrong, and Biohazard managed to pull it off so well that first-person has now become a staple for the series with Resident Evil 8: Village and Requiem having both first and third person options. And dare I say, first-person suits Village better. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2091999057598353598"><p lang="en" dir="ltr">New look at first-person POV in Zach Cregger's ‘RESIDENT EVIL’.Multiple shooting action sequences in the film have first-person POV inspired by the games. pic.twitter.com/MuZkReoiJT<a href="https://twitter.com/cantworkitout/status/2091999057598353598">August 24, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"This is an opportunity for me to be loyal to the games in spirit and in tone, and build a story that just puts you in that scenario again, and again, and again, with increasing stakes," Cregger adds, again reminding players that this adaptation isn't meant to be a 1:1 shot recreation of any of the games, but instead an amalgamation of ideas, traits, and vibes that the games employ. </p><p>In the same way, Cregger has explained that he's tried to recreate the game's progression by keeping "the environment changing every seven or eight minutes" always pushing the protagonist forward as if he's "moving onto another level." This is also helped by the fact that Bryan will move through weapons much like a protagonist in one of the games would: "You start with a pistol, and then you graduate to a shotgun, and then you graduate to a machine gun." </p><p>In the grand scheme of things, camera perspectives will play a small part in how successful the film is. But all these little nods to the games combined will serve as a solid foundation if Cregger manages to pull it all off, which I really hope he does. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W5AzpW"></div>                            </div>                            <script src="https://kwizly.com/embed/W5AzpW.js" async></script><div class="product"><a data-dimension112="d132b756-a078-11f1-a57a-0b51f5204bab" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="d132b756-a078-11f1-a57a-0b51f5204bab" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ A disturbing '90s point-and-click horror game about waking up in a rundown asylum with no recollection of who you are is getting a glow up in 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>1998 was a vintage year for PC gaming: Half-Life, Unreal, StarCraft, Thief and Baldur's Gate all released in lavish oversize retail boxes, and it was just as busy in console land: Ocarina of Time and Banjo-Kazooie released on Nintendo 64, while the original PlayStation enjoyed Metal Gear Solid and Resident Evil 2. </p><p>Into this crowd of future classics was also Sanitarium, which shuffled onto shelves, probably sheepishly, in April 1998. It's an isometric point-and-click adventure starring Max, an amnesiac who wakes in a bizarre, rundown sanitarium. Lest you think this is a game about exploring a slightly eerie rundown hospital, let me disabuse you of that notion immediately: For fear of spoiling everything, I can only say: <em>this game goes places.</em></p><p>Richard Cobbett wrote about Sanitarium in <a href="https://www.pcgamer.com/saturday-crapshoot-sanitarium/">his Crapshoot column</a>, and Alexis Ong even went as far as to <a href="https://www.pcgamer.com/how-a-bunch-of-art-school-grads-made-putrid-brilliant-horror-adventure-sanitarium/">track down its creators</a>. If you've played Sanitarium—especially divorced from its mid '90s context—you're probably evangelical about it. It carefully balances the line between camp and psychologically gruelling, but questions of tone aside, it's a gorgeously vivid and varied thing, with beautifully rendered isometric environments.</p><p>I bought Sanitarium <a href="https://store.steampowered.com/app/284050/Sanitarium/">for a couple of bucks</a> on Steam a while ago, but it turns out there's yet another version of Sanitarium coming, also published by Ziggurat. <a href="https://store.steampowered.com/app/4980620/Sanitarium_Enhanced/">Sanitarium Enhanced</a> is a new reissue with a range of fairly light-of-touch tweaks and additions including widescreen support during gameplay (not just during cutscenes), controller support, and an extras gallery including behind-the-scenes and cut content.</p><p>Perhaps most importantly, a new optional hint mode has been added, which should make this quintessentially '90s point-and-clicker much more palatable to modern players who don't want to waste hours systematically clicking on things to check if they're interactive or not. A range of unspecified "legacy bugs and issues" have also been fixed.</p><p>Steam Deck optimizations are also included though I should point out that the old version of Sanitarium works just fine already using the trackpads. But, if you prefer to use face buttons and analog sticks soon that'll be much easier, by dint of this new version also arriving on Nintendo, PlayStation and Xbox consoles. When? Some time later in 2026.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/a-disturbing-90s-point-and-click-horror-game-about-waking-up-in-a-rundown-asylum-with-no-recollection-of-who-you-are-is-getting-a-glow-up-in-2026/</link>
                                                                            <description>
                            <![CDATA[ Sanitarium probably doesn't need a new version, but it's getting one anyway. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">FqSgFbgyUwLTCgLSqu6L2M</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/a2GxUrMoDYazUzfikKxwUG-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 24 Aug 2026 23:43:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/a2GxUrMoDYazUzfikKxwUG-1280-80.jpg">
                                                            <media:credit><![CDATA[Ziggurat]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[An eye peering through bandages]]></media:description>                                                            <media:text><![CDATA[An eye peering through bandages]]></media:text>
                                <media:title type="plain"><![CDATA[An eye peering through bandages]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/a2GxUrMoDYazUzfikKxwUG-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>1998 was a vintage year for PC gaming: Half-Life, Unreal, StarCraft, Thief and Baldur's Gate all released in lavish oversize retail boxes, and it was just as busy in console land: Ocarina of Time and Banjo-Kazooie released on Nintendo 64, while the original PlayStation enjoyed Metal Gear Solid and Resident Evil 2. </p><p>Into this crowd of future classics was also Sanitarium, which shuffled onto shelves, probably sheepishly, in April 1998. It's an isometric point-and-click adventure starring Max, an amnesiac who wakes in a bizarre, rundown sanitarium. Lest you think this is a game about exploring a slightly eerie rundown hospital, let me disabuse you of that notion immediately: For fear of spoiling everything, I can only say: <em>this game goes places.</em></p><p>Richard Cobbett wrote about Sanitarium in <a href="https://www.pcgamer.com/saturday-crapshoot-sanitarium/">his Crapshoot column</a>, and Alexis Ong even went as far as to <a href="https://www.pcgamer.com/how-a-bunch-of-art-school-grads-made-putrid-brilliant-horror-adventure-sanitarium/">track down its creators</a>. If you've played Sanitarium—especially divorced from its mid '90s context—you're probably evangelical about it. It carefully balances the line between camp and psychologically gruelling, but questions of tone aside, it's a gorgeously vivid and varied thing, with beautifully rendered isometric environments.</p><p>I bought Sanitarium <a href="https://store.steampowered.com/app/284050/Sanitarium/">for a couple of bucks</a> on Steam a while ago, but it turns out there's yet another version of Sanitarium coming, also published by Ziggurat. <a href="https://store.steampowered.com/app/4980620/Sanitarium_Enhanced/">Sanitarium Enhanced</a> is a new reissue with a range of fairly light-of-touch tweaks and additions including widescreen support during gameplay (not just during cutscenes), controller support, and an extras gallery including behind-the-scenes and cut content.</p><p>Perhaps most importantly, a new optional hint mode has been added, which should make this quintessentially '90s point-and-clicker much more palatable to modern players who don't want to waste hours systematically clicking on things to check if they're interactive or not. A range of unspecified "legacy bugs and issues" have also been fixed.</p><p>Steam Deck optimizations are also included though I should point out that the old version of Sanitarium works just fine already using the trackpads. But, if you prefer to use face buttons and analog sticks soon that'll be much easier, by dint of this new version also arriving on Nintendo, PlayStation and Xbox consoles. When? Some time later in 2026.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Silent Hill: Townfall's latest gameplay trailer reminds me why the series shouldn't have guns ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Good news everyone: we've got even more <a href="https://www.pcgamer.com/uk/silent-hill-townfall/">Silent Hill: Townfall</a> to help fill the void until its release. But instead of a short story or teaser trailer, we have 1<a href="https://www.youtube.com/watch?v=ueCeXnq4HOQ&rco=1" target="_blank">8 minutes of poor old Simon</a> Ordell wandering around the abandoned (and increasingly hostile) town of St. Amelia. </p><p>It's the first extended cut of playthrough we've seen for Townfall, and it did not disappoint. The vibes, setting, and grotesque monsters all seem on point for a Silent Hill game, with the small exception of the game's firearms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ueCeXnq4HOQ" allowfullscreen></iframe></div></div><p>I don't think Simon's handling of the revolver was particularly disastrous. But after enjoying Silent Hill f, which had no guns, seeing Simon execute monsters in seconds reminded me why I prefer good old-fashioned melee fights. </p><p>I like suffering in Silent Hill games. I like being pushed to my limits, being put in almost impossible situations, and having to get up close and personal with the disgusting things I find wandering around in the fog. While there are never usually a lot of guns to be found, I still think they give players an easy way out of combat that can ruin the tension and fear from being constantly on the backfoot. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pfvVDoaRBrCk3m4opjnxe9" name="Silent-hill-pistol" alt="Silent Hill: Townfall - Simon opening a wooden box with a pistol and a few bullets" src="https://cdn.mos.cms.futurecdn.net/pfvVDoaRBrCk3m4opjnxe9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>I can only think of one horror game that manages to stay terrifying while also giving its protagonist access to a gun—Amnesia: The Bunker—and even then I felt infinitely more confident when I managed to scrounge up more ammo. That doesn't mean games can't still be stressful. There's few things worse than firing at an enemy which is getting closer, only to run out of bullets before you manage to down it, but it's a different kind of fear, one that I'm more used to seeing in series like Resident Evil rather than Silent Hill. </p><p>It'll also be interesting to see how Simon gets his hands on firearms in Townfall. While the game is set a year before the handgun ban, St. Amelia is still just a small town in Scotland, there won't just be a guns lying around in a random appartments—this isn't the U.S. Hopefully, there'll only be minimal firearms and more melee combat and stealth for players to torment themselves with. </p><p>Guns aside, the rest of the trailer looked very good. I try to not get my hopes up too high before I've played a game, but I am truly morbidly excited to explore the town of St. Amelia, especially after seeing its blood red fog and strangely nostalgic streets. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-townfalls-latest-gameplay-trailer-reminds-me-why-the-series-shouldnt-have-guns/</link>
                                                                            <description>
                            <![CDATA[ You shouldn't bring a gun to a therapy session. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">RhV4gpdyRFdWcU8evXirn9</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/rnQdiJXV7yE4fVnvqCYsa9-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 20 Aug 2026 11:21:19 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 20:44:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/rnQdiJXV7yE4fVnvqCYsa9-1280-80.jpg">
                                                            <media:credit><![CDATA[Screen Burn Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:description>                                                            <media:text><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/rnQdiJXV7yE4fVnvqCYsa9-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Good news everyone: we've got even more <a href="https://www.pcgamer.com/uk/silent-hill-townfall/">Silent Hill: Townfall</a> to help fill the void until its release. But instead of a short story or teaser trailer, we have 1<a href="https://www.youtube.com/watch?v=ueCeXnq4HOQ&rco=1" target="_blank">8 minutes of poor old Simon</a> Ordell wandering around the abandoned (and increasingly hostile) town of St. Amelia. </p><p>It's the first extended cut of playthrough we've seen for Townfall, and it did not disappoint. The vibes, setting, and grotesque monsters all seem on point for a Silent Hill game, with the small exception of the game's firearms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ueCeXnq4HOQ" allowfullscreen></iframe></div></div><p>I don't think Simon's handling of the revolver was particularly disastrous. But after enjoying Silent Hill f, which had no guns, seeing Simon execute monsters in seconds reminded me why I prefer good old-fashioned melee fights. </p><p>I like suffering in Silent Hill games. I like being pushed to my limits, being put in almost impossible situations, and having to get up close and personal with the disgusting things I find wandering around in the fog. While there are never usually a lot of guns to be found, I still think they give players an easy way out of combat that can ruin the tension and fear from being constantly on the backfoot. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pfvVDoaRBrCk3m4opjnxe9" name="Silent-hill-pistol" alt="Silent Hill: Townfall - Simon opening a wooden box with a pistol and a few bullets" src="https://cdn.mos.cms.futurecdn.net/pfvVDoaRBrCk3m4opjnxe9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>I can only think of one horror game that manages to stay terrifying while also giving its protagonist access to a gun—Amnesia: The Bunker—and even then I felt infinitely more confident when I managed to scrounge up more ammo. That doesn't mean games can't still be stressful. There's few things worse than firing at an enemy which is getting closer, only to run out of bullets before you manage to down it, but it's a different kind of fear, one that I'm more used to seeing in series like Resident Evil rather than Silent Hill. </p><p>It'll also be interesting to see how Simon gets his hands on firearms in Townfall. While the game is set a year before the handgun ban, St. Amelia is still just a small town in Scotland, there won't just be a guns lying around in a random appartments—this isn't the U.S. Hopefully, there'll only be minimal firearms and more melee combat and stealth for players to torment themselves with. </p><p>Guns aside, the rest of the trailer looked very good. I try to not get my hopes up too high before I've played a game, but I am truly morbidly excited to explore the town of St. Amelia, especially after seeing its blood red fog and strangely nostalgic streets. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ The Sinking City 2 review ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Need to know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it?: </strong>Survival horror submerged in Lovecraft's 1920s.<br><strong>Expect to pay: </strong>£41.35/$50<br><strong>Developer: </strong>Frogwares<br><strong>Publisher: </strong>Frogwares<br><strong>Reviewed on:</strong> Windows 11, Intel Core i9, 32GB RAM, Nvidia RTX 4060<br><strong>Multiplayer?: </strong>No<br><strong>Steam Deck: </strong>Unknown<br><strong>Out:</strong> August 18<br><strong>Link: </strong><a data-analytics-id="inline-link" href="https://frogwares.com/" target="_blank">Official site</a></p></div></div><p>The Sinking City was exactly the kind of ambitious but flawed game that deserves a sequel. Good ideas, middling execution? Give 'em another shot, I'm sure they'll do better second time around. What was ambitious was that it was a detective game but also a horror game about H. P. Lovecraft's Cthulhu Mythos set in a flooded open world where sometimes you have to get around by motorboating, and not in the fun way. </p><p>Fine idea, but it suffered from the classic open world problem of not enough butter spread across too much toast, quickly repeating patterns that become so familiar they were robbed of mystery and spookiness, which are things you rather need in a horror game about a detective.</p><p>The Sinking City 2 wisely bins most of that, and is instead pretty much pure survival horror in a series of constrained locations. It's Resident Evil right down to puzzle locks and zombies who sometimes come back stronger after being shot, only set in the 1920s. Which is no bad thing. Resident Evil: Roaring '20s Revelations is a solid videogame pitch, and now we don't have to wait for Capcom to make it.</p><p>Arkham—the city from Lovecraft's stories, not the asylum where Batman locks up Condiment King—has flooded, which is a problem for many people, but notably for hat-wearing occult adventurer Calvin Rafferty. A brand new protagonist, the only references to the original Sinking City in this sequel being easter eggs, Cal's out to revive his partner in occult adventure and also life, Faye Bennett. She's in a supernatural coma after a trip to the Dreamlands. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TSVVWpbhHY3EshJjGwqLaE" name="sc2re" alt="Calvin aims his pistol at a zombie's bright red weak spot" src="https://cdn.mos.cms.futurecdn.net/TSVVWpbhHY3EshJjGwqLaE.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/TSVVWpbhHY3EshJjGwqLaE.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>By the time the game starts Arkham's evacuation is almost complete. It's just you and a handful of other weirdos who refuse to leave, still hanging around to discover that the worm-like creatures who showed up with the flood have started clambering inside corpses to puppet them with homicidal intent.</p><p>This sets the scene for act one, where you boat across Arkham in search of a ritual to wake Faye, dock at abandoned buildings to shoot zombies and other gribblies, solve arcane puzzles, and scrounge for supplies. The combat's improved, with an actual dodge move and enemies desperate to be baited into charging so you can sidestep then get in a cheeky melee to save ammo. I do wish it had that 180-turn button the RE games have, but it definitely feels snappier.</p><p>The problem with the original's stealth being janky has also been solved—by ditching it completely. Cal stands resolutely upright while shooting monsters made of arms because crouching's for wimps I guess. The sanity meter's gone too, which seems more of a loss, though the idea madness can be measured like hit points did run a bit counter to the themes.</p><p>Given that Frogwares was responsible for the Sherlock Holmes games, it's interesting to see how much the investigation side of things has also been downplayed. Though you still have a mind palace, it's mostly for linking clues that lead to combination-lock codes and other puzzle solutions rather than murder suspects. Cal may dress like a detective, and be knocked unconscious about as often as a noir private eye, but he doesn't do any actual detecting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7uRyYPe7dDCimWCVSB9oaL" name="SC2-02" alt="Piloting a boat through the flooded streets of Arkham" src="https://cdn.mos.cms.futurecdn.net/7uRyYPe7dDCimWCVSB9oaL.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7uRyYPe7dDCimWCVSB9oaL.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Another borrowing from RE is the inventory grid you have to make space in for weapons, consumables, quest objects (a key shaped like a fish takes up as much space as a handgun), and crafting items. More than once I left a larger gun in a safe room to make space, then immediately found multiple caches of ammo for that specific gun. </p><p>Or I'd accidentally fill the inventory with crafting guff and not have room for something I needed. It's a pain, and as in most games with crafting systems bolted on, the crafting doesn't add anything except literal filler. How about instead of finding healing herbs and chemicals then combining them to make medicine, I could just, y'know, find medicine?</p><p>After the first area you travel to a hospital, and a couple of other staple survival horror locations after that. To my surprise you never return to the flooded streets, never have a chance to clean up sidequests you skipped, never open additional places to explore or find out more about the NPCs you left behind. I expected to see more than a sliver of the Dreamlands too, but instead the whole story ends in a rush, and then you're back at the start for a New Game Plus that doesn't let you keep your inventory upgrades.</p><p>There's a decent survival horror game you can wrap in under 15 hours here, one I mostly enjoyed while I was playing it, even if the finale had me asking, "Is this it?" An improvement over the original then, if an incremental one. Maybe the third time'll be the charm.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/the-sinking-city-2-review/</link>
                                                                            <description>
                            <![CDATA[ An improved sequel that doubles down on the basics. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">tZR6jNozJ5pMjPtB3BM4vQ</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/TnqVcY3pJRJWesraGXdNR-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 17 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/TnqVcY3pJRJWesraGXdNR-1280-80.jpg">
                                                            <media:credit><![CDATA[Frogwares]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A mermaid hangs from a rope in front of a red curtain]]></media:description>                                                            <media:text><![CDATA[A mermaid hangs from a rope in front of a red curtain]]></media:text>
                                <media:title type="plain"><![CDATA[A mermaid hangs from a rope in front of a red curtain]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/TnqVcY3pJRJWesraGXdNR-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Need to know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it?: </strong>Survival horror submerged in Lovecraft's 1920s.<br><strong>Expect to pay: </strong>£41.35/$50<br><strong>Developer: </strong>Frogwares<br><strong>Publisher: </strong>Frogwares<br><strong>Reviewed on:</strong> Windows 11, Intel Core i9, 32GB RAM, Nvidia RTX 4060<br><strong>Multiplayer?: </strong>No<br><strong>Steam Deck: </strong>Unknown<br><strong>Out:</strong> August 18<br><strong>Link: </strong><a data-analytics-id="inline-link" href="https://frogwares.com/" target="_blank">Official site</a></p></div></div><p>The Sinking City was exactly the kind of ambitious but flawed game that deserves a sequel. Good ideas, middling execution? Give 'em another shot, I'm sure they'll do better second time around. What was ambitious was that it was a detective game but also a horror game about H. P. Lovecraft's Cthulhu Mythos set in a flooded open world where sometimes you have to get around by motorboating, and not in the fun way. </p><p>Fine idea, but it suffered from the classic open world problem of not enough butter spread across too much toast, quickly repeating patterns that become so familiar they were robbed of mystery and spookiness, which are things you rather need in a horror game about a detective.</p><p>The Sinking City 2 wisely bins most of that, and is instead pretty much pure survival horror in a series of constrained locations. It's Resident Evil right down to puzzle locks and zombies who sometimes come back stronger after being shot, only set in the 1920s. Which is no bad thing. Resident Evil: Roaring '20s Revelations is a solid videogame pitch, and now we don't have to wait for Capcom to make it.</p><p>Arkham—the city from Lovecraft's stories, not the asylum where Batman locks up Condiment King—has flooded, which is a problem for many people, but notably for hat-wearing occult adventurer Calvin Rafferty. A brand new protagonist, the only references to the original Sinking City in this sequel being easter eggs, Cal's out to revive his partner in occult adventure and also life, Faye Bennett. She's in a supernatural coma after a trip to the Dreamlands. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TSVVWpbhHY3EshJjGwqLaE" name="sc2re" alt="Calvin aims his pistol at a zombie's bright red weak spot" src="https://cdn.mos.cms.futurecdn.net/TSVVWpbhHY3EshJjGwqLaE.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/TSVVWpbhHY3EshJjGwqLaE.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>By the time the game starts Arkham's evacuation is almost complete. It's just you and a handful of other weirdos who refuse to leave, still hanging around to discover that the worm-like creatures who showed up with the flood have started clambering inside corpses to puppet them with homicidal intent.</p><p>This sets the scene for act one, where you boat across Arkham in search of a ritual to wake Faye, dock at abandoned buildings to shoot zombies and other gribblies, solve arcane puzzles, and scrounge for supplies. The combat's improved, with an actual dodge move and enemies desperate to be baited into charging so you can sidestep then get in a cheeky melee to save ammo. I do wish it had that 180-turn button the RE games have, but it definitely feels snappier.</p><p>The problem with the original's stealth being janky has also been solved—by ditching it completely. Cal stands resolutely upright while shooting monsters made of arms because crouching's for wimps I guess. The sanity meter's gone too, which seems more of a loss, though the idea madness can be measured like hit points did run a bit counter to the themes.</p><p>Given that Frogwares was responsible for the Sherlock Holmes games, it's interesting to see how much the investigation side of things has also been downplayed. Though you still have a mind palace, it's mostly for linking clues that lead to combination-lock codes and other puzzle solutions rather than murder suspects. Cal may dress like a detective, and be knocked unconscious about as often as a noir private eye, but he doesn't do any actual detecting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7uRyYPe7dDCimWCVSB9oaL" name="SC2-02" alt="Piloting a boat through the flooded streets of Arkham" src="https://cdn.mos.cms.futurecdn.net/7uRyYPe7dDCimWCVSB9oaL.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7uRyYPe7dDCimWCVSB9oaL.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p>Another borrowing from RE is the inventory grid you have to make space in for weapons, consumables, quest objects (a key shaped like a fish takes up as much space as a handgun), and crafting items. More than once I left a larger gun in a safe room to make space, then immediately found multiple caches of ammo for that specific gun. </p><p>Or I'd accidentally fill the inventory with crafting guff and not have room for something I needed. It's a pain, and as in most games with crafting systems bolted on, the crafting doesn't add anything except literal filler. How about instead of finding healing herbs and chemicals then combining them to make medicine, I could just, y'know, find medicine?</p><p>After the first area you travel to a hospital, and a couple of other staple survival horror locations after that. To my surprise you never return to the flooded streets, never have a chance to clean up sidequests you skipped, never open additional places to explore or find out more about the NPCs you left behind. I expected to see more than a sliver of the Dreamlands too, but instead the whole story ends in a rush, and then you're back at the start for a New Game Plus that doesn't let you keep your inventory upgrades.</p><p>There's a decent survival horror game you can wrap in under 15 hours here, one I mostly enjoyed while I was playing it, even if the finale had me asking, "Is this it?" An improvement over the original then, if an incremental one. Maybe the third time'll be the charm.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Resident Evil Veronica hits 2 million wishlists to absolutely no one's surprise—come on, it's got the RE2 and RE4 remake team working on it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>We're some ways out from the release of <a href="https://www.pcgamer.com/uk/games/horror/resident-evil/">Resident Evil's</a> Code: Veronica remake, but that hasn't stopped me or the other 1,999,999 eager players from wishlisting the game as Capcom celebrates an impressive milestone. </p><p>"2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica, thank you," an official <a href="https://x.com/RE_Games/status/2084455588088435103" target="_blank">social media post</a> reads alongside an image of that innocent old lady who definitely isn't Mother Miranda in disguise, nothing to see here guys. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2084455588088435103"><p lang="en" dir="ltr">2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica. Thank you! pic.twitter.com/mWU6oCbvCP<a href="https://twitter.com/cantworkitout/status/2084455588088435103">August 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The hype around Veronica may seem a bit strange at first. Back in the day Code: Veronica sold fewer copies compared to other Resi releases of the time (although that's probably thanks to the Dreamcast). Even with its positive critical reception at the time, some fans have looked back at its tricky design choices more unfavourably as of late. But I love three things in my life, Resident Evil, Chris, and Claire, so I'm pretty sure I'll love the remake. </p><p>In all seriousness, Code: Veronica's story, vibes, and locations were all immaculate, and its iffy controls are something I have no doubt the devs will improve, especially considering their track record. Yoshiaki Hirabayashi is producer and Kazunori Kadoi and Yasuhiro Anpo are directing the remake, all three of them previously worked on the Resident Evil 2 remake and the Resident Evil 4 remake; two games I was so sure didn't need remaking. </p><p>But somehow they managed to do them justice and make some ingenious changes that really improved my experience. One such example was how the team managed to make Ashley go from the most annoying thing to ever grace my screen to a helpful and likable companion who actually exhibited some personal growth over the course of the Resident Evil 4 remake. For that, I am thankful. </p><p>With that kind of expertise on hand it comes as no surprise to me that Resident Evil fans are eager to wishlist Veronica, even with<a href="https://www.pcgamer.com/games/resident-evil/resident-evil-code-veronica-remake-announced/"> just an announcement trailer</a> to go off. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="27eae522-900d-11f1-a8bd-6b82a171a338" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="27eae522-900d-11f1-a8bd-6b82a171a338" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/resident-evil-veronica-hits-2-million-wishlists-to-absolutely-no-ones-surprise-come-on-its-got-the-re2-and-re4-remake-team-working-on-it/</link>
                                                                            <description>
                            <![CDATA[ Let them cook. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">wAU86gwjoJCKKJJEbziv79</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/ujb6BFnoqR3YsrRr6CMaH7-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Tue, 04 Aug 2026 14:12:21 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/ujb6BFnoqR3YsrRr6CMaH7-1280-80.png">
                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Old lady opening the door.]]></media:description>                                                            <media:text><![CDATA[Old lady opening the door.]]></media:text>
                                <media:title type="plain"><![CDATA[Old lady opening the door.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/ujb6BFnoqR3YsrRr6CMaH7-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>We're some ways out from the release of <a href="https://www.pcgamer.com/uk/games/horror/resident-evil/">Resident Evil's</a> Code: Veronica remake, but that hasn't stopped me or the other 1,999,999 eager players from wishlisting the game as Capcom celebrates an impressive milestone. </p><p>"2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica, thank you," an official <a href="https://x.com/RE_Games/status/2084455588088435103" target="_blank">social media post</a> reads alongside an image of that innocent old lady who definitely isn't Mother Miranda in disguise, nothing to see here guys. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2084455588088435103"><p lang="en" dir="ltr">2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica. Thank you! pic.twitter.com/mWU6oCbvCP<a href="https://twitter.com/cantworkitout/status/2084455588088435103">August 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The hype around Veronica may seem a bit strange at first. Back in the day Code: Veronica sold fewer copies compared to other Resi releases of the time (although that's probably thanks to the Dreamcast). Even with its positive critical reception at the time, some fans have looked back at its tricky design choices more unfavourably as of late. But I love three things in my life, Resident Evil, Chris, and Claire, so I'm pretty sure I'll love the remake. </p><p>In all seriousness, Code: Veronica's story, vibes, and locations were all immaculate, and its iffy controls are something I have no doubt the devs will improve, especially considering their track record. Yoshiaki Hirabayashi is producer and Kazunori Kadoi and Yasuhiro Anpo are directing the remake, all three of them previously worked on the Resident Evil 2 remake and the Resident Evil 4 remake; two games I was so sure didn't need remaking. </p><p>But somehow they managed to do them justice and make some ingenious changes that really improved my experience. One such example was how the team managed to make Ashley go from the most annoying thing to ever grace my screen to a helpful and likable companion who actually exhibited some personal growth over the course of the Resident Evil 4 remake. For that, I am thankful. </p><p>With that kind of expertise on hand it comes as no surprise to me that Resident Evil fans are eager to wishlist Veronica, even with<a href="https://www.pcgamer.com/games/resident-evil/resident-evil-code-veronica-remake-announced/"> just an announcement trailer</a> to go off. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="27eae522-900d-11f1-a8bd-6b82a171a338" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="27eae522-900d-11f1-a8bd-6b82a171a338" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ 'I would die': Obsession star Inde Navarrette would love a role in Resident Evil ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Another week, another fun tidbit learned about our new favorite gamer turned movie star, Inde Navarrette, who creeped us all the hell out in the smash-hit horror film Obsession earlier this year.</p><p>We already marveled at Navarrette cooly streaming her Call of Duty killstreaks on Twitch <a href="https://www.pcgamer.com/movies-tv/before-obsession-inde-navarrette-was-streaming-her-call-of-duty-killstreaks-with-the-type-of-unbothered-grace-i-can-only-dream-of/">while wearing a Toad hat</a>, and we were charmed to hear she (in part) learned to build PCs by <a href="https://www.pcgamer.com/movies-tv/obsession-star-inde-navarrette-built-her-gaming-pc-just-like-you-and-me-by-watching-henry-cavill-do-it-first/">watching Henry Cavill do it</a> on YouTube.</p><p>This latest revelation is encouraging, too: Navarrette is a big fan of Resident Evil. Hey, so are we! Celebrities: they're just like us.</p><p>In <a href="https://youtu.be/pnvlSfoB0Fw?si=CySewgzMfM9CvLCR">a video interview</a> with Variety's Tiana DeNicola, Navarrette talked about the first videogames she ever played—her mom bought her Shrek: Super Party for PlayStation 2 and her dad was a big Call of Duty fan—as well as what games she's playing now, like God of War Ragnarök. </p><p>Navarrette is also playing horror games these days, which feels appropriate considering how spooky Obsession was, and says she's currently "on a Resident Evil kick."</p><p>DeNicola asked if Navarrette had been contacted by anyone to do any acting in a videogame.</p><p>"Yes, and I'm starting my journey with that soon," Navarrette said, and though she wouldn't reveal which game she would be acting in, it sounds like it could be an indie game rather than a triple-A blockbuster. </p><p>"I want to try something smaller to kind of test the waters," she said, "because videogames are obviously an interest of mine."</p><p>As for playing a part in a Resident Evil project: "I love that world specifically, the Resident Evil world," Navarrette said. </p><p>"That would be perfect for you," DeNicola said. "I think that would be amazing."</p><p>"I… would <em>die </em>inside," Navarrette said.</p><p>Oddly enough, Navarrette hadn't heard about <a href="https://www.pcgamer.com/movies-tv/zach-cregger-admits-im-not-going-to-be-able-to-improve-on-leon-which-is-why-hes-using-original-characters-for-the-upcoming-resident-evil-movie/">Zach Cregger's Resident Evil film</a> coming out next month, but seemed delighted at the idea.</p><p>"I will buy a ticket," Navarrette said. "That's exciting."</p><p>I have to agree with DeNicola, Navarrette would be a perfect fit for Resident Evil, either in a film or a game. Her performance in Obsession required both the type of heightened emotion and the extreme physicality that would be right at home in Raccoon City. Hopefully Capcom will make it happen someday. You can see Variety's entire interview <a href="https://youtu.be/pnvlSfoB0Fw?si=CySewgzMfM9CvLCR">on YouTube</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="21ff3a04-8f73-11f1-afbd-052c4a6e250b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="21ff3a04-8f73-11f1-afbd-052c4a6e250b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/i-would-die-obsession-star-inde-navarrette-would-love-a-role-in-resident-evil/</link>
                                                                            <description>
                            <![CDATA[ "I love that world," Navarrette said. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">fFyXT7uad78Tyyo2ZKZz2m</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/FcyETiUV5n6UeJShBRSLFd-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 03 Aug 2026 19:40:07 +0000</pubDate>                                                                                                                                <updated>Mon, 03 Aug 2026 19:45:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                <author><![CDATA[ clivingston@pcgamer.com (Christopher Livingston) ]]></author>                    <dc:creator><![CDATA[ Christopher Livingston ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vMPWcamtj9aoVBYFtt2Hp7.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/FcyETiUV5n6UeJShBRSLFd-1280-80.jpg">
                                                            <media:credit><![CDATA[Getty Images / Eugene Gologursky / Stringer]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Inde Navarrette holding a copy of Call of Duty: Modern Warfare 4 at Fanatics Fest July 2026  in NYC]]></media:description>                                                            <media:text><![CDATA[Inde Navarrette holding a copy of Call of Duty: Modern Warfare 4 at Fanatics Fest July 2026  in NYC]]></media:text>
                                <media:title type="plain"><![CDATA[Inde Navarrette holding a copy of Call of Duty: Modern Warfare 4 at Fanatics Fest July 2026  in NYC]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/FcyETiUV5n6UeJShBRSLFd-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Another week, another fun tidbit learned about our new favorite gamer turned movie star, Inde Navarrette, who creeped us all the hell out in the smash-hit horror film Obsession earlier this year.</p><p>We already marveled at Navarrette cooly streaming her Call of Duty killstreaks on Twitch <a href="https://www.pcgamer.com/movies-tv/before-obsession-inde-navarrette-was-streaming-her-call-of-duty-killstreaks-with-the-type-of-unbothered-grace-i-can-only-dream-of/">while wearing a Toad hat</a>, and we were charmed to hear she (in part) learned to build PCs by <a href="https://www.pcgamer.com/movies-tv/obsession-star-inde-navarrette-built-her-gaming-pc-just-like-you-and-me-by-watching-henry-cavill-do-it-first/">watching Henry Cavill do it</a> on YouTube.</p><p>This latest revelation is encouraging, too: Navarrette is a big fan of Resident Evil. Hey, so are we! Celebrities: they're just like us.</p><p>In <a href="https://youtu.be/pnvlSfoB0Fw?si=CySewgzMfM9CvLCR">a video interview</a> with Variety's Tiana DeNicola, Navarrette talked about the first videogames she ever played—her mom bought her Shrek: Super Party for PlayStation 2 and her dad was a big Call of Duty fan—as well as what games she's playing now, like God of War Ragnarök. </p><p>Navarrette is also playing horror games these days, which feels appropriate considering how spooky Obsession was, and says she's currently "on a Resident Evil kick."</p><p>DeNicola asked if Navarrette had been contacted by anyone to do any acting in a videogame.</p><p>"Yes, and I'm starting my journey with that soon," Navarrette said, and though she wouldn't reveal which game she would be acting in, it sounds like it could be an indie game rather than a triple-A blockbuster. </p><p>"I want to try something smaller to kind of test the waters," she said, "because videogames are obviously an interest of mine."</p><p>As for playing a part in a Resident Evil project: "I love that world specifically, the Resident Evil world," Navarrette said. </p><p>"That would be perfect for you," DeNicola said. "I think that would be amazing."</p><p>"I… would <em>die </em>inside," Navarrette said.</p><p>Oddly enough, Navarrette hadn't heard about <a href="https://www.pcgamer.com/movies-tv/zach-cregger-admits-im-not-going-to-be-able-to-improve-on-leon-which-is-why-hes-using-original-characters-for-the-upcoming-resident-evil-movie/">Zach Cregger's Resident Evil film</a> coming out next month, but seemed delighted at the idea.</p><p>"I will buy a ticket," Navarrette said. "That's exciting."</p><p>I have to agree with DeNicola, Navarrette would be a perfect fit for Resident Evil, either in a film or a game. Her performance in Obsession required both the type of heightened emotion and the extreme physicality that would be right at home in Raccoon City. Hopefully Capcom will make it happen someday. You can see Variety's entire interview <a href="https://youtu.be/pnvlSfoB0Fw?si=CySewgzMfM9CvLCR">on YouTube</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="21ff3a04-8f73-11f1-afbd-052c4a6e250b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="21ff3a04-8f73-11f1-afbd-052c4a6e250b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Developer of 'Spanking Exorcist' game held up by Steam content moderation releases free 'apology game' where you spank him as punishment: 'We would be delighted if you enjoy it' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>First reported by <a href="https://automaton-media.com/en/news/japanese-developer-makes-apology-game-in-which-you-can-spank-his-butt-to-make-up-for-delayed-release-of-spanking-exorcist/" target="_blank">Automaton</a>, Spanking Exorcist developer Actor made a free "apology game" available to download after missing a planned July 24 release date due to overzealous Steam content moderation. In the simple apology game, you press a button to simulate spanking the developer as punishment.</p><p><a href="https://www.youtube.com/watch?v=uJmRHSgnqDk" target="_blank">Spanking Exorcist's trailer</a> shows a game combining first person exploration, unsettling, sex doll-looking lady characters, and slightly less scary, Sadako-looking forsaken waif lady characters. It strikes me as a perfectly adequate, replacement-level gag horror game for streamers to react to, if a bit more risque than your usual fare.</p><p>"I consent," you say. "I consent," announces the anonymous Japanese developer, Actor. "Isn't there someone you forgot to ask?" asserts Valve. The uneven content moderation on Steam became a big story following <a href="https://www.pcgamer.com/software/platforms/valve-confirms-credit-card-companies-pressured-it-to-delist-certain-adult-games-from-steam/" target="_blank">controversial intervention by payment processors</a> and the persecution of horror game <a href="https://www.pcgamer.com/games/horror/theres-more-to-horses-than-the-steam-ban-the-controversial-horror-game-is-a-great-example-of-how-games-can-effectively-borrow-from-film-and-how-they-can-also-stumble/" target="_blank">Horses</a>, but it's always been odd. </p><p>I'm fond of the theory that there's just one particularly zealous prude at Valve who really has it out for horny stuff from Japan. Anyway, you can still buy <a href="https://store.steampowered.com/app/1992370/FURRY_HITLER/" target="_blank">Furry Hitler</a> (one <em>and</em> two), as well as <a href="https://www.pcgamer.com/theres-an-alex-jones-game-on-steam-and-its-just-as-much-of-an-embarrassment-as-youd-expect/" target="_blank">Alex Jones' shitty videogame</a> on Steam. </p><p>I was pleased to discover that <a href="https://kotaku.com/dev-behind-racist-plantation-game-quietly-removes-it-from-steam-2000699837" target="_blank">Plantation Simulator was taken down</a> (by its developer's request, not Valve's intercession) following negative reporting by <a href="https://kotaku.com/racist-plantation-game-trolls-valve-watches-2000698673" target="_blank">Kotaku</a>. Spanking Exorcist is fine by comparison. Harmless. Let my boy spank.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2559px;"><p class="vanilla-image-block" style="padding-top:54.04%;"><img id="kNc2fTbfprdrcpwrz7rYVA" name="spank" alt=""Gameplay" of apology game where you spank the developer of Spanking Exorcist for its release delay." src="https://cdn.mos.cms.futurecdn.net/kNc2fTbfprdrcpwrz7rYVA.jpg" mos="" align="middle" fullscreen="" width="2559" height="1383" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Actor)</span></figcaption></figure><p>"We sincerely apologize for the delay in the release of Spanking Exorcist on this occasion," <a href="https://x.com/Actor_gamemaker/status/2080194821373952157?s=20">Actor wrote</a> on X, "The Everything App" (auto-translated from Japanese). "As a token of our remorse, we've created a game where you can spank the butt of the developer, Actor … We would be delighted if you enjoy it."</p><p>In the interest of journalistic integrity, I followed the Google Drive download link and procured Apology.exe to try it out for myself, ignoring the protests of Google Drive and Windows. Computer, disable safeties, activate indie Japanese gag spanking game. Yes, I know the risks (I'm currently running a system scan as I write this).</p><p>There is not much to Apology.exe, just a cartoonish representation of a derriere viewed from overhead and surrounded by Japanese text. There's a link to Spanking Exorcist's Steam page, a button to quit out, and a button to make the butt jiggle in tune with a slapping sound effect. It is the slightest of droll diversions you could sample in this beautiful life, but I appreciate the bit.</p><p>And the story gets a happy(?) ending too. I'm thrilled to report that <a href="https://store.steampowered.com/app/4819370/Spanking_Exorcist/" target="_blank">Spanking Exorcist proper is available for download on Steam</a>, having released just six days after its initial target date. It's six bucks usually, $5.39 on a launch sale, and I'm probably not gonna get it.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="35c94162-8df5-11f1-98ec-d9b870528ba4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="35c94162-8df5-11f1-98ec-d9b870528ba4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/developer-of-spanking-exorcist-game-held-up-by-steam-content-moderation-releases-free-apology-game-where-you-spank-him-as-punishment-we-would-be-delighted-if-you-enjoy-it/</link>
                                                                            <description>
                            <![CDATA[ I did not enjoy it. It was solely a professional obligation. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">qEgvSF6eJugcVnoaZ7BQzY</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/LNZLzH4PLEZ5m7nvPGAJcR-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 01 Aug 2026 22:12:38 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/LNZLzH4PLEZ5m7nvPGAJcR-1280-80.jpg">
                                                            <media:credit><![CDATA[Valve]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The TF2 spy looks shocked!]]></media:description>                                                            <media:text><![CDATA[The TF2 spy looks shocked!]]></media:text>
                                <media:title type="plain"><![CDATA[The TF2 spy looks shocked!]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/LNZLzH4PLEZ5m7nvPGAJcR-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>First reported by <a href="https://automaton-media.com/en/news/japanese-developer-makes-apology-game-in-which-you-can-spank-his-butt-to-make-up-for-delayed-release-of-spanking-exorcist/" target="_blank">Automaton</a>, Spanking Exorcist developer Actor made a free "apology game" available to download after missing a planned July 24 release date due to overzealous Steam content moderation. In the simple apology game, you press a button to simulate spanking the developer as punishment.</p><p><a href="https://www.youtube.com/watch?v=uJmRHSgnqDk" target="_blank">Spanking Exorcist's trailer</a> shows a game combining first person exploration, unsettling, sex doll-looking lady characters, and slightly less scary, Sadako-looking forsaken waif lady characters. It strikes me as a perfectly adequate, replacement-level gag horror game for streamers to react to, if a bit more risque than your usual fare.</p><p>"I consent," you say. "I consent," announces the anonymous Japanese developer, Actor. "Isn't there someone you forgot to ask?" asserts Valve. The uneven content moderation on Steam became a big story following <a href="https://www.pcgamer.com/software/platforms/valve-confirms-credit-card-companies-pressured-it-to-delist-certain-adult-games-from-steam/" target="_blank">controversial intervention by payment processors</a> and the persecution of horror game <a href="https://www.pcgamer.com/games/horror/theres-more-to-horses-than-the-steam-ban-the-controversial-horror-game-is-a-great-example-of-how-games-can-effectively-borrow-from-film-and-how-they-can-also-stumble/" target="_blank">Horses</a>, but it's always been odd. </p><p>I'm fond of the theory that there's just one particularly zealous prude at Valve who really has it out for horny stuff from Japan. Anyway, you can still buy <a href="https://store.steampowered.com/app/1992370/FURRY_HITLER/" target="_blank">Furry Hitler</a> (one <em>and</em> two), as well as <a href="https://www.pcgamer.com/theres-an-alex-jones-game-on-steam-and-its-just-as-much-of-an-embarrassment-as-youd-expect/" target="_blank">Alex Jones' shitty videogame</a> on Steam. </p><p>I was pleased to discover that <a href="https://kotaku.com/dev-behind-racist-plantation-game-quietly-removes-it-from-steam-2000699837" target="_blank">Plantation Simulator was taken down</a> (by its developer's request, not Valve's intercession) following negative reporting by <a href="https://kotaku.com/racist-plantation-game-trolls-valve-watches-2000698673" target="_blank">Kotaku</a>. Spanking Exorcist is fine by comparison. Harmless. Let my boy spank.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2559px;"><p class="vanilla-image-block" style="padding-top:54.04%;"><img id="kNc2fTbfprdrcpwrz7rYVA" name="spank" alt=""Gameplay" of apology game where you spank the developer of Spanking Exorcist for its release delay." src="https://cdn.mos.cms.futurecdn.net/kNc2fTbfprdrcpwrz7rYVA.jpg" mos="" align="middle" fullscreen="" width="2559" height="1383" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Actor)</span></figcaption></figure><p>"We sincerely apologize for the delay in the release of Spanking Exorcist on this occasion," <a href="https://x.com/Actor_gamemaker/status/2080194821373952157?s=20">Actor wrote</a> on X, "The Everything App" (auto-translated from Japanese). "As a token of our remorse, we've created a game where you can spank the butt of the developer, Actor … We would be delighted if you enjoy it."</p><p>In the interest of journalistic integrity, I followed the Google Drive download link and procured Apology.exe to try it out for myself, ignoring the protests of Google Drive and Windows. Computer, disable safeties, activate indie Japanese gag spanking game. Yes, I know the risks (I'm currently running a system scan as I write this).</p><p>There is not much to Apology.exe, just a cartoonish representation of a derriere viewed from overhead and surrounded by Japanese text. There's a link to Spanking Exorcist's Steam page, a button to quit out, and a button to make the butt jiggle in tune with a slapping sound effect. It is the slightest of droll diversions you could sample in this beautiful life, but I appreciate the bit.</p><p>And the story gets a happy(?) ending too. I'm thrilled to report that <a href="https://store.steampowered.com/app/4819370/Spanking_Exorcist/" target="_blank">Spanking Exorcist proper is available for download on Steam</a>, having released just six days after its initial target date. It's six bucks usually, $5.39 on a launch sale, and I'm probably not gonna get it.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="35c94162-8df5-11f1-98ec-d9b870528ba4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="35c94162-8df5-11f1-98ec-d9b870528ba4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Silent Hill producer believes shaking up the series was necessary to win over players because 'at best, only about half of the original users will return with a remake' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of the most magical parts of <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> was that never in a hundred years did I think it would be <a href="https://www.pcgamer.com/games/horror/silent-hill-f-didnt-just-give-us-a-superb-sh-game-in-the-year-of-our-lord-2025-but-it-offered-up-one-of-the-best-in-the-series/">something that Konami would greenlight</a>. Not because it's outlandish or a poor idea, I absolutely loved it, but because I just thought Konami had kind of set aside doing anything new with the franchise. </p><p>But I was wrong, and I've never been happier to be wrong, because Silent Hill f was exactly the kind of shake up this series needed—adding new twists to what we've come to expect from these games while also holding its psychological horror roots from Silent Hill 2 sacred. And because of this we've had not one but two new games over the last couple of years come out with Silent Hill f and now <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>—we are truly spoilt. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="26yyCMF2DNkAz4KeXS8LVW" name="How to find all the Silent Hill f endings" alt="Silent Hill f endings screenshots" src="https://cdn.mos.cms.futurecdn.net/26yyCMF2DNkAz4KeXS8LVW.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>As it turns out, releasing new Silent Hill games which stray from the original format and location were exactly what devs wanted to do when it came to planning the series' comeback. </p><p>Motoi Okamoto, executive producer, explained during a lecture at CEDEC 2026 (via <a href="https://www.4gamer.net/games/983/G098335/20260728030/" target="_blank">4Gamer</a> and <a href="https://automaton-media.com/en/news/silent-hill-producer-says-gamers-can-tell-when-a-company-is-just-testing-the-waters-so-playing-it-safe-wouldve-doomed-the-series-comeback/" target="_blank">Automaton</a>) that the team wanted to avoid doing a "wait and see remake," which essentially means a remake purely for the sake of gauging interest in an old series. Okamoto believed that "at best, only about half of the original users will return with a remake" and if the company wanted to encourage new and old players to check out their new games they'd need to offer more than just nostalgia. This is why Silent Hill 2's remake was announced alongside Silent Hill f and Townfall. </p><p>Luckily, like Capcom has found with its Resident Evil series, Konami has also discovered a good cadence with Silent Hill—offering remakes alongside new standalone titles, with Silent Hill 2 preceding Silent Hill f and a Silent Hill remake being in the works. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>The secret to it all working? Well, Okamoto does applaud Konami's development partners such as Bloober Team, Annapurna, Screen Burn, and NeoBards for their excellent work and skills bringing new and old Silent Hill stories to life. But even more important than choosing solid partners is having a solid base to work with, and that's where Konami began again with Silent Hill. </p><p>Clarifying Silent Hill's identity was of the utmost importance when beginning its revitalisation. The core concept Okamoto chose was "psychological horror", having a protagonist confront their worries, conflicts, and guilt in an "inner world" alongside encountering symbolic projections of trauma—wandering around the world they found themselves in was a metaphor for the psychological process aka Silent Hill. This is why Konami chose to kick it all off with a Silent Hill 2 remake, a game that embodied all of these traits. </p><p>Everything that Okamoto discussed here is clear as day when you look at what Silent Hill has recently put out. There's a coherence, experimentation, and freshness to what Konami is doing with this much beloved series, and as a long time fan I couldn't be happier. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="2d690b98-8cff-11f1-8618-a52aabe0e276" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2d690b98-8cff-11f1-8618-a52aabe0e276" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-producer-believes-shaking-up-the-series-was-necessary-to-win-over-players-because-at-best-only-about-half-of-the-original-users-will-return-with-a-remake/</link>
                                                                            <description>
                            <![CDATA[ Silent Hill f changed the game, literally. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">aYRTePK5xWY9ZL6SXqpb6A</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/yB6BYFmcDVoTa5dDnor36M-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 31 Jul 2026 16:52:05 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/yB6BYFmcDVoTa5dDnor36M-1280-80.jpg">
                                                            <media:credit><![CDATA[Konami Digital Entertainment ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hinako headshot ]]></media:description>                                                            <media:text><![CDATA[Hinako headshot ]]></media:text>
                                <media:title type="plain"><![CDATA[Hinako headshot ]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/yB6BYFmcDVoTa5dDnor36M-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>One of the most magical parts of <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> was that never in a hundred years did I think it would be <a href="https://www.pcgamer.com/games/horror/silent-hill-f-didnt-just-give-us-a-superb-sh-game-in-the-year-of-our-lord-2025-but-it-offered-up-one-of-the-best-in-the-series/">something that Konami would greenlight</a>. Not because it's outlandish or a poor idea, I absolutely loved it, but because I just thought Konami had kind of set aside doing anything new with the franchise. </p><p>But I was wrong, and I've never been happier to be wrong, because Silent Hill f was exactly the kind of shake up this series needed—adding new twists to what we've come to expect from these games while also holding its psychological horror roots from Silent Hill 2 sacred. And because of this we've had not one but two new games over the last couple of years come out with Silent Hill f and now <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>—we are truly spoilt. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="26yyCMF2DNkAz4KeXS8LVW" name="How to find all the Silent Hill f endings" alt="Silent Hill f endings screenshots" src="https://cdn.mos.cms.futurecdn.net/26yyCMF2DNkAz4KeXS8LVW.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>As it turns out, releasing new Silent Hill games which stray from the original format and location were exactly what devs wanted to do when it came to planning the series' comeback. </p><p>Motoi Okamoto, executive producer, explained during a lecture at CEDEC 2026 (via <a href="https://www.4gamer.net/games/983/G098335/20260728030/" target="_blank">4Gamer</a> and <a href="https://automaton-media.com/en/news/silent-hill-producer-says-gamers-can-tell-when-a-company-is-just-testing-the-waters-so-playing-it-safe-wouldve-doomed-the-series-comeback/" target="_blank">Automaton</a>) that the team wanted to avoid doing a "wait and see remake," which essentially means a remake purely for the sake of gauging interest in an old series. Okamoto believed that "at best, only about half of the original users will return with a remake" and if the company wanted to encourage new and old players to check out their new games they'd need to offer more than just nostalgia. This is why Silent Hill 2's remake was announced alongside Silent Hill f and Townfall. </p><p>Luckily, like Capcom has found with its Resident Evil series, Konami has also discovered a good cadence with Silent Hill—offering remakes alongside new standalone titles, with Silent Hill 2 preceding Silent Hill f and a Silent Hill remake being in the works. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>The secret to it all working? Well, Okamoto does applaud Konami's development partners such as Bloober Team, Annapurna, Screen Burn, and NeoBards for their excellent work and skills bringing new and old Silent Hill stories to life. But even more important than choosing solid partners is having a solid base to work with, and that's where Konami began again with Silent Hill. </p><p>Clarifying Silent Hill's identity was of the utmost importance when beginning its revitalisation. The core concept Okamoto chose was "psychological horror", having a protagonist confront their worries, conflicts, and guilt in an "inner world" alongside encountering symbolic projections of trauma—wandering around the world they found themselves in was a metaphor for the psychological process aka Silent Hill. This is why Konami chose to kick it all off with a Silent Hill 2 remake, a game that embodied all of these traits. </p><p>Everything that Okamoto discussed here is clear as day when you look at what Silent Hill has recently put out. There's a coherence, experimentation, and freshness to what Konami is doing with this much beloved series, and as a long time fan I couldn't be happier. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="2d690b98-8cff-11f1-8618-a52aabe0e276" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2d690b98-8cff-11f1-8618-a52aabe0e276" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Remakes are the backbone to Capcom's success as they provide 'financial resources' for new Resident Evil games or standalone ideas like Pragmata ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom is on a roll. It had a successful year, what with the release of <a href="https://www.pcgamer.com/uk/resident-evil-requiem/">Resident Evil Requiem</a> and <a href="https://www.pcgamer.com/games/third-person-shooter/pragmata-defies-my-expectations-by-selling-2-5-million-copies-in-just-3-months-as-capcom-celebrates-a-very-successful-start-to-2026/">Pragmata, the latter of which sold 2.5 million copies</a> in just three months. And part of this continued success is thanks to all the remakes Capcom has under its belt. </p><p>"One of the reasons for creating remakes is producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task," producer Masachika Kawata says in an <a href="https://gameinformer.com/feature/2026/07/21/best-of-both-worlds?check_logged_in=1" target="_blank">interview with GameInformer</a>. "So, being able to revisit older games and remake them helps Capcom meet that goal of releasing a Resident Evil title each year, but it also allows the team to continually challenge themselves and hone their craft.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TaVomHMBCgKMYmEvcDii2H" name="rer 11" alt="Resident Evil Requiem survival horror" src="https://cdn.mos.cms.futurecdn.net/TaVomHMBCgKMYmEvcDii2H.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>"That’s not to say the remakes are any less important. In fact, they’re just as important as the mainline titles. Capcom is lucky enough to have found this cycle that can continue to provide us with the financial resources to create things like new entries in the Resident Evil series and completely new IP like Pragmata. So there is that relationship there." </p><p>There's no kidding that Capcom is in a very fortunate situation, one that I'm sure plenty of other studios are jealous of. It has access to a great deal of much-loved older games, and has also managed to crack the code when it comes to remaking them. I was a little unsure of the Resident Evil 4 remake before it was released—RE4 is my favourite of the bunch, and I was uncertain how Capcom could improve on that kind of greatness. But RE4's remake ended up being a thoughtful and massively worthwhile venture.</p><p>This isn't to say, however, that I'd want to see back-to-back Resident Evil remakes. Capcom has already hit the big ones after cycling through RE4, RE2, and even RE3, with a dwindling supply of nostalgia left, and I would much rather see this universe be expanded on, not just reiterated into oblivion. In a perfect world, we'd be getting far more original stories than remakes, but the world is anything but perfect. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MKMz9vNky8jDwUbCLjboW" name="01_resident_evil_requiem_PC_screenshot" alt="A screenshot of the PC version of Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/5MKMz9vNky8jDwUbCLjboW.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>"Maybe there are a lot of people out there who would like to see more spinoff titles or such (yup, that's me!), but honestly, the team is giving everything it has right now, working on things like our new entries like Requiem or remakes," Kawata says, "So honestly, at the moment, that’s where our efforts [are] being focused. We are so focused on pouring our energy into that, I don’t think there’s a whole lot left right now for a spinoff."</p><p>It seems like DLC's of mainline games take priority, with a Resident Evil Requiem DLC being scheduled for next year and rumours of one for the Code: Veronica remake coming out the year after that. I would certainly like to see more new ideas coming from Capcom, but it's hard to argue against the fact that it's clearly found a rhythm with these remakes and new games. </p><p>But just because Capcom has found a comfortable cadence doesn't mean the devs plan on getting complacent. Kawata himself says that new games like Pragmata "are absolutely necessary" when it comes to honing the development team's skills with "new challenges or situations for a game in a triple-A series." </p><p>"Creating new things is not just absolutely necessary for the games industry," Kawata adds. "It’s absolutely necessary for the entire entertainment industry. If you’re not doing new things, you’re just going to be repeating old things. And while that’s not necessarily bad in itself, you’re never really going to move forward that way."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="b0e2b168-8cd2-11f1-999c-8b7e2080bfb4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="b0e2b168-8cd2-11f1-999c-8b7e2080bfb4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/remakes-are-the-backbone-to-capcoms-success-as-they-provide-financial-resources-for-new-resident-evil-games-or-standalone-ideas-like-pragmata/</link>
                                                                            <description>
                            <![CDATA[ "The team is giving everything it has right now." ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">pwhQTXCchvjbt7FoGSAxUZ</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/kuAhfwZ9F4VuGbtQpSeeWd-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 31 Jul 2026 11:31:11 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/kuAhfwZ9F4VuGbtQpSeeWd-1280-80.jpg">
                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon and Grace amid the flames]]></media:description>                                                            <media:text><![CDATA[Leon and Grace amid the flames]]></media:text>
                                <media:title type="plain"><![CDATA[Leon and Grace amid the flames]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/kuAhfwZ9F4VuGbtQpSeeWd-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Capcom is on a roll. It had a successful year, what with the release of <a href="https://www.pcgamer.com/uk/resident-evil-requiem/">Resident Evil Requiem</a> and <a href="https://www.pcgamer.com/games/third-person-shooter/pragmata-defies-my-expectations-by-selling-2-5-million-copies-in-just-3-months-as-capcom-celebrates-a-very-successful-start-to-2026/">Pragmata, the latter of which sold 2.5 million copies</a> in just three months. And part of this continued success is thanks to all the remakes Capcom has under its belt. </p><p>"One of the reasons for creating remakes is producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task," producer Masachika Kawata says in an <a href="https://gameinformer.com/feature/2026/07/21/best-of-both-worlds?check_logged_in=1" target="_blank">interview with GameInformer</a>. "So, being able to revisit older games and remake them helps Capcom meet that goal of releasing a Resident Evil title each year, but it also allows the team to continually challenge themselves and hone their craft.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TaVomHMBCgKMYmEvcDii2H" name="rer 11" alt="Resident Evil Requiem survival horror" src="https://cdn.mos.cms.futurecdn.net/TaVomHMBCgKMYmEvcDii2H.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>"That’s not to say the remakes are any less important. In fact, they’re just as important as the mainline titles. Capcom is lucky enough to have found this cycle that can continue to provide us with the financial resources to create things like new entries in the Resident Evil series and completely new IP like Pragmata. So there is that relationship there." </p><p>There's no kidding that Capcom is in a very fortunate situation, one that I'm sure plenty of other studios are jealous of. It has access to a great deal of much-loved older games, and has also managed to crack the code when it comes to remaking them. I was a little unsure of the Resident Evil 4 remake before it was released—RE4 is my favourite of the bunch, and I was uncertain how Capcom could improve on that kind of greatness. But RE4's remake ended up being a thoughtful and massively worthwhile venture.</p><p>This isn't to say, however, that I'd want to see back-to-back Resident Evil remakes. Capcom has already hit the big ones after cycling through RE4, RE2, and even RE3, with a dwindling supply of nostalgia left, and I would much rather see this universe be expanded on, not just reiterated into oblivion. In a perfect world, we'd be getting far more original stories than remakes, but the world is anything but perfect. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MKMz9vNky8jDwUbCLjboW" name="01_resident_evil_requiem_PC_screenshot" alt="A screenshot of the PC version of Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/5MKMz9vNky8jDwUbCLjboW.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>"Maybe there are a lot of people out there who would like to see more spinoff titles or such (yup, that's me!), but honestly, the team is giving everything it has right now, working on things like our new entries like Requiem or remakes," Kawata says, "So honestly, at the moment, that’s where our efforts [are] being focused. We are so focused on pouring our energy into that, I don’t think there’s a whole lot left right now for a spinoff."</p><p>It seems like DLC's of mainline games take priority, with a Resident Evil Requiem DLC being scheduled for next year and rumours of one for the Code: Veronica remake coming out the year after that. I would certainly like to see more new ideas coming from Capcom, but it's hard to argue against the fact that it's clearly found a rhythm with these remakes and new games. </p><p>But just because Capcom has found a comfortable cadence doesn't mean the devs plan on getting complacent. Kawata himself says that new games like Pragmata "are absolutely necessary" when it comes to honing the development team's skills with "new challenges or situations for a game in a triple-A series." </p><p>"Creating new things is not just absolutely necessary for the games industry," Kawata adds. "It’s absolutely necessary for the entire entertainment industry. If you’re not doing new things, you’re just going to be repeating old things. And while that’s not necessarily bad in itself, you’re never really going to move forward that way."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="b0e2b168-8cd2-11f1-999c-8b7e2080bfb4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="b0e2b168-8cd2-11f1-999c-8b7e2080bfb4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ 'A new version of Amnesia: The Dark Descent' may be coming later this year ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I feel a little bad about spoiling this, but the word is already out and besides, it's kind of my job: It looks like Frictional Games is working on a new version of its horror masterpiece Amnesia: The Dark Descent, and it might be out later this year.</p><p>Word of the update slipped out through Frictional's latest annual report, which was released in June but went unnoticed until redditor <a href="https://www.reddit.com/r/Amnesia/comments/1va84d9/new_version_of_amnesia_the_dark_descent_in_2026/" target="_blank">CarlZzZoneNnn</a> (via <a href="https://insider-gaming.com/new-version-of-amnesia-the-dark-descent-planned-for-end-" target="_blank">Insider Gaming</a>) got bored and started browsing through it. I dug into it myself, aided by Google Translate, and after some poking around I found what I was looking for <a href="https://www.allabolag.se/rapporter/frictional-games-ab/malm%C3%B6/internet-konsulter-operat%C3%B6rer/2K37XZ6I5YFHL" target="_blank">here</a>. (If you want to see it for yourself, scroll down the page and download "Bokslut 2025-12.")</p><p>After saying Frictional's focus has been on <a href="https://www.pcgamer.com/ontos" target="_blank">Ontos</a>, the studio's next big horror game, it adds, "We also plan to release a new version of Amnesia: The Dark Descent in late 2026." That's the extent of it and it's not much to go on—Frictional may just be hammering away on a Switch 2 port, or maybe a Roblox edition or... whatever.</p><p>But maybe—maybe—we're all going to get to partake in some sort of updated Dark Descent good times: A remake, a remaster, or something that compels us to dive back into that magnificently horrific nightmare. Obviously that's what I'm hoping for. </p><p>Assuming that's the case (and I feel like its inclusion in an annual financial report suggests something more significant than just another platform port) it'll be interesting to see how Dark Descent holds up. Frictional's approach to horror has matured dramatically since then, and so has its audience, and that classic Amnesia gameplay isn't as novel now as it was then. </p><p>But there's just no overstating how impactful that game was: After building up to it through the Penumbra trilogy, Frictional absolutely knocked it out of the park with The Dark Descent, creating one of the most viscerally terrifying videogames of all time. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/u1nY_5-UrY4" allowfullscreen></iframe></div></div><p>We said in our <a href="https://www.pcgamer.com/amnesia-the-dark-descent-review/" target="_blank">88% review</a> that Amnesia: The Dark Descent "understands that the imagined far outweighs the known in its psychological punch, and it gives you enough audio and visual cues to imagine a veritable carnival of horrors." But every now and then it delivered that carnival of horrors right in your face with both barrels, and you'd end up screaming and dancing and maybe breaking your headphones. It was <em>not cool</em>, but also <em>extremely </em>cool.</p><p>Obviously I'm very excited about the possibility of a new Dark Descent, even though I don't like horror games and playing it is about the last thing I want to do—but also something I would absolutely do because it's just that damn good. The report also says Frictional's next "major" game is also in pre-production, so that's very cool too. I've reached out to Frictional to ask what they've got cooking, and will update if I receive a reply.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="711061ca-8c46-11f1-9c01-dbc0ebe620d4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="711061ca-8c46-11f1-9c01-dbc0ebe620d4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/a-new-version-of-amnesia-the-dark-descent-may-be-coming-later-this-year/</link>
                                                                            <description>
                            <![CDATA[ Frictional's latest annual report spilled the beans, although it's not clear what the new version will entail. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">bfQp8HA2SeBUiCVsbqmspG</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/YwakmY6rRUYPraxAgqGzng-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 30 Jul 2026 18:55:46 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/YwakmY6rRUYPraxAgqGzng-1280-80.jpg">
                                                            <media:credit><![CDATA[Frictional Games]]></media:credit>
                                                                                                                                                                                                                                                                                                                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/YwakmY6rRUYPraxAgqGzng-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>I feel a little bad about spoiling this, but the word is already out and besides, it's kind of my job: It looks like Frictional Games is working on a new version of its horror masterpiece Amnesia: The Dark Descent, and it might be out later this year.</p><p>Word of the update slipped out through Frictional's latest annual report, which was released in June but went unnoticed until redditor <a href="https://www.reddit.com/r/Amnesia/comments/1va84d9/new_version_of_amnesia_the_dark_descent_in_2026/" target="_blank">CarlZzZoneNnn</a> (via <a href="https://insider-gaming.com/new-version-of-amnesia-the-dark-descent-planned-for-end-" target="_blank">Insider Gaming</a>) got bored and started browsing through it. I dug into it myself, aided by Google Translate, and after some poking around I found what I was looking for <a href="https://www.allabolag.se/rapporter/frictional-games-ab/malm%C3%B6/internet-konsulter-operat%C3%B6rer/2K37XZ6I5YFHL" target="_blank">here</a>. (If you want to see it for yourself, scroll down the page and download "Bokslut 2025-12.")</p><p>After saying Frictional's focus has been on <a href="https://www.pcgamer.com/ontos" target="_blank">Ontos</a>, the studio's next big horror game, it adds, "We also plan to release a new version of Amnesia: The Dark Descent in late 2026." That's the extent of it and it's not much to go on—Frictional may just be hammering away on a Switch 2 port, or maybe a Roblox edition or... whatever.</p><p>But maybe—maybe—we're all going to get to partake in some sort of updated Dark Descent good times: A remake, a remaster, or something that compels us to dive back into that magnificently horrific nightmare. Obviously that's what I'm hoping for. </p><p>Assuming that's the case (and I feel like its inclusion in an annual financial report suggests something more significant than just another platform port) it'll be interesting to see how Dark Descent holds up. Frictional's approach to horror has matured dramatically since then, and so has its audience, and that classic Amnesia gameplay isn't as novel now as it was then. </p><p>But there's just no overstating how impactful that game was: After building up to it through the Penumbra trilogy, Frictional absolutely knocked it out of the park with The Dark Descent, creating one of the most viscerally terrifying videogames of all time. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/u1nY_5-UrY4" allowfullscreen></iframe></div></div><p>We said in our <a href="https://www.pcgamer.com/amnesia-the-dark-descent-review/" target="_blank">88% review</a> that Amnesia: The Dark Descent "understands that the imagined far outweighs the known in its psychological punch, and it gives you enough audio and visual cues to imagine a veritable carnival of horrors." But every now and then it delivered that carnival of horrors right in your face with both barrels, and you'd end up screaming and dancing and maybe breaking your headphones. It was <em>not cool</em>, but also <em>extremely </em>cool.</p><p>Obviously I'm very excited about the possibility of a new Dark Descent, even though I don't like horror games and playing it is about the last thing I want to do—but also something I would absolutely do because it's just that damn good. The report also says Frictional's next "major" game is also in pre-production, so that's very cool too. I've reached out to Frictional to ask what they've got cooking, and will update if I receive a reply.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="711061ca-8c46-11f1-9c01-dbc0ebe620d4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="711061ca-8c46-11f1-9c01-dbc0ebe620d4" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Silent Hill: Townfall takes place in 'the perfect storm'—a remote Scottish town that stands on the edge of the age of the internet ]]></title>
                                                                                                <dc:content><![CDATA[ <p>What a fantastic time to be a horror fan. We've got the most amazing films coming every which-way, countless new indie games to enjoy, and the revitalisation of some of the best horror series gaming has, one of which being Silent Hill with its upcoming game <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>. </p><p>Part of Silent Hill's revitalisation is a trend of mainline games which take the Silent Hill story and explore it in new locations. Last year we got <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> which took fans to 1960s rural Japan—exploring the purgatory between tradition and modernity—and this year we have Silent Hill: Townfall set in 1996 St. Amelia, Scotland. What will this game explore? Well, director Jon McKellan gives us some hints. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1448px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="w6dpEXyS6J2iGp8MzjFWW5" name="SILENT HILL_ Townfall _ _Home_ Composer_ Pilotpriest _ KONAMI 1-7 screenshot" alt="A foggy seaside street" src="https://cdn.mos.cms.futurecdn.net/w6dpEXyS6J2iGp8MzjFWW5.png" mos="" align="middle" fullscreen="" width="1448" height="815" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>There are some "very specific reasons why the game is set in this era", McKellan explains in an interview with <a href="https://www.eurogamer.net/silent-hill-townfall-preview-massively-subvert-expectations-okamoto-screen-burn-interview" target="_blank">Eurogamer</a>. "One, that it is on the cusp of when technology started to explode in the home. We started to get the internet. But also who Simon is, the time it's taking place in, the type of town that it's in—all these things are kind of deeply relevant. And by the end of the game, I think people will start to piece together why this is almost like the perfect storm for something to happen in St. Amelia". </p><p>Watching the internet seep into communities and homes is terrifying enough, especially as we now know where it'll land us, but I think a more eerie aspect of Townfall could be the death of small towns and communities as people leave the promises of better lives found in major cities. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YUnJGq66FKWEsBdCQNpRxa" name="Silent-Hill-Townfall-Blood-monster" alt="Silent Hill Townfall - Monster with its back to the camera sitting on a bed" src="https://cdn.mos.cms.futurecdn.net/YUnJGq66FKWEsBdCQNpRxa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>"Players having empathy for the town and understanding what this town's been through is an important aspect of the story," McKellan explains. "And you write what you know. We know these communities. We grew up in these communities. It felt like if we were going to set it anywhere, it would feel almost disingenuous if we were to set it in an American town, somewhere that we've never experienced and wouldn't know. We wanted to build a town that felt extremely authentic, felt like this was a place you could believe existed. A place you could care about.</p><p>"There are a lot of reasons why it's this kind of place and this kind of town, and not in Edinburgh, for example. It's very specific. I wanted it to be something that seemed as believable as possible, and that was the best way to achieve that." </p><p>This all sounds like a recipe for guilt, loneliness, and regret—your go-to Silent Hill emotions. "Everyone's got their own vision of what Silent Hill is," McKellan adds. "By the time you finish [a Silent Hill] game, I think everyone in our team—we were all discussing afterwards what we thought happened, and what was our interpretation of it. So, it was a deep and meaningful enough story and subjective enough to allow people to really dig into the theories. And it felt like no matter what your favourite Silent Hill was, that was a core theme." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="ccf957f4-8b69-11f1-be6f-6b5062b0ba28" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="ccf957f4-8b69-11f1-be6f-6b5062b0ba28" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-townfall-takes-place-in-the-perfect-storm-a-remote-scottish-town-that-stands-on-the-edge-of-the-age-of-the-internet/</link>
                                                                            <description>
                            <![CDATA[ The internet has been a pretty scary experience for me. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">bM7f4Gf85wdQ4WCZH26tUe</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/8HWKzcqmZHyed3DDVcBJza-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Wed, 29 Jul 2026 16:38:19 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/8HWKzcqmZHyed3DDVcBJza-1280-80.jpg">
                                                            <media:credit><![CDATA[Screen Burn Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill Townfall - Closeup of Zoe from the side]]></media:description>                                                            <media:text><![CDATA[Silent Hill Townfall - Closeup of Zoe from the side]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill Townfall - Closeup of Zoe from the side]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/8HWKzcqmZHyed3DDVcBJza-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>What a fantastic time to be a horror fan. We've got the most amazing films coming every which-way, countless new indie games to enjoy, and the revitalisation of some of the best horror series gaming has, one of which being Silent Hill with its upcoming game <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>. </p><p>Part of Silent Hill's revitalisation is a trend of mainline games which take the Silent Hill story and explore it in new locations. Last year we got <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a> which took fans to 1960s rural Japan—exploring the purgatory between tradition and modernity—and this year we have Silent Hill: Townfall set in 1996 St. Amelia, Scotland. What will this game explore? Well, director Jon McKellan gives us some hints. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1448px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="w6dpEXyS6J2iGp8MzjFWW5" name="SILENT HILL_ Townfall _ _Home_ Composer_ Pilotpriest _ KONAMI 1-7 screenshot" alt="A foggy seaside street" src="https://cdn.mos.cms.futurecdn.net/w6dpEXyS6J2iGp8MzjFWW5.png" mos="" align="middle" fullscreen="" width="1448" height="815" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>There are some "very specific reasons why the game is set in this era", McKellan explains in an interview with <a href="https://www.eurogamer.net/silent-hill-townfall-preview-massively-subvert-expectations-okamoto-screen-burn-interview" target="_blank">Eurogamer</a>. "One, that it is on the cusp of when technology started to explode in the home. We started to get the internet. But also who Simon is, the time it's taking place in, the type of town that it's in—all these things are kind of deeply relevant. And by the end of the game, I think people will start to piece together why this is almost like the perfect storm for something to happen in St. Amelia". </p><p>Watching the internet seep into communities and homes is terrifying enough, especially as we now know where it'll land us, but I think a more eerie aspect of Townfall could be the death of small towns and communities as people leave the promises of better lives found in major cities. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YUnJGq66FKWEsBdCQNpRxa" name="Silent-Hill-Townfall-Blood-monster" alt="Silent Hill Townfall - Monster with its back to the camera sitting on a bed" src="https://cdn.mos.cms.futurecdn.net/YUnJGq66FKWEsBdCQNpRxa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>"Players having empathy for the town and understanding what this town's been through is an important aspect of the story," McKellan explains. "And you write what you know. We know these communities. We grew up in these communities. It felt like if we were going to set it anywhere, it would feel almost disingenuous if we were to set it in an American town, somewhere that we've never experienced and wouldn't know. We wanted to build a town that felt extremely authentic, felt like this was a place you could believe existed. A place you could care about.</p><p>"There are a lot of reasons why it's this kind of place and this kind of town, and not in Edinburgh, for example. It's very specific. I wanted it to be something that seemed as believable as possible, and that was the best way to achieve that." </p><p>This all sounds like a recipe for guilt, loneliness, and regret—your go-to Silent Hill emotions. "Everyone's got their own vision of what Silent Hill is," McKellan adds. "By the time you finish [a Silent Hill] game, I think everyone in our team—we were all discussing afterwards what we thought happened, and what was our interpretation of it. So, it was a deep and meaningful enough story and subjective enough to allow people to really dig into the theories. And it felt like no matter what your favourite Silent Hill was, that was a core theme." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="ccf957f4-8b69-11f1-be6f-6b5062b0ba28" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="ccf957f4-8b69-11f1-be6f-6b5062b0ba28" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Silent Hill: Townfall's director finds it 'utterly terrifying to be the next one in the series' but is still confident fans will enjoy the experience ]]></title>
                                                                                                <dc:content><![CDATA[ <p>We're in the count down phase for <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, and while we don't have a preview yet (you're going to have to wait until Gamescom), Screen Burn's director Jon McKellan and series producer Motoi Okamoto have been discussing that next instalment, what fans can expect from the foggy shores of St. Amelia, and what it's like following on from the incredible <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a>.  </p><p>"For us as a team, I think the best way to describe it is utterly terrifying to be the next one in the series," McKellan says in an interview with <a href="https://www.eurogamer.net/silent-hill-townfall-preview-massively-subvert-expectations-okamoto-screen-burn-interview" target="_blank">Eurogamer</a>. "But it goes without saying that it's an honour to be part of this. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/4Sv_BYhbwxk" allowfullscreen></iframe></div></div><p>"This is a franchise I grew up with. Silent Hill 1 and 2 became my favourite games when I was a teenager, and the idea that we are now part of this—adding to this franchise that's so beloved by so many people—is a very strange and awesome feeling. We are understandably nervous about releasing the game, given that Silent Hill 2 and Silent Hill f were both incredible experiences… [but] we're excited to see how we stack up." </p><p>Silent Hill f is certainly a tough act to follow with its beautiful setting, messed up monsters, and surprisingly moving story, but the more I see of Silent Hill: Townfall, the more I'm reassured that Screen Burn is more than up to the task. </p><p>You can't really go wrong with a small foggy Scottish town as the setting here, but I'm more interested in what story Screen Burn will explore for St. Amelia. Given it's set in 1996, there's not a lot of mysterious or ancient terrors around, but it is set around the integration of the internet into homes and everyday life, and that sounds plenty scary to me. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>"There are themes that feel very reminiscent of Silent Hill," McKellan says. "We are leaning into those expectations. We will be massively subverting those expectations, too. We want people to feel familiar with it, but leverage that. It's leveraging that familiarity to build something new out of that that surprises players and takes them on a different journey, while somehow still feeling like Silent Hill."</p><p>I am loving this new age of experimental Silent Hill games that still take clear inspiration from its iconic roots but seek to go slightly left-field with it. Setting games in different locations and time periods is such a great way to accomplish this as well without it feeling too forced.</p><p>"I think the core identity we should cherish for Silent Hill is that we have a strong psychological horror narrative, and as long as that remains intact, we feel that we can be more liberal and experimental with what kind of gameplay we take," Okamoto adds. "So I think that's very evident in how Silent Hill 2, last year's Silent Hill F and, of course, Silent Hill: Townfall, are all very different gameplay experiences. We feel that as long as we keep the narrative core intact, there's very much room to keep the gameplay style changing." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="432cd4b0-8b41-11f1-abdd-3531de7881a2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="432cd4b0-8b41-11f1-abdd-3531de7881a2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-townfalls-director-finds-it-utterly-terrifying-to-be-the-next-one-in-the-series-but-is-still-confident-fans-will-enjoy-the-experience/</link>
                                                                            <description>
                            <![CDATA[ Silent Hill f is certainly a tough act to follow. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">rDakeDpbDGDVJ24WjFbSxD</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Wed, 29 Jul 2026 11:33:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg">
                                                            <media:credit><![CDATA[Screen Burn Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:description>                                                            <media:text><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>We're in the count down phase for <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, and while we don't have a preview yet (you're going to have to wait until Gamescom), Screen Burn's director Jon McKellan and series producer Motoi Okamoto have been discussing that next instalment, what fans can expect from the foggy shores of St. Amelia, and what it's like following on from the incredible <a href="https://www.pcgamer.com/uk/silent-hill-f/">Silent Hill f</a>.  </p><p>"For us as a team, I think the best way to describe it is utterly terrifying to be the next one in the series," McKellan says in an interview with <a href="https://www.eurogamer.net/silent-hill-townfall-preview-massively-subvert-expectations-okamoto-screen-burn-interview" target="_blank">Eurogamer</a>. "But it goes without saying that it's an honour to be part of this. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/4Sv_BYhbwxk" allowfullscreen></iframe></div></div><p>"This is a franchise I grew up with. Silent Hill 1 and 2 became my favourite games when I was a teenager, and the idea that we are now part of this—adding to this franchise that's so beloved by so many people—is a very strange and awesome feeling. We are understandably nervous about releasing the game, given that Silent Hill 2 and Silent Hill f were both incredible experiences… [but] we're excited to see how we stack up." </p><p>Silent Hill f is certainly a tough act to follow with its beautiful setting, messed up monsters, and surprisingly moving story, but the more I see of Silent Hill: Townfall, the more I'm reassured that Screen Burn is more than up to the task. </p><p>You can't really go wrong with a small foggy Scottish town as the setting here, but I'm more interested in what story Screen Burn will explore for St. Amelia. Given it's set in 1996, there's not a lot of mysterious or ancient terrors around, but it is set around the integration of the internet into homes and everyday life, and that sounds plenty scary to me. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>"There are themes that feel very reminiscent of Silent Hill," McKellan says. "We are leaning into those expectations. We will be massively subverting those expectations, too. We want people to feel familiar with it, but leverage that. It's leveraging that familiarity to build something new out of that that surprises players and takes them on a different journey, while somehow still feeling like Silent Hill."</p><p>I am loving this new age of experimental Silent Hill games that still take clear inspiration from its iconic roots but seek to go slightly left-field with it. Setting games in different locations and time periods is such a great way to accomplish this as well without it feeling too forced.</p><p>"I think the core identity we should cherish for Silent Hill is that we have a strong psychological horror narrative, and as long as that remains intact, we feel that we can be more liberal and experimental with what kind of gameplay we take," Okamoto adds. "So I think that's very evident in how Silent Hill 2, last year's Silent Hill F and, of course, Silent Hill: Townfall, are all very different gameplay experiences. We feel that as long as we keep the narrative core intact, there's very much room to keep the gameplay style changing." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJqwvX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJqwvX.js" async></script><div class="product"><a data-dimension112="432cd4b0-8b41-11f1-abdd-3531de7881a2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="432cd4b0-8b41-11f1-abdd-3531de7881a2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Capcom wants to release a Resident Evil every year and sees remakes as the way to make it happen ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As part of an interview in the latest issue of <a href="https://gameinformer.com/" target="_blank">GameInformer</a> (spotted via <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-remakes-allow-capcom-to-release-yearly-games-in-the-series-and-invest-money-back-into-new-games-like-pragmata-producer-says/" target="_blank">GamesRadar</a>), Capcom producer Masachika Kawata outlined the resurgent Japanese publisher's approach to Resident Evil: Quality <em>and</em> quantity, with remakes bolstering the process and helping fund the development of more adventurous projects.</p><p>According to Kawata, Capcom would like Resident Evil to be a fully annual franchise, but "producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task." That's where the remakes come in.</p><p>"Being able to revisit older games and remake them helps Capcom meet that goal of releasing a Resident Evil title each year, but it also allows the team to continually challenge themselves and hone their craft," said Kawata. "That's not to say the remakes are any less important. In fact, they're just as important as the mainline titles.</p><p>"Capcom is lucky enough to have found this cycle that can continue to provide us with the financial resources to create things like new entries in the Resident Evil series and completely new IP like Pragmata. So there is that relationship there."</p><p>Phrases like "every year" tend to get my dander up when it comes to game development, but Capcom has a track record as perhaps one of the most successful and, crucially, <em>healthy</em> game publishers of the 2020s. After a mixed decade-plus in the late aughts and early '10s, it's been hit after hit since the one-two punch of Street Fighter 5 in 2016 and Resident Evil 7 in 2017.</p><p>Even its less beloved recent games⁠—like the RE3 remake or Monster Hunter Wilds⁠—have their defenders (not to mention profitable sales figures). Other publishers and developers at Capcom's scale have sloughed off staff and struggled to release games in a timely fashion, but the long-lived giant just keeps trucking.</p><p>As GamesRadar pointed out, though, we're running out of runway on Resident Evil remakes after this year's <a href="https://www.pcgamer.com/games/resident-evil/resident-evil-code-veronica-remake-announced/" target="_blank"><del>Code</del> Veronica</a>. The OG RE1 GameCube remake was a perfect game I don't think you could improve on⁠—though that didn't stop Capcom from trying with RE4. After that, you've got some pretty mixed reputation entries up for grabs in Residents Evil 0, 5, and 6. I'm not a fan of the three, but as PCG news writer Joshua Wolens has pointed out, why not <a href="https://www.pcgamer.com/why-remake-the-witcher-when-we-could-remake-something-much-worse-instead/" target="_blank">remake flawed games <em>into</em> good ones</a> instead of mucking up something that already works? Though, the less said about Resident Evil's <em>real</em> stinkers like Survivor or <a href="https://www.youtube.com/watch?v=j1-zO0UX604" target="_blank">Dead Aim</a>, the better.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W0Rm7X"></div>                            </div>                            <script src="https://kwizly.com/embed/W0Rm7X.js" async></script><div class="product"><a data-dimension112="4e5647d0-893a-11f1-9b1f-8b950f2fcf8c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4e5647d0-893a-11f1-9b1f-8b950f2fcf8c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/capcom-wants-to-release-a-resident-evil-every-year-and-sees-remakes-as-the-way-to-make-it-happen/</link>
                                                                            <description>
                            <![CDATA[ It's worked well so far. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">oCB5E3hm9KUJMfD7VdQoSo</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/B9bNtoowowamWc7J9P52UF-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sun, 26 Jul 2026 21:40:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/B9bNtoowowamWc7J9P52UF-1280-80.jpg">
                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[close up of Ashley smiling, plagas infection apparent around her eyes]]></media:description>                                                            <media:text><![CDATA[close up of Ashley smiling, plagas infection apparent around her eyes]]></media:text>
                                <media:title type="plain"><![CDATA[close up of Ashley smiling, plagas infection apparent around her eyes]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/B9bNtoowowamWc7J9P52UF-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>As part of an interview in the latest issue of <a href="https://gameinformer.com/" target="_blank">GameInformer</a> (spotted via <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-remakes-allow-capcom-to-release-yearly-games-in-the-series-and-invest-money-back-into-new-games-like-pragmata-producer-says/" target="_blank">GamesRadar</a>), Capcom producer Masachika Kawata outlined the resurgent Japanese publisher's approach to Resident Evil: Quality <em>and</em> quantity, with remakes bolstering the process and helping fund the development of more adventurous projects.</p><p>According to Kawata, Capcom would like Resident Evil to be a fully annual franchise, but "producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task." That's where the remakes come in.</p><p>"Being able to revisit older games and remake them helps Capcom meet that goal of releasing a Resident Evil title each year, but it also allows the team to continually challenge themselves and hone their craft," said Kawata. "That's not to say the remakes are any less important. In fact, they're just as important as the mainline titles.</p><p>"Capcom is lucky enough to have found this cycle that can continue to provide us with the financial resources to create things like new entries in the Resident Evil series and completely new IP like Pragmata. So there is that relationship there."</p><p>Phrases like "every year" tend to get my dander up when it comes to game development, but Capcom has a track record as perhaps one of the most successful and, crucially, <em>healthy</em> game publishers of the 2020s. After a mixed decade-plus in the late aughts and early '10s, it's been hit after hit since the one-two punch of Street Fighter 5 in 2016 and Resident Evil 7 in 2017.</p><p>Even its less beloved recent games⁠—like the RE3 remake or Monster Hunter Wilds⁠—have their defenders (not to mention profitable sales figures). Other publishers and developers at Capcom's scale have sloughed off staff and struggled to release games in a timely fashion, but the long-lived giant just keeps trucking.</p><p>As GamesRadar pointed out, though, we're running out of runway on Resident Evil remakes after this year's <a href="https://www.pcgamer.com/games/resident-evil/resident-evil-code-veronica-remake-announced/" target="_blank"><del>Code</del> Veronica</a>. The OG RE1 GameCube remake was a perfect game I don't think you could improve on⁠—though that didn't stop Capcom from trying with RE4. After that, you've got some pretty mixed reputation entries up for grabs in Residents Evil 0, 5, and 6. I'm not a fan of the three, but as PCG news writer Joshua Wolens has pointed out, why not <a href="https://www.pcgamer.com/why-remake-the-witcher-when-we-could-remake-something-much-worse-instead/" target="_blank">remake flawed games <em>into</em> good ones</a> instead of mucking up something that already works? Though, the less said about Resident Evil's <em>real</em> stinkers like Survivor or <a href="https://www.youtube.com/watch?v=j1-zO0UX604" target="_blank">Dead Aim</a>, the better.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W0Rm7X"></div>                            </div>                            <script src="https://kwizly.com/embed/W0Rm7X.js" async></script><div class="product"><a data-dimension112="4e5647d0-893a-11f1-9b1f-8b950f2fcf8c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4e5647d0-893a-11f1-9b1f-8b950f2fcf8c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Silent Hill f producer says its writers were pushed 'to read at least 100 to 200 books a year' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>First reported by Japanese site <a href="https://game.watch.impress.co.jp/docs/kikaku/2127066.html" target="_blank">GameWatch</a> and translated by <a href="https://automaton-media.com/en/news/the-silent-hill-f-scenario-team-at-konami-was-encouraged-to-read-100-to-200-books-a-year-according-to-producer/" target="_blank">Automaton</a>, Silent Hill producer Motoi Okamoto revealed a surprising demand placed on Silent Hill f's scenario (or story) team: Read a ton of books.</p><p>Okamoto spoke in a lecture at Japan's CEDEC 2026⁠—that's "CESA Developer's Conference" longwise, or "Computer Entertainment Supplier's Association Developer's Conference" <em>extra longwise.</em> </p><p>In his talk, "The Art of Producing Silent Hill," Okamoto said that he believes being well-read is an important trait for videogame producers to cultivate, and that reading the entire body of work by any game writer he collaborated with was a matter of "basic respect."</p><p>But that drive for literacy doesn't just stop with Okamoto. In the interest of having strong "input" for the developers, Okamoto said that, "within the team, we put pressure on each other, especially among the scenario writers, to read at least 100 to 200 books a year."</p><p>That's a lotta books, man. I've been working on my reading habit, and I'll be happy if I crack 20 this year, with a bullish forecast for a two-a-month pace in 2027. I'm usually circumspect of workplace quotas or "KPIs" (key performance indicators), but this is one I can get behind. Books are good for you.</p><p>I really caught on Okamoto's mention of "input:" Having a base of artistic inspiration outside videogames is something I've heard many other veteran developers stress. Obsidian design director <a href="https://www.pcgamer.com/games/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-not-look-at-them/" target="_blank">Josh Sawyer recently spoke</a> about being influenced by fine art, cinema, and theater in a video on his YouTube channel. </p><p>Last year, Final Fantasy composer <a href="https://www.pcgamer.com/gaming-industry/final-fantasy-composer-shares-concern-about-stagnation-in-game-music-frankly-speaking-theres-less-weird-things-now/" target="_blank">Nobuou Uematsu lamented the stagnation</a> he saw in game music, which he partly attributed to new composers overly relying on other videogame music for inspiration.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W0Rm7X"></div>                            </div>                            <script src="https://kwizly.com/embed/W0Rm7X.js" async></script><div class="product"><a data-dimension112="0fb3a6dc-8848-11f1-9b33-3d2521be09b9" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="0fb3a6dc-8848-11f1-9b33-3d2521be09b9" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-f-producer-says-its-writers-were-pushed-to-read-at-least-100-to-200-books-a-year/</link>
                                                                            <description>
                            <![CDATA[ Now that's a KPI I can get behind. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">MRsnsSWsHzQGPZf7agZbhd</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/TUH5PyEigzTjSpLAWbXLVF-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 25 Jul 2026 16:44:08 +0000</pubDate>                                                                                                                                <updated>Sat, 25 Jul 2026 16:45:14 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/TUH5PyEigzTjSpLAWbXLVF-1280-80.jpg">
                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill f endings screenshots ]]></media:description>                                                            <media:text><![CDATA[Silent Hill f endings screenshots ]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill f endings screenshots ]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/TUH5PyEigzTjSpLAWbXLVF-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>First reported by Japanese site <a href="https://game.watch.impress.co.jp/docs/kikaku/2127066.html" target="_blank">GameWatch</a> and translated by <a href="https://automaton-media.com/en/news/the-silent-hill-f-scenario-team-at-konami-was-encouraged-to-read-100-to-200-books-a-year-according-to-producer/" target="_blank">Automaton</a>, Silent Hill producer Motoi Okamoto revealed a surprising demand placed on Silent Hill f's scenario (or story) team: Read a ton of books.</p><p>Okamoto spoke in a lecture at Japan's CEDEC 2026⁠—that's "CESA Developer's Conference" longwise, or "Computer Entertainment Supplier's Association Developer's Conference" <em>extra longwise.</em> </p><p>In his talk, "The Art of Producing Silent Hill," Okamoto said that he believes being well-read is an important trait for videogame producers to cultivate, and that reading the entire body of work by any game writer he collaborated with was a matter of "basic respect."</p><p>But that drive for literacy doesn't just stop with Okamoto. In the interest of having strong "input" for the developers, Okamoto said that, "within the team, we put pressure on each other, especially among the scenario writers, to read at least 100 to 200 books a year."</p><p>That's a lotta books, man. I've been working on my reading habit, and I'll be happy if I crack 20 this year, with a bullish forecast for a two-a-month pace in 2027. I'm usually circumspect of workplace quotas or "KPIs" (key performance indicators), but this is one I can get behind. Books are good for you.</p><p>I really caught on Okamoto's mention of "input:" Having a base of artistic inspiration outside videogames is something I've heard many other veteran developers stress. Obsidian design director <a href="https://www.pcgamer.com/games/new-vegas-director-josh-sawyer-says-games-can-and-should-pull-on-artistic-inspirations-from-anywhere-and-everywhere-greek-plays-they-knocked-it-out-of-the-park-thousands-of-years-ago-why-not-look-at-them/" target="_blank">Josh Sawyer recently spoke</a> about being influenced by fine art, cinema, and theater in a video on his YouTube channel. </p><p>Last year, Final Fantasy composer <a href="https://www.pcgamer.com/gaming-industry/final-fantasy-composer-shares-concern-about-stagnation-in-game-music-frankly-speaking-theres-less-weird-things-now/" target="_blank">Nobuou Uematsu lamented the stagnation</a> he saw in game music, which he partly attributed to new composers overly relying on other videogame music for inspiration.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W0Rm7X"></div>                            </div>                            <script src="https://kwizly.com/embed/W0Rm7X.js" async></script><div class="product"><a data-dimension112="0fb3a6dc-8848-11f1-9b33-3d2521be09b9" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="0fb3a6dc-8848-11f1-9b33-3d2521be09b9" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Kane Parsons is standing up for an artist after A24 attempted to copyright strike their Backrooms art ]]></title>
                                                                                                <dc:content><![CDATA[ <p><strong>Update:</strong> A24 has <a href="https://x.com/BackroomsMov/status/2077953998775079319" target="_blank">confirmed on social media</a> via a Backrooms film account that it "makes no claim of ownership over the yellow wallpaper, the original post referencing it, or any of the community works that have since been built around it." And explains that the takedown was an automated claim and "we immediately began the process to reverse it and reinstate the listings." </p><p>Kane Parsons' The Backrooms film was <a href="https://www.pcgamer.com/games/horror/the-backrooms-film-left-me-with-more-questions-than-answers-and-thats-why-its-the-perfect-adaptation/">a huge success</a>, which wasn't surprising given his history with self-made backrooms projects released on YouTube. But even so, it was fantastic to see a story which was born on the internet and celebrated by so many indie games get its moment in the limelight. Unfortunately, A24 is taking a hammer to all that good grace. </p><p>First <a href="https://www.reddit.com/r/backrooms/comments/1uxbpze/creators_beware_a24_requested_that_my/" target="_blank">reported by Reddit user GnarlyNet</a>, A24 has apparently been going around and requesting takedowns of backrooms-inspired artwork, in this case a wallpaper pattern. A24 did release a special edition wallpaper for fans to buy which matched that inside the backrooms to celebrate the film release, but the problem is that much of the artwork being taken down is inspired by the original backrooms image that appeared on the internet years ago, before the film. </p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/backrooms/comments/1uxbpze/creators_beware_a24_requested_that_my">Creators, beware: A24 requested that my backrooms-inspired artwork be taken down</a><figcaption><cite> from <a href="https://www.reddit.com/r/backrooms">r/backrooms</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>"It is a recreation of the pattern from the well-known 2019 image who started the whole backrooms lore," GnarlyNet explains. "I find it disappointing to see a company attempt to claim such a broad connection to a concept that has been developed, shared, and loved by an online community for years. I would have hoped that A24 would celebrate that creative history rather than take action against independent artists who were, just like them, inspired by it.</p><p>"I respect the rights attached to any specific film adaptation, but those rights should not be treated as ownership of the entire Backrooms concept, its broader visual language, or the community lore surrounding it. I am sharing this because I think it raises an important question about what happens when large companies adapt community-created internet culture." </p><p>Apparently, the specific complaint was submitted "on behalf of 'A24 Films LLC'" but GnarlyNet cannot "independently confirm who submitted the complaint" beyond what information Redbubble provided them. </p><p>Regardless of the reason why the artwork has been taken down, John Backrooms himself, Kane Parsons has stepped in and confirmed that he will be looking into the matter: "I'm looking into this. Should not be happening." He said in reply to the initial Reddit post. </p><p>I very much hope this is an unfortunate misunderstanding. The backrooms has always been a community-led project which has massively benefited from all the numerous and varied contributions from fans. It would be a shame for a big company to step in and tread all over that tradition.  </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WwqNAX"></div>                            </div>                            <script src="https://kwizly.com/embed/WwqNAX.js" async></script><div class="product"><a data-dimension112="cc5f1bbe-81f8-11f1-a903-5367ad0801e0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="cc5f1bbe-81f8-11f1-a903-5367ad0801e0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/kane-parsons-is-standing-up-for-an-artist-after-a24-attempted-to-copyright-strike-their-backrooms-art/</link>
                                                                            <description>
                            <![CDATA[ Yellow wallpaper is forbidden. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">WUBbQcBdGxH9Q3xkJeyhNe</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/TccNk3g8FyVnCmsjUMQH89-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Fri, 17 Jul 2026 16:12:58 +0000</pubDate>                                                                                                                                <updated>Fri, 17 Jul 2026 18:58:41 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/TccNk3g8FyVnCmsjUMQH89-1280-80.png">
                                                            <media:credit><![CDATA[A24]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Backrooms protagonist looking at camera incredulously with the titular backrooms visible in background]]></media:description>                                                            <media:text><![CDATA[Backrooms protagonist looking at camera incredulously with the titular backrooms visible in background]]></media:text>
                                <media:title type="plain"><![CDATA[Backrooms protagonist looking at camera incredulously with the titular backrooms visible in background]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/TccNk3g8FyVnCmsjUMQH89-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p><strong>Update:</strong> A24 has <a href="https://x.com/BackroomsMov/status/2077953998775079319" target="_blank">confirmed on social media</a> via a Backrooms film account that it "makes no claim of ownership over the yellow wallpaper, the original post referencing it, or any of the community works that have since been built around it." And explains that the takedown was an automated claim and "we immediately began the process to reverse it and reinstate the listings." </p><p>Kane Parsons' The Backrooms film was <a href="https://www.pcgamer.com/games/horror/the-backrooms-film-left-me-with-more-questions-than-answers-and-thats-why-its-the-perfect-adaptation/">a huge success</a>, which wasn't surprising given his history with self-made backrooms projects released on YouTube. But even so, it was fantastic to see a story which was born on the internet and celebrated by so many indie games get its moment in the limelight. Unfortunately, A24 is taking a hammer to all that good grace. </p><p>First <a href="https://www.reddit.com/r/backrooms/comments/1uxbpze/creators_beware_a24_requested_that_my/" target="_blank">reported by Reddit user GnarlyNet</a>, A24 has apparently been going around and requesting takedowns of backrooms-inspired artwork, in this case a wallpaper pattern. A24 did release a special edition wallpaper for fans to buy which matched that inside the backrooms to celebrate the film release, but the problem is that much of the artwork being taken down is inspired by the original backrooms image that appeared on the internet years ago, before the film. </p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/backrooms/comments/1uxbpze/creators_beware_a24_requested_that_my">Creators, beware: A24 requested that my backrooms-inspired artwork be taken down</a><figcaption><cite> from <a href="https://www.reddit.com/r/backrooms">r/backrooms</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>"It is a recreation of the pattern from the well-known 2019 image who started the whole backrooms lore," GnarlyNet explains. "I find it disappointing to see a company attempt to claim such a broad connection to a concept that has been developed, shared, and loved by an online community for years. I would have hoped that A24 would celebrate that creative history rather than take action against independent artists who were, just like them, inspired by it.</p><p>"I respect the rights attached to any specific film adaptation, but those rights should not be treated as ownership of the entire Backrooms concept, its broader visual language, or the community lore surrounding it. I am sharing this because I think it raises an important question about what happens when large companies adapt community-created internet culture." </p><p>Apparently, the specific complaint was submitted "on behalf of 'A24 Films LLC'" but GnarlyNet cannot "independently confirm who submitted the complaint" beyond what information Redbubble provided them. </p><p>Regardless of the reason why the artwork has been taken down, John Backrooms himself, Kane Parsons has stepped in and confirmed that he will be looking into the matter: "I'm looking into this. Should not be happening." He said in reply to the initial Reddit post. </p><p>I very much hope this is an unfortunate misunderstanding. The backrooms has always been a community-led project which has massively benefited from all the numerous and varied contributions from fans. It would be a shame for a big company to step in and tread all over that tradition.  </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WwqNAX"></div>                            </div>                            <script src="https://kwizly.com/embed/WwqNAX.js" async></script><div class="product"><a data-dimension112="cc5f1bbe-81f8-11f1-a903-5367ad0801e0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="cc5f1bbe-81f8-11f1-a903-5367ad0801e0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Two utterly unique and long lost '90s PC horror classics have been exhumed, and they're coming to Steam soon ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you so much as flicked through a PC gaming magazine in the mid '90s, you'll probably recognise the name Ecstatica. Created by Londoner Andrew Spencer and published by Psygnosis, the series spawned two instalments: the first released in 1994 and is a medieval-themed survival horror. The second arrived in 1997, and while it's very distinctly an Ecstatica game by dint of its art style, it dialed back the horror elements quite a bit.</p><p>That art style is pretty crucial: instead of polygonal character models, Ecstatica's engine used ellipsoids, which are, well, roundish. Bulbous even. Rather than paraphrase the formula-ridden Wikipedia page for <a href="https://en.wikipedia.org/wiki/Ellipsoid">ellipsoids</a>, it's probably easier just to show you this:</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wmwqd8NmioE8rn9FTsG2x3" name="ecstatica screenshot" alt="A man stands near a big sitting beast" src="https://cdn.mos.cms.futurecdn.net/Wmwqd8NmioE8rn9FTsG2x3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SNEG)</span></figcaption></figure><p>It's a pretty distinctive art style, and famously, Andrew Spencer wrote the engine himself from scratch. The ellipsoids are <em>real </em>as well: other games that have a similar art style, like Little Big Adventure for instance, implement <a href="https://en.wikipedia.org/wiki/Gouraud_shading">Gouraud shading</a> to create the effect of softness where there's actually a hard angle.</p><p>As Spencer told Next Generation in 1996: "The main advantage is the organic-looking characters. Triangles tend to make hard, robotic-looking figures, whereas ellipsoids can be used to create more rounded, human alternatives. Ellipsoids can also be more efficient because you can make a much better looking character out of fewer shapes."</p><p>I doubt many people would describe Ecstatica's characters as "organic-looking" from the vantage point of 2026, but I do remember being blown away by the look of these games in static magazine screenshots. Compared to, say, Alone in the Dark, it looked decidedly like a step up, even if in reality it was a step sideways. </p><p>I'm sure it's easy to find Ecstatica and its sequel online, but they've not been commercially available for decades. That's about to change: they're among a new round of SNEG reissues, which also includes the 2001 <a href="https://store.steampowered.com/app/4834760/Pool_of_Radiance_Ruins_of_Myth_Drannor/" target="_blank">Dungeons & Dragons RPG Pool of Radiance: Ruins of Myth Drannor</a>, 1997 3D action game <a href="https://store.steampowered.com/app/4834830/Dark_Earth/" target="_blank">Dark Earth</a>, 2001 turn-based strategy <a href="https://store.steampowered.com/app/4834780/Warlords_IV_Heroes_of_Etheria/" target="_blank">Warlords 4</a>, and 1998 military tactics sim <a href="https://store.steampowered.com/app/4834810/Soldiers_at_War/" target="_blank">Soldiers at War</a>.</p><p>Obviously, as with the vast majority of early '90s PC horror, Ecstatica will probably feel stiff and unmanageable to most modern players. Like Resident Evil and Alone in the Dark, both instalments use tank controls, and their 3D worlds are viewed from fixed camera perspectives. Both also lean on puzzle solving and amusing instant death scenarios. Still, I reckon the occasional torment is worth it just to see the still-gorgeous ellipsoid art in motion.</p><p><a href="https://store.steampowered.com/app/4834840/Ecstatica/" target="_blank">Ecstatica</a> and <a href="https://store.steampowered.com/app/4834850/Ecstatica_II/" target="_blank">Ecstatica 2</a> will come to Steam and GOG later this year. For more, check out <a href="https://www.pcgamer.com/saturday-crapshoot-ecstatica/">Richard Cobbett on the original Ecstatica</a>. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/two-utterly-unique-and-long-lost-90s-pc-horror-classics-have-been-exhumed-and-theyre-coming-to-steam-soon/</link>
                                                                            <description>
                            <![CDATA[ Ecstatica 1 and 2 are among 6 new SNEG reissues. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">zpi6bVb3w7WmNhsmKEFbUi</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/NJrCfjwPw49AdfrhVdg8Mh-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Thu, 16 Jul 2026 05:11:31 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/NJrCfjwPw49AdfrhVdg8Mh-1280-80.png">
                                                            <media:credit><![CDATA[SNEG]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A man and woman pursued by demons]]></media:description>                                                            <media:text><![CDATA[A man and woman pursued by demons]]></media:text>
                                <media:title type="plain"><![CDATA[A man and woman pursued by demons]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/NJrCfjwPw49AdfrhVdg8Mh-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>If you so much as flicked through a PC gaming magazine in the mid '90s, you'll probably recognise the name Ecstatica. Created by Londoner Andrew Spencer and published by Psygnosis, the series spawned two instalments: the first released in 1994 and is a medieval-themed survival horror. The second arrived in 1997, and while it's very distinctly an Ecstatica game by dint of its art style, it dialed back the horror elements quite a bit.</p><p>That art style is pretty crucial: instead of polygonal character models, Ecstatica's engine used ellipsoids, which are, well, roundish. Bulbous even. Rather than paraphrase the formula-ridden Wikipedia page for <a href="https://en.wikipedia.org/wiki/Ellipsoid">ellipsoids</a>, it's probably easier just to show you this:</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wmwqd8NmioE8rn9FTsG2x3" name="ecstatica screenshot" alt="A man stands near a big sitting beast" src="https://cdn.mos.cms.futurecdn.net/Wmwqd8NmioE8rn9FTsG2x3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SNEG)</span></figcaption></figure><p>It's a pretty distinctive art style, and famously, Andrew Spencer wrote the engine himself from scratch. The ellipsoids are <em>real </em>as well: other games that have a similar art style, like Little Big Adventure for instance, implement <a href="https://en.wikipedia.org/wiki/Gouraud_shading">Gouraud shading</a> to create the effect of softness where there's actually a hard angle.</p><p>As Spencer told Next Generation in 1996: "The main advantage is the organic-looking characters. Triangles tend to make hard, robotic-looking figures, whereas ellipsoids can be used to create more rounded, human alternatives. Ellipsoids can also be more efficient because you can make a much better looking character out of fewer shapes."</p><p>I doubt many people would describe Ecstatica's characters as "organic-looking" from the vantage point of 2026, but I do remember being blown away by the look of these games in static magazine screenshots. Compared to, say, Alone in the Dark, it looked decidedly like a step up, even if in reality it was a step sideways. </p><p>I'm sure it's easy to find Ecstatica and its sequel online, but they've not been commercially available for decades. That's about to change: they're among a new round of SNEG reissues, which also includes the 2001 <a href="https://store.steampowered.com/app/4834760/Pool_of_Radiance_Ruins_of_Myth_Drannor/" target="_blank">Dungeons & Dragons RPG Pool of Radiance: Ruins of Myth Drannor</a>, 1997 3D action game <a href="https://store.steampowered.com/app/4834830/Dark_Earth/" target="_blank">Dark Earth</a>, 2001 turn-based strategy <a href="https://store.steampowered.com/app/4834780/Warlords_IV_Heroes_of_Etheria/" target="_blank">Warlords 4</a>, and 1998 military tactics sim <a href="https://store.steampowered.com/app/4834810/Soldiers_at_War/" target="_blank">Soldiers at War</a>.</p><p>Obviously, as with the vast majority of early '90s PC horror, Ecstatica will probably feel stiff and unmanageable to most modern players. Like Resident Evil and Alone in the Dark, both instalments use tank controls, and their 3D worlds are viewed from fixed camera perspectives. Both also lean on puzzle solving and amusing instant death scenarios. Still, I reckon the occasional torment is worth it just to see the still-gorgeous ellipsoid art in motion.</p><p><a href="https://store.steampowered.com/app/4834840/Ecstatica/" target="_blank">Ecstatica</a> and <a href="https://store.steampowered.com/app/4834850/Ecstatica_II/" target="_blank">Ecstatica 2</a> will come to Steam and GOG later this year. For more, check out <a href="https://www.pcgamer.com/saturday-crapshoot-ecstatica/">Richard Cobbett on the original Ecstatica</a>. </p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ A Silent Hill fan is making a PC port of Silent Hill: Downpour that restores a cut boss battle and plenty more ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/EkOIYos6O3I" allowfullscreen></iframe></div></div><p>If you've forgotten Silent Hill: Downpour it was the western-developed Silent Hill that went semi-open world and had a bunch of sidequests in it, but was still a bit too busy trying to retell Silent Hill 2 only with the villain in a different hat. It wasn't a disaster, but to say "at least it wasn't Silent Hill: Homecoming or the arcade game" is to damn it with such faint praise you may as well be whispering from the other side of the street.</p><p>Still, those sidequests were tasty. Ignore the main plot about a prison escapee being chased by embodiments of his own guilt—wow, a man in prison has a dark past, what a shocking development—and you could explore a town full of ghost stories and little mysteries. The one where you follow color-coded ribbons to find out what happened to a missing girl was a particular favorite, a reminder that Silent Hill can still be properly haunting when it tries.</p><p>Good luck trying to play it today, though. Downpour came out on the Xbox 360 and PlayStation 3 and absolutely nothing else, which means your best bet is probably to emulate it in RPCS3. Or to wait for a PC native port to come along, and what's that? Oh, it's a trailer for a PC native port someone's been chipping away at.</p><p>Indie_RU's port isn't just a way to play Downpour on PC with an uncapped framerate and higher resolutions, nice as that always is. It's also restoring cut content, letting us wield extra weapons like the Bogeyman's hammer and bringing back deleted cutscenes, notes, dialogue, and entire sidequests. It's also restored a boss battle seen in an early trailer where you fight the "Monocle Man" who was reduced to a cameo in the finished game.</p><p>Apparently we can expect the finished product around September/October, which is also when we're expecting <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, Screen Burn Interactive's Scottish take on the series. I've got my fingers crossed that's going to push the series in an interesting direction, because all those arena battles in Silent Hill F weren't really my cup of rusty tea with mud in it, or whatever they drink in Silent Hill.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYdAvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYdAvO.js" async></script><div class="product"><a data-dimension112="a531cc1c-7e7e-11f1-811e-c3eae20c8fc1" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="a531cc1c-7e7e-11f1-811e-c3eae20c8fc1" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/a-silent-hill-fan-is-making-a-pc-port-of-silent-hill-downpour-that-restores-a-cut-boss-battle-and-plenty-more/</link>
                                                                            <description>
                            <![CDATA[ The rain in Maine falls mainly on the plain. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">S3fdX6uhiPGNWSMn3rvNQX</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/SN8MH9Zy3kcKj23GYHRwTD-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 13 Jul 2026 05:58:19 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/SN8MH9Zy3kcKj23GYHRwTD-1280-80.jpg">
                                                            <media:credit><![CDATA[Indie_RU/Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Monocle Man, a boss cut from Silent Hill: Downpour restored in Indie_RU&#039;s port]]></media:description>                                                            <media:text><![CDATA[Monocle Man, a boss cut from Silent Hill: Downpour restored in Indie_RU&#039;s port]]></media:text>
                                <media:title type="plain"><![CDATA[Monocle Man, a boss cut from Silent Hill: Downpour restored in Indie_RU&#039;s port]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/SN8MH9Zy3kcKj23GYHRwTD-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/EkOIYos6O3I" allowfullscreen></iframe></div></div><p>If you've forgotten Silent Hill: Downpour it was the western-developed Silent Hill that went semi-open world and had a bunch of sidequests in it, but was still a bit too busy trying to retell Silent Hill 2 only with the villain in a different hat. It wasn't a disaster, but to say "at least it wasn't Silent Hill: Homecoming or the arcade game" is to damn it with such faint praise you may as well be whispering from the other side of the street.</p><p>Still, those sidequests were tasty. Ignore the main plot about a prison escapee being chased by embodiments of his own guilt—wow, a man in prison has a dark past, what a shocking development—and you could explore a town full of ghost stories and little mysteries. The one where you follow color-coded ribbons to find out what happened to a missing girl was a particular favorite, a reminder that Silent Hill can still be properly haunting when it tries.</p><p>Good luck trying to play it today, though. Downpour came out on the Xbox 360 and PlayStation 3 and absolutely nothing else, which means your best bet is probably to emulate it in RPCS3. Or to wait for a PC native port to come along, and what's that? Oh, it's a trailer for a PC native port someone's been chipping away at.</p><p>Indie_RU's port isn't just a way to play Downpour on PC with an uncapped framerate and higher resolutions, nice as that always is. It's also restoring cut content, letting us wield extra weapons like the Bogeyman's hammer and bringing back deleted cutscenes, notes, dialogue, and entire sidequests. It's also restored a boss battle seen in an early trailer where you fight the "Monocle Man" who was reduced to a cameo in the finished game.</p><p>Apparently we can expect the finished product around September/October, which is also when we're expecting <a href="https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, Screen Burn Interactive's Scottish take on the series. I've got my fingers crossed that's going to push the series in an interesting direction, because all those arena battles in Silent Hill F weren't really my cup of rusty tea with mud in it, or whatever they drink in Silent Hill.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYdAvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYdAvO.js" async></script><div class="product"><a data-dimension112="a531cc1c-7e7e-11f1-811e-c3eae20c8fc1" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="a531cc1c-7e7e-11f1-811e-c3eae20c8fc1" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ I've found my perfect summer game: A stomach-churning horror story about Czech train conductors built over a bafflingly deep simulation of a fictional subway ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've developed a bit of a reputation among my coworkers for loving niche, lo-fi indie games that make you feel bad and gross and weird on the inside. I'm flattered to stand out in such a way, but I also don't ever want to be typecast. Anyway, <a href="https://store.steampowered.com/app/3476880/Brno_Transit/" target="_blank">Brno Transit</a> is a game about being trapped underground with your nasty, weirdly sexual boss and neurotic coworkers as reality disintegrates around you.</p><div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh, Ted, and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>I loved developer Spytihněv's previous game, the <a href="https://www.pcgamer.com/hrot-review/" target="_blank">Soviet boomer shooter Hrot</a>, so I've been eagerly awaiting his next project. Much like fellow FPS designer David Szymanski (Dusk, Iron Lung), Spytihněv zigged rather than zagging, following up Hrot with a short narrative horror game rather than another shooter.</p><p>You're a novice train conductor learning the ropes under Brno, the second city of the Czech Republic. It's "the dampest subway east of anything that matters," according to Spytihněv, and I think it helps set the tone out of the gate to know that Brno does not have a subway system in real life.</p><p>What follows is a surreal, scatological (a Spytihněv signature), and homoerotic (that's new!) delve into guys being dudes on the job. For me, it called to mind Szymanski's Iron Lung (but more fleshy, sexual, and human) or 2024's breakout <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">Mouthwashing</a> (but not as character driven, and somehow <em>even</em> <em>less</em> life-affirming). <a href="https://www.pcgamer.com/games/horror/theres-more-to-horses-than-the-steam-ban-the-controversial-horror-game-is-a-great-example-of-how-games-can-effectively-borrow-from-film-and-how-they-can-also-stumble/" target="_blank">The controversial Horses</a> also sprang to mind, but with less explicitly harrowing subject matter⁠—and more explicit full-frontal nudity, <em>let's go boys</em>.</p><p>Even more than Mouthwashing, which portrays one of the most evil fictional workplaces I've ever seen, Brno Transit captured the feeling of starting a job where you matter so little as to want to die, while the apathy and neglect of your coworkers is somehow even worse than if they actively hated you. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pKmypAZU3wY" allowfullscreen></iframe></div></div><p>This game runs on surprise, so I'll try to talk around the real zinger moments, but it's one long sequence of "Go here, do this. Why did you do that? Now you have to fix it. Embarrassing." If you've ever talked to a coworker at a shit job and felt like they were a space alien playing a prank on you with how they think and view the world, Brno Transit will speak to you on some level.</p><p>Your first day ends with you eating a tainted hot dog that gives you the runs and the voms, sending you scrambling for a bathroom as gurgles and whines fill your headphones. The doorless, exposed toilet in the employee area is indefinitely occupied when you reach it, while the bathroom in the station above is out of order. I don't know if there's another way of finishing this bit, but I had to take the train to another station to find an open commode. I haven't shared this <em>exact</em> stress dream or level of gastrointestinal distress, but it was still incredibly gnarly and relatable in the moment.</p><p>You black out and wake up on a dirty floor mattress in the conductors' area, with splotches of feces and a trail of brown footprints trailing backwards from your resting place. Out in the depot, an entire train is covered in crap, and the first order of the day is to hose it off, Powerwash Simulator-style. How could this have all been you?</p><p>Events only get stranger and grosser from there, and I was hooked. Brno Transit shares a brown, desolate, hopeless world with the preceding Hrot, despite being set closer to the modern day. It's a new standout of the mundane or on the job horror subgenre. I want these awful subway stations to get love like the Backrooms or Exit 8. </p><h2 id="model-trains">Model trains</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Xp5uHXkiVj6FuyQ3s7iEbJ.jpg" alt="Brno Transit man hanging off end of train" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/B8r4V8ETJXdkJHeFbW7q7J.jpg" alt="Brno Transit view of subway map" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5ELwzxRJGc4WD8hMXCpKSJ.jpg" alt="Brno Transit toilet at end of hall surrounded by brown splotches" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sLPvew9D4ughSYGs62jXPJ.jpg" alt="Brno Transit receiving ID Card from man in suit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pAzAd6iSYEcT6tFJA4oDXJ.jpg" alt="Brno Transit view of inside of train" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sVwNbj5i8yMgvwcz9C5weJ.jpg" alt="Brno Transit eating hot dog in first person" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure></figure><p>Brno Transit is a medley of nastiness punctuated with surreal hilarity, and while much of the humor is front-and-center in the scripted story, one of my favorite moments was emergent: I had to do a double take out of the corner of my eye to notice a passenger randomly hanging off the end of a train as it left the station. The simulated little world of Brno Transit, which exists whether you're paying attention to it or not, is what really takes it to the next level.</p><p>Undergirding the scripted story stuff is a continuous simulation of a small subway system with two lines, one counter- and the other clockwise. It feels like zooming into someone's model train set, and does a superb job of evoking a much larger world than what's just in front of you.</p><p>A diverse array of NPCs mill about the stations or wander on and off the trains. They have this sense of anonymity and guarded hostility that really nailed the feeling of making eye contact with strangers on the subway⁠. You don't matter to them, don't bother them.</p><p>This effect, plus the the shifting and jostling of the train cars, the way the lighting changes as you pass through tunnels, as well as Spytihněv's excellent sound, music, and foley work add up to this uncanny feel of actually riding the subway. I was reminded of how no one's done <em>nighttime</em> better than Thief or Thief 2, even with their aged graphics. These three games are punching well above their weight in art and atmosphere.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/3BGLRjDiHW8PXv7X4bMxzZ.jpg" alt="Underground butcher's shop in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BAYgYingUjoazMwVQ452AZ.jpg" alt="Skull with conductor cap in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CS7N2gsvjwMYbS2bBQJRGZ.jpg" alt="Holding two cups looking at rave dancers in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gspKg4N63fLrEXVit4ZogZ.jpg" alt="Two guys playing table tennis normally in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/aFHNpM96kDw2hdFA6pauoZ.jpg" alt="Hosing down a poop covered train in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/syn4ssD7HvUT7VPbjkK6sZ.jpg" alt="View of conducting train in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/m3tkLJqtxHXxZcEfk6KQuZ.jpg" alt="Locker with X on it in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure></figure><p>You have to ride the train to start, but you quickly take control of your own engine, carefully adjusting your acceleration to avoid hitting stops too late or too early, doing your best to slot seamlessly into the pre-existing schedule of trains constantly running on this loop. It's a simplified approximation of a whole-hog train sim like <a href="https://en.wikipedia.org/wiki/Densha_de_Go!" target="_blank">Densha de Go!</a></p><p>A free ride mode unlocks after completing the story, and I feel like there's all kinds of weirdness left to discover under Brno. At one point in the story, I stumbled into a skull-filled catacomb attached to one of the stations, with unnerving music, a confusing, switchback layout, and a bumbling tourist snapping photos. I thought for sure this was part of the critical path, but it was just <em>there</em>. What other <em>odd shit</em> is waiting for me at all the stops I never explored on the critical path?</p><p>Brno Transit would have been an easy recommendation for me at $9 if it was just the standout surreal horror narrative adventure, but the fact that it's built on top of this little model train world truly sets it apart. I love this freaky little game, I love a Spytihněv joint, and I can't wait to see what he does next.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYdAvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYdAvO.js" async></script><div class="product"><a data-dimension112="0e4d275a-7d53-11f1-ba9f-13c8dcba3b78" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="0e4d275a-7d53-11f1-ba9f-13c8dcba3b78" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/ive-found-my-perfect-summer-game-a-stomach-churning-horror-story-about-czech-train-conductors-built-over-a-bafflingly-deep-simulation-of-a-fictional-subway/</link>
                                                                            <description>
                            <![CDATA[ Rancid vibes only. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">wMxWKuPTLMoE6TbncrEwba</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/WXcPoHqhwvQ6JoRenSV5sn-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 11 Jul 2026 18:23:12 +0000</pubDate>                                                                                                                                <updated>Sat, 11 Jul 2026 18:25:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/WXcPoHqhwvQ6JoRenSV5sn-1280-80.jpg">
                                                            <media:credit><![CDATA[Spytihněv]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Guy holding handrail and wearing sunglasses on subway in Brno Transit]]></media:description>                                                            <media:text><![CDATA[Guy holding handrail and wearing sunglasses on subway in Brno Transit]]></media:text>
                                <media:title type="plain"><![CDATA[Guy holding handrail and wearing sunglasses on subway in Brno Transit]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/WXcPoHqhwvQ6JoRenSV5sn-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>I've developed a bit of a reputation among my coworkers for loving niche, lo-fi indie games that make you feel bad and gross and weird on the inside. I'm flattered to stand out in such a way, but I also don't ever want to be typecast. Anyway, <a href="https://store.steampowered.com/app/3476880/Brno_Transit/" target="_blank">Brno Transit</a> is a game about being trapped underground with your nasty, weirdly sexual boss and neurotic coworkers as reality disintegrates around you.</p><div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh, Ted, and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>I loved developer Spytihněv's previous game, the <a href="https://www.pcgamer.com/hrot-review/" target="_blank">Soviet boomer shooter Hrot</a>, so I've been eagerly awaiting his next project. Much like fellow FPS designer David Szymanski (Dusk, Iron Lung), Spytihněv zigged rather than zagging, following up Hrot with a short narrative horror game rather than another shooter.</p><p>You're a novice train conductor learning the ropes under Brno, the second city of the Czech Republic. It's "the dampest subway east of anything that matters," according to Spytihněv, and I think it helps set the tone out of the gate to know that Brno does not have a subway system in real life.</p><p>What follows is a surreal, scatological (a Spytihněv signature), and homoerotic (that's new!) delve into guys being dudes on the job. For me, it called to mind Szymanski's Iron Lung (but more fleshy, sexual, and human) or 2024's breakout <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">Mouthwashing</a> (but not as character driven, and somehow <em>even</em> <em>less</em> life-affirming). <a href="https://www.pcgamer.com/games/horror/theres-more-to-horses-than-the-steam-ban-the-controversial-horror-game-is-a-great-example-of-how-games-can-effectively-borrow-from-film-and-how-they-can-also-stumble/" target="_blank">The controversial Horses</a> also sprang to mind, but with less explicitly harrowing subject matter⁠—and more explicit full-frontal nudity, <em>let's go boys</em>.</p><p>Even more than Mouthwashing, which portrays one of the most evil fictional workplaces I've ever seen, Brno Transit captured the feeling of starting a job where you matter so little as to want to die, while the apathy and neglect of your coworkers is somehow even worse than if they actively hated you. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pKmypAZU3wY" allowfullscreen></iframe></div></div><p>This game runs on surprise, so I'll try to talk around the real zinger moments, but it's one long sequence of "Go here, do this. Why did you do that? Now you have to fix it. Embarrassing." If you've ever talked to a coworker at a shit job and felt like they were a space alien playing a prank on you with how they think and view the world, Brno Transit will speak to you on some level.</p><p>Your first day ends with you eating a tainted hot dog that gives you the runs and the voms, sending you scrambling for a bathroom as gurgles and whines fill your headphones. The doorless, exposed toilet in the employee area is indefinitely occupied when you reach it, while the bathroom in the station above is out of order. I don't know if there's another way of finishing this bit, but I had to take the train to another station to find an open commode. I haven't shared this <em>exact</em> stress dream or level of gastrointestinal distress, but it was still incredibly gnarly and relatable in the moment.</p><p>You black out and wake up on a dirty floor mattress in the conductors' area, with splotches of feces and a trail of brown footprints trailing backwards from your resting place. Out in the depot, an entire train is covered in crap, and the first order of the day is to hose it off, Powerwash Simulator-style. How could this have all been you?</p><p>Events only get stranger and grosser from there, and I was hooked. Brno Transit shares a brown, desolate, hopeless world with the preceding Hrot, despite being set closer to the modern day. It's a new standout of the mundane or on the job horror subgenre. I want these awful subway stations to get love like the Backrooms or Exit 8. </p><h2 id="model-trains">Model trains</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Xp5uHXkiVj6FuyQ3s7iEbJ.jpg" alt="Brno Transit man hanging off end of train" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/B8r4V8ETJXdkJHeFbW7q7J.jpg" alt="Brno Transit view of subway map" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5ELwzxRJGc4WD8hMXCpKSJ.jpg" alt="Brno Transit toilet at end of hall surrounded by brown splotches" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sLPvew9D4ughSYGs62jXPJ.jpg" alt="Brno Transit receiving ID Card from man in suit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pAzAd6iSYEcT6tFJA4oDXJ.jpg" alt="Brno Transit view of inside of train" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sVwNbj5i8yMgvwcz9C5weJ.jpg" alt="Brno Transit eating hot dog in first person" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure></figure><p>Brno Transit is a medley of nastiness punctuated with surreal hilarity, and while much of the humor is front-and-center in the scripted story, one of my favorite moments was emergent: I had to do a double take out of the corner of my eye to notice a passenger randomly hanging off the end of a train as it left the station. The simulated little world of Brno Transit, which exists whether you're paying attention to it or not, is what really takes it to the next level.</p><p>Undergirding the scripted story stuff is a continuous simulation of a small subway system with two lines, one counter- and the other clockwise. It feels like zooming into someone's model train set, and does a superb job of evoking a much larger world than what's just in front of you.</p><p>A diverse array of NPCs mill about the stations or wander on and off the trains. They have this sense of anonymity and guarded hostility that really nailed the feeling of making eye contact with strangers on the subway⁠. You don't matter to them, don't bother them.</p><p>This effect, plus the the shifting and jostling of the train cars, the way the lighting changes as you pass through tunnels, as well as Spytihněv's excellent sound, music, and foley work add up to this uncanny feel of actually riding the subway. I was reminded of how no one's done <em>nighttime</em> better than Thief or Thief 2, even with their aged graphics. These three games are punching well above their weight in art and atmosphere.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/3BGLRjDiHW8PXv7X4bMxzZ.jpg" alt="Underground butcher's shop in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BAYgYingUjoazMwVQ452AZ.jpg" alt="Skull with conductor cap in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CS7N2gsvjwMYbS2bBQJRGZ.jpg" alt="Holding two cups looking at rave dancers in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gspKg4N63fLrEXVit4ZogZ.jpg" alt="Two guys playing table tennis normally in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/aFHNpM96kDw2hdFA6pauoZ.jpg" alt="Hosing down a poop covered train in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/syn4ssD7HvUT7VPbjkK6sZ.jpg" alt="View of conducting train in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/m3tkLJqtxHXxZcEfk6KQuZ.jpg" alt="Locker with X on it in Brno Transit" /><figcaption><small role="credit">Spytihněv</small></figcaption></figure></figure><p>You have to ride the train to start, but you quickly take control of your own engine, carefully adjusting your acceleration to avoid hitting stops too late or too early, doing your best to slot seamlessly into the pre-existing schedule of trains constantly running on this loop. It's a simplified approximation of a whole-hog train sim like <a href="https://en.wikipedia.org/wiki/Densha_de_Go!" target="_blank">Densha de Go!</a></p><p>A free ride mode unlocks after completing the story, and I feel like there's all kinds of weirdness left to discover under Brno. At one point in the story, I stumbled into a skull-filled catacomb attached to one of the stations, with unnerving music, a confusing, switchback layout, and a bumbling tourist snapping photos. I thought for sure this was part of the critical path, but it was just <em>there</em>. What other <em>odd shit</em> is waiting for me at all the stops I never explored on the critical path?</p><p>Brno Transit would have been an easy recommendation for me at $9 if it was just the standout surreal horror narrative adventure, but the fact that it's built on top of this little model train world truly sets it apart. I love this freaky little game, I love a Spytihněv joint, and I can't wait to see what he does next.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYdAvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYdAvO.js" async></script><div class="product"><a data-dimension112="0e4d275a-7d53-11f1-ba9f-13c8dcba3b78" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="0e4d275a-7d53-11f1-ba9f-13c8dcba3b78" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Watch Night of the Living Dead and other public domain horror movies inside this creepy dollfest ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/KwPGsK7yWA4" allowfullscreen></iframe></div></div><p>Isla de las Muñecas, the Mexican island that holds the Guinness World Record for largest collection of haunted dolls, served as the inspiration for Where Dolls Hang, a survival horror game where you play a detective searching for people who've gone missing in a particularly cursed location. </p><p>"Players must investigate missing person cases by examining bodies, collecting clues, placing evidence markers, and documenting crime scenes with an in-game camera," says developer Steelkrill Studio's press release, "all while surviving the dangers lurking within the woods."</p><p>One way those clues are found is via VHS tapes, which you can take back to your safehouse to watch. And that's where you can also watch public domain horror movies like Night of the Living Dead, if you want to take a busman's holiday from the horror of the game.</p><p>When Night of the Living Dead was released in 1968, US copyright law required a visible copyright notice. But though the movie had a copyright notice under its original title, when it was called Night of the Flesh Eaters, it was left off the screen when the title was changed to Night of the Living Dead before release. That's why it's in the public domain, and why you can freely download it from the <a href="https://archive.org/details/night_of_the_living_dead_dvd">Internet Archive</a> or add it to your videogame.</p><p>I'm curious what other public domain horror movies will be included in Where Dolls Hang. There are plenty to choose from. Manos: The Hand of Fate, Plan 9 From Outer Space, The Screaming Skull, Maniac, The Brain That Wouldn't Die, Roger Corman's Little Shop of Horrors and The Wasp Woman, maybe White Zombie to stick with the theme?</p><p>Where Dolls Hang is scheduled for release this year. Check out its <a href="https://store.steampowered.com/app/4581370/Where_Dolls_Hang/">Steam page</a> for more information.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="a9f59caf-8829-4db5-b12a-d8351ad8fd0c" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="a9f59caf-8829-4db5-b12a-d8351ad8fd0c" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/watch-night-of-the-living-dead-and-other-public-domain-horror-movies-inside-this-creepy-dollfest/</link>
                                                                            <description>
                            <![CDATA[ Where Dolls Hang looks a bit Outlast, a bit Resident Evil 7, and a lot spooky. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">e46cTbmFw8SAq5QBjriK6f</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/3NrB42MRyxcuZkqMfR8amT-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 06 Jul 2026 02:34:18 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/3NrB42MRyxcuZkqMfR8amT-1280-80.jpg">
                                                            <media:credit><![CDATA[Steelkrill Studio]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Night of the Living Dead&#039;s opening scene plays on an old television with a VHS on top]]></media:description>                                                            <media:text><![CDATA[Night of the Living Dead&#039;s opening scene plays on an old television with a VHS on top]]></media:text>
                                <media:title type="plain"><![CDATA[Night of the Living Dead&#039;s opening scene plays on an old television with a VHS on top]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/3NrB42MRyxcuZkqMfR8amT-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/KwPGsK7yWA4" allowfullscreen></iframe></div></div><p>Isla de las Muñecas, the Mexican island that holds the Guinness World Record for largest collection of haunted dolls, served as the inspiration for Where Dolls Hang, a survival horror game where you play a detective searching for people who've gone missing in a particularly cursed location. </p><p>"Players must investigate missing person cases by examining bodies, collecting clues, placing evidence markers, and documenting crime scenes with an in-game camera," says developer Steelkrill Studio's press release, "all while surviving the dangers lurking within the woods."</p><p>One way those clues are found is via VHS tapes, which you can take back to your safehouse to watch. And that's where you can also watch public domain horror movies like Night of the Living Dead, if you want to take a busman's holiday from the horror of the game.</p><p>When Night of the Living Dead was released in 1968, US copyright law required a visible copyright notice. But though the movie had a copyright notice under its original title, when it was called Night of the Flesh Eaters, it was left off the screen when the title was changed to Night of the Living Dead before release. That's why it's in the public domain, and why you can freely download it from the <a href="https://archive.org/details/night_of_the_living_dead_dvd">Internet Archive</a> or add it to your videogame.</p><p>I'm curious what other public domain horror movies will be included in Where Dolls Hang. There are plenty to choose from. Manos: The Hand of Fate, Plan 9 From Outer Space, The Screaming Skull, Maniac, The Brain That Wouldn't Die, Roger Corman's Little Shop of Horrors and The Wasp Woman, maybe White Zombie to stick with the theme?</p><p>Where Dolls Hang is scheduled for release this year. Check out its <a href="https://store.steampowered.com/app/4581370/Where_Dolls_Hang/">Steam page</a> for more information.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="a9f59caf-8829-4db5-b12a-d8351ad8fd0c" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="a9f59caf-8829-4db5-b12a-d8351ad8fd0c" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Mouthwashing's follow-up is self-described 'friendsweat' where 3 players struggle to operate a tank in a defiled city: 'We're definitely not quite at Peak, but we're not trying to make Arma either' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Ahead of Carcass Clad's reveal at last month's PC Gaming Show, I had the chance to speak to Wrong Organ devs Jeffrey Tomec and Dave van Egdom about the studio's follow-up to its breakout hit, Mouthwashing. Carcass Clad is a very <a href="https://www.pcgamer.com/games/horror/following-the-success-of-mouthwashing-developer-wrong-organ-wasnt-ready-to-make-a-better-story-game-so-its-making-a-gameplay-game-instead/" target="_blank">different sort of game</a>, but with <a href="https://www.pcgamer.com/games/horror/carcass-clad-is-less-story-heavy-than-mouthwashing-but-a-lot-of-thought-has-gone-into-it-we-havent-discovered-how-much-we-can-push-it/" target="_blank">familiar themes and atmosphere</a>. The bulk of our conversation, though, was about why the studio pivoted to co-op multiplayer, and how it feels to play.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>It's a pretty warmed-over bias these days to assume any studio swapping from single to multiplayer is "selling out" in some way, but Tomec and van Egdom told me they hadn't even set out to make a co-op game initially⁠—Wrong Organ was just following the path of least resistance to the tank game it wanted to make.</p><p>"There was quite a bit of hesitation, but it also wasn't even the original premise for the game," Tomec said of the switch to co-op. "We had a cool idea for a tank game, and it was going to be a tank game where you control three people at once. Then we were like, 'That seems like it could just be a co-op game.' And now it's a co-op game."</p><p>"[The switch to co-op] happened very early in development," said van Egdom. "I think we first started talking about 'Tank Game,' as we refer to it, [around] July 2024. We did the first ideation stuff, and then it was only like three months later that Jeff pitched making it a co-op thing instead."</p><p>Tomec explained that, if the goal of Mouthwashing was to support its excellent script as much as possible through gameplay and visuals, the driving vision of Carcass Clad is to recreate the frantic, claustrophobic scenes from tank movies as emergent gameplay. Wrong Organ wants players to keep stumbling into scenes like the scripted one in <a href="https://www.youtube.com/watch?v=_4_ZImVytY8" target="_blank">Carcass Clad's reveal trailer</a>.</p><p>"Our players have probably made a bit of a mistake in the trailer by getting jumped by an enemy tank around a corner, but we expect players in reality tend to make those kinds of mistakes pretty often," said Tomec. "It can be very stressful and very hard to see with how cramped the vehicle is, so things tend to find a way to sneak up on you."</p><h2 id="specialization">Specialization</h2><p>Each player has a specific, narrow role in how they contribute to the tank's success, with a team consisting of a driver, a gunner, and a commander. The first two are fairly self-explanatory, but both of those more hands-on play styles will be hampered by a lack of visibility and information, with the cramped, dark tank interior only providing narrow viewports to see outside. </p><p>Tomec told me that all three roles will be able to open a hatch and see outside the vehicle, but you don't want to do that during a fight. Hell, it might be a bad idea to do that when you're not actively fighting, lest somebody get the drop on you. "<a href="https://www.youtube.com/watch?v=PfxabSYFs88">Up with miniskirts</a>" indeed. </p><p>From our conversation and Carcass Clad's screenshots, drivers will be almost blind when piloting the vehicle⁠—they can't get a better view and move at the same time⁠—while it sounds like gunners will be limited to a super zoomed-in, scoped view unless they're poking their heads out. I'm picturing something like an FPS sniper who can't leave their aim-down-sights mode. That's where the third role comes in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nQs7FsE6mycH3Th26a7h4e" name="ss_b95a44ad5fb155fc46a7af54378c30e8df05bb2d.1920x1080" alt="Carcass clad driver view with tiny viewport showing outside." src="https://cdn.mos.cms.futurecdn.net/nQs7FsE6mycH3Th26a7h4e.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wrong Organ)</span></figcaption></figure><p>The commander gets the most complete set of information, but no direct control of the tank's function⁠—Tomec called it "the man in the chair fantasy"—and the core challenge of Carcass Clad seems to be the commander providing clear instruction and context to the other two, and them acting on it as effectively as possible. </p><p>"Being in a tank really just means you can't see shit around you," said van Egdom. "[Commanders] have access to a periscope, they can range find, they can do all of those things, make callouts, send drawings of the map and which route to take to their fellow crewmates, etc."</p><p>Tomec said Wrong Organ's goal is to "have everyone feel empowered in their own way, and really disempowered in their own way, where you feel like you're relying on each other, but also don't feel like it's just your commander yelling at you to do stuff." </p><h2 id="friendsweat">Friendsweat</h2><p>Tomec said that Wrong Organ took equal inspiration from military simulation games and the burgeoning "friendslop" genre of co-op multiplayer, but the final result diverges from both. Even though the co-op climbing game Peak, for instance, can have its moments of challenge and heartbreak, Carcass Clad sounds like it's in a completely different ballpark.</p><p>"We almost call ourselves a friendsweat game, if we had had to put a genre label on it," Tomec said. "We're definitely not quite at Peak, but we're not trying to make Arma either." He wants Carcass Clad to have a lot of what milsim players appreciate about the genre⁠—attention to detail, tactility, plus a high level of challenge and consequence⁠—but in a more fantastical setting divorced from high playercount PvP.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j4WDnuvFRE2FhW6kvwhwVe" name="ss_18a51fdbb49824d3044de25b474dee93bebbf088.1920x1080" alt="Carcass Clad character popping out of Tank to look at sun over buildings" src="https://cdn.mos.cms.futurecdn.net/j4WDnuvFRE2FhW6kvwhwVe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wrong Organ)</span></figcaption></figure><p>"My analogous example would be Helldivers," said Tomec. "The way that Helldivers explores a ton of military simulator mechanics in a framework that's very far from a milsim, and we'd like to be almost a tank equivalent of that."</p><p>I was very curious about those titular carcass clad tanks, and Tomec told me that this was largely something only enemy vehicles would be taking advantage of, mostly as a sort of improvised armor we'll have to chew through before damaging the tank itself. Having only enemy tanks be carcass clad was partially a practical concern with the game's perspective⁠—we won't be seeing the outside of the tank very much⁠—but we'll still have some ways of getting weird with it.</p><p>"You might find yourself with some weird shit inside the tank, and some of that weird, carcassy horror entering your vehicle," said Tomec. "But from a gameplay layer, armoring yourself is not much of a focus, it's most of the enemies doing it."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>Mouthwashing was a game that <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">left me so stressed and depressed</a>, I had to go lie down for awhile afterward⁠—I had a similar experience <a href="https://www.pcgamer.com/gaming-industry/hearing-about-the-future-of-playstation-from-its-top-dogs-made-me-so-depressed-i-had-to-go-lie-down/" target="_blank">reading the transcript of a recent PlayStation investor meeting</a>. It sounds like Carcass Clad will evoke similar feelings in an actionized, co-op, run-based format. But there will be some quiet time too. Maybe.</p><p>"You will have some breaks. A run isn't just sitting there for two hours, constantly moving," said van Egdom. "There's a kind of Left 4 Dead run structure, where you'll have safe rooms in between, and in safe rooms you're very likely to be able to leave the tank. </p><p>"I say 'likely', because this is just where we're at in development. We could change fucking everything, man. We're going to do what we have to to make the tank cool. That's the baseline."</p><div class="product"><a data-dimension112="c139268d-558f-430c-bfa4-73047a56fec2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="c139268d-558f-430c-bfa4-73047a56fec2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/mouthwashings-follow-up-is-self-described-friendsweat-where-3-players-struggle-to-operate-a-tank-in-a-defiled-city-were-definitely-not-quite-at-peak-but-were-not-trying-to-make-arma-either/</link>
                                                                            <description>
                            <![CDATA[ It sounds stressful as hell, and I can't wait. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">4ezZqmJKgNG7eBQh9nPzEf</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/CqFh6SXhSATTkVTbUD3Jyd-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 03 Jul 2026 21:31:52 +0000</pubDate>                                                                                                                                <updated>Fri, 03 Jul 2026 21:34:48 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/CqFh6SXhSATTkVTbUD3Jyd-1280-80.jpg">
                                                            <media:credit><![CDATA[Wrong Organ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Carcass Clad mustachioed character looking into scope on left, Right: Scoped view showing tank barrel landing hit on enemy vehicle.]]></media:description>                                                            <media:text><![CDATA[Carcass Clad mustachioed character looking into scope on left, Right: Scoped view showing tank barrel landing hit on enemy vehicle.]]></media:text>
                                <media:title type="plain"><![CDATA[Carcass Clad mustachioed character looking into scope on left, Right: Scoped view showing tank barrel landing hit on enemy vehicle.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/CqFh6SXhSATTkVTbUD3Jyd-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Ahead of Carcass Clad's reveal at last month's PC Gaming Show, I had the chance to speak to Wrong Organ devs Jeffrey Tomec and Dave van Egdom about the studio's follow-up to its breakout hit, Mouthwashing. Carcass Clad is a very <a href="https://www.pcgamer.com/games/horror/following-the-success-of-mouthwashing-developer-wrong-organ-wasnt-ready-to-make-a-better-story-game-so-its-making-a-gameplay-game-instead/" target="_blank">different sort of game</a>, but with <a href="https://www.pcgamer.com/games/horror/carcass-clad-is-less-story-heavy-than-mouthwashing-but-a-lot-of-thought-has-gone-into-it-we-havent-discovered-how-much-we-can-push-it/" target="_blank">familiar themes and atmosphere</a>. The bulk of our conversation, though, was about why the studio pivoted to co-op multiplayer, and how it feels to play.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>It's a pretty warmed-over bias these days to assume any studio swapping from single to multiplayer is "selling out" in some way, but Tomec and van Egdom told me they hadn't even set out to make a co-op game initially⁠—Wrong Organ was just following the path of least resistance to the tank game it wanted to make.</p><p>"There was quite a bit of hesitation, but it also wasn't even the original premise for the game," Tomec said of the switch to co-op. "We had a cool idea for a tank game, and it was going to be a tank game where you control three people at once. Then we were like, 'That seems like it could just be a co-op game.' And now it's a co-op game."</p><p>"[The switch to co-op] happened very early in development," said van Egdom. "I think we first started talking about 'Tank Game,' as we refer to it, [around] July 2024. We did the first ideation stuff, and then it was only like three months later that Jeff pitched making it a co-op thing instead."</p><p>Tomec explained that, if the goal of Mouthwashing was to support its excellent script as much as possible through gameplay and visuals, the driving vision of Carcass Clad is to recreate the frantic, claustrophobic scenes from tank movies as emergent gameplay. Wrong Organ wants players to keep stumbling into scenes like the scripted one in <a href="https://www.youtube.com/watch?v=_4_ZImVytY8" target="_blank">Carcass Clad's reveal trailer</a>.</p><p>"Our players have probably made a bit of a mistake in the trailer by getting jumped by an enemy tank around a corner, but we expect players in reality tend to make those kinds of mistakes pretty often," said Tomec. "It can be very stressful and very hard to see with how cramped the vehicle is, so things tend to find a way to sneak up on you."</p><h2 id="specialization">Specialization</h2><p>Each player has a specific, narrow role in how they contribute to the tank's success, with a team consisting of a driver, a gunner, and a commander. The first two are fairly self-explanatory, but both of those more hands-on play styles will be hampered by a lack of visibility and information, with the cramped, dark tank interior only providing narrow viewports to see outside. </p><p>Tomec told me that all three roles will be able to open a hatch and see outside the vehicle, but you don't want to do that during a fight. Hell, it might be a bad idea to do that when you're not actively fighting, lest somebody get the drop on you. "<a href="https://www.youtube.com/watch?v=PfxabSYFs88">Up with miniskirts</a>" indeed. </p><p>From our conversation and Carcass Clad's screenshots, drivers will be almost blind when piloting the vehicle⁠—they can't get a better view and move at the same time⁠—while it sounds like gunners will be limited to a super zoomed-in, scoped view unless they're poking their heads out. I'm picturing something like an FPS sniper who can't leave their aim-down-sights mode. That's where the third role comes in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nQs7FsE6mycH3Th26a7h4e" name="ss_b95a44ad5fb155fc46a7af54378c30e8df05bb2d.1920x1080" alt="Carcass clad driver view with tiny viewport showing outside." src="https://cdn.mos.cms.futurecdn.net/nQs7FsE6mycH3Th26a7h4e.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wrong Organ)</span></figcaption></figure><p>The commander gets the most complete set of information, but no direct control of the tank's function⁠—Tomec called it "the man in the chair fantasy"—and the core challenge of Carcass Clad seems to be the commander providing clear instruction and context to the other two, and them acting on it as effectively as possible. </p><p>"Being in a tank really just means you can't see shit around you," said van Egdom. "[Commanders] have access to a periscope, they can range find, they can do all of those things, make callouts, send drawings of the map and which route to take to their fellow crewmates, etc."</p><p>Tomec said Wrong Organ's goal is to "have everyone feel empowered in their own way, and really disempowered in their own way, where you feel like you're relying on each other, but also don't feel like it's just your commander yelling at you to do stuff." </p><h2 id="friendsweat">Friendsweat</h2><p>Tomec said that Wrong Organ took equal inspiration from military simulation games and the burgeoning "friendslop" genre of co-op multiplayer, but the final result diverges from both. Even though the co-op climbing game Peak, for instance, can have its moments of challenge and heartbreak, Carcass Clad sounds like it's in a completely different ballpark.</p><p>"We almost call ourselves a friendsweat game, if we had had to put a genre label on it," Tomec said. "We're definitely not quite at Peak, but we're not trying to make Arma either." He wants Carcass Clad to have a lot of what milsim players appreciate about the genre⁠—attention to detail, tactility, plus a high level of challenge and consequence⁠—but in a more fantastical setting divorced from high playercount PvP.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j4WDnuvFRE2FhW6kvwhwVe" name="ss_18a51fdbb49824d3044de25b474dee93bebbf088.1920x1080" alt="Carcass Clad character popping out of Tank to look at sun over buildings" src="https://cdn.mos.cms.futurecdn.net/j4WDnuvFRE2FhW6kvwhwVe.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wrong Organ)</span></figcaption></figure><p>"My analogous example would be Helldivers," said Tomec. "The way that Helldivers explores a ton of military simulator mechanics in a framework that's very far from a milsim, and we'd like to be almost a tank equivalent of that."</p><p>I was very curious about those titular carcass clad tanks, and Tomec told me that this was largely something only enemy vehicles would be taking advantage of, mostly as a sort of improvised armor we'll have to chew through before damaging the tank itself. Having only enemy tanks be carcass clad was partially a practical concern with the game's perspective⁠—we won't be seeing the outside of the tank very much⁠—but we'll still have some ways of getting weird with it.</p><p>"You might find yourself with some weird shit inside the tank, and some of that weird, carcassy horror entering your vehicle," said Tomec. "But from a gameplay layer, armoring yourself is not much of a focus, it's most of the enemies doing it."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>Mouthwashing was a game that <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">left me so stressed and depressed</a>, I had to go lie down for awhile afterward⁠—I had a similar experience <a href="https://www.pcgamer.com/gaming-industry/hearing-about-the-future-of-playstation-from-its-top-dogs-made-me-so-depressed-i-had-to-go-lie-down/" target="_blank">reading the transcript of a recent PlayStation investor meeting</a>. It sounds like Carcass Clad will evoke similar feelings in an actionized, co-op, run-based format. But there will be some quiet time too. Maybe.</p><p>"You will have some breaks. A run isn't just sitting there for two hours, constantly moving," said van Egdom. "There's a kind of Left 4 Dead run structure, where you'll have safe rooms in between, and in safe rooms you're very likely to be able to leave the tank. </p><p>"I say 'likely', because this is just where we're at in development. We could change fucking everything, man. We're going to do what we have to to make the tank cool. That's the baseline."</p><div class="product"><a data-dimension112="c139268d-558f-430c-bfa4-73047a56fec2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="c139268d-558f-430c-bfa4-73047a56fec2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Carcass Clad is less story-heavy than Mouthwashing, but 'a lot of thought' has gone into it: 'We haven't discovered how much we can push it' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After blowing the doors down with narrative horror game Mouthwashing, developer Wrong Organ decided to <a href="https://www.pcgamer.com/games/horror/following-the-success-of-mouthwashing-developer-wrong-organ-wasnt-ready-to-make-a-better-story-game-so-its-making-a-gameplay-game-instead/" target="_blank">zig instead of zag</a>: Its next project is Carcass Clad, a roguelike co-op tank simulator in a city where things have gone deeply wrong. But while developer Jeffrey Tomec told me that scripted narrative is on the "back burner for sure" this time, it sounds like Wrong Organ is trying to find a balance for its love of story and worldbuilding.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>"We're looking into the best way to do it, but the reality is, every one of our games is made from a core [idea]," said Tomec. "Mouthwashing was, how do we make the script into a video game? Everything in this game comes back to the tank, and how you feel in it, and that is supposed to express something."</p><p>Tomec referenced a clash that's burned me in games like Destiny, Redfall, and even the co-op mode of System Shock 2: Players are in a different headspace when playing multiplayer, and that can leave your attempts at storytelling ignored, or worse, obnoxiously intrusive.</p><p>"We haven't fully discovered exactly how much we can push it," Tomec said of injecting more overt narrative into Carcass Clad. "Our temptation is always to go and start putting that in our games, and I think we're gonna have to see how much of that fits in here before we start. We strongly believe that narrative shouldn't feel forced. </p><p>"You need to understand where someone wants to read, where that's going to add to someone's experience, and where it's going to be you spitting stuff onto the page. Because we're a writing company, we put writing in our games."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>But even in the scenario where Carcass Clad winds up almost pure gameplay with minimal script, it sounds like the team has a lot of pent up story and world building it's dying to share. For starters, Tomec explicitly told me that this is an entirely separate setting from that of Mouthwashing. These World War 2-looking tank battles aren't part of the Tulpar crew's distant past or something.</p><p>"This world also isn't new to us as a studio," said Tomec. "It's new to anything we've shipped to the public, but we've been talking about the setting for a while. We have stories we may want to tell in this universe. There's a lot more than maybe is going to actually come across in the experience. </p><p>"I have the write-up where that explains stuff that might happen story-wise in either this game or the setting outside of the playable experience. But it's always a question of like, is this game actually the effective way to deliver a lot of that, or is that maybe going to be another game, or are we going to decide that we actually hate this setting and ditch it the second this game comes out? There is a lot of thought that's gone into the setting and story."</p><p>You can already catch a glimpse of that in Carcass Clad's description on Steam: "The city's saint, long since laid to rest, walks again⁠—gilded and defiled." Sounds messed up and freaky. I expected no less. Carcass Clad does not yet have a release date, but you can wishlist it on <a href="https://store.steampowered.com/app/3327430/Carcass_Clad/" target="_blank">Steam</a>.</p><div class="product"><a data-dimension112="31902974-31a1-4b54-a072-38be89466249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="31902974-31a1-4b54-a072-38be89466249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/carcass-clad-is-less-story-heavy-than-mouthwashing-but-a-lot-of-thought-has-gone-into-it-we-havent-discovered-how-much-we-can-push-it/</link>
                                                                            <description>
                            <![CDATA[ There's still worldbuilding, and a setting entirely separate from that of Mouthwashing. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">rAmTBaQwVfZtkmexwHNGqA</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/xHLX3ZK2SKVkaKvCzXCauh-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 02 Jul 2026 21:56:48 +0000</pubDate>                                                                                                                                <updated>Thu, 02 Jul 2026 21:56:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/xHLX3ZK2SKVkaKvCzXCauh-1280-80.jpg">
                                                            <media:credit><![CDATA[Wrong Organ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[John Carcass of Carcass Clad fame in the game Carcass Clad looking at the camera.]]></media:description>                                                            <media:text><![CDATA[John Carcass of Carcass Clad fame in the game Carcass Clad looking at the camera.]]></media:text>
                                <media:title type="plain"><![CDATA[John Carcass of Carcass Clad fame in the game Carcass Clad looking at the camera.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/xHLX3ZK2SKVkaKvCzXCauh-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>After blowing the doors down with narrative horror game Mouthwashing, developer Wrong Organ decided to <a href="https://www.pcgamer.com/games/horror/following-the-success-of-mouthwashing-developer-wrong-organ-wasnt-ready-to-make-a-better-story-game-so-its-making-a-gameplay-game-instead/" target="_blank">zig instead of zag</a>: Its next project is Carcass Clad, a roguelike co-op tank simulator in a city where things have gone deeply wrong. But while developer Jeffrey Tomec told me that scripted narrative is on the "back burner for sure" this time, it sounds like Wrong Organ is trying to find a balance for its love of story and worldbuilding.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>"We're looking into the best way to do it, but the reality is, every one of our games is made from a core [idea]," said Tomec. "Mouthwashing was, how do we make the script into a video game? Everything in this game comes back to the tank, and how you feel in it, and that is supposed to express something."</p><p>Tomec referenced a clash that's burned me in games like Destiny, Redfall, and even the co-op mode of System Shock 2: Players are in a different headspace when playing multiplayer, and that can leave your attempts at storytelling ignored, or worse, obnoxiously intrusive.</p><p>"We haven't fully discovered exactly how much we can push it," Tomec said of injecting more overt narrative into Carcass Clad. "Our temptation is always to go and start putting that in our games, and I think we're gonna have to see how much of that fits in here before we start. We strongly believe that narrative shouldn't feel forced. </p><p>"You need to understand where someone wants to read, where that's going to add to someone's experience, and where it's going to be you spitting stuff onto the page. Because we're a writing company, we put writing in our games."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>But even in the scenario where Carcass Clad winds up almost pure gameplay with minimal script, it sounds like the team has a lot of pent up story and world building it's dying to share. For starters, Tomec explicitly told me that this is an entirely separate setting from that of Mouthwashing. These World War 2-looking tank battles aren't part of the Tulpar crew's distant past or something.</p><p>"This world also isn't new to us as a studio," said Tomec. "It's new to anything we've shipped to the public, but we've been talking about the setting for a while. We have stories we may want to tell in this universe. There's a lot more than maybe is going to actually come across in the experience. </p><p>"I have the write-up where that explains stuff that might happen story-wise in either this game or the setting outside of the playable experience. But it's always a question of like, is this game actually the effective way to deliver a lot of that, or is that maybe going to be another game, or are we going to decide that we actually hate this setting and ditch it the second this game comes out? There is a lot of thought that's gone into the setting and story."</p><p>You can already catch a glimpse of that in Carcass Clad's description on Steam: "The city's saint, long since laid to rest, walks again⁠—gilded and defiled." Sounds messed up and freaky. I expected no less. Carcass Clad does not yet have a release date, but you can wishlist it on <a href="https://store.steampowered.com/app/3327430/Carcass_Clad/" target="_blank">Steam</a>.</p><div class="product"><a data-dimension112="31902974-31a1-4b54-a072-38be89466249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="31902974-31a1-4b54-a072-38be89466249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Following the success of Mouthwashing, developer Wrong Organ wasn't ready to make a better 'story game,' so it's making a 'gameplay game' instead ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Ahead of co-op tank sim <a href="https://www.pcgamer.com/games/sim/from-the-creators-of-mouthwashing-comes-a-co-op-tank-game-with-a-disgusting-twist/" target="_blank">Carcass Clad's reveal trailer</a> at the PC Gaming Show, I got to speak to Wrong Organ devs Jeffrey Tomec and Dave van Egdom about the studio's upcoming third game. The elephant in the room: Carcass Clad is a huge departure from the studio's breakout hit, Mouthwashing, a <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">singleplayer narrative horror game</a>.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>"This game is a statement in some ways, it could seem weird," said Tomec. "We made a story game and you loved it, but now we're doing something [that's] nothing like that, and to an extent, there's a little bit that we definitely don't want to pigeonhole ourselves."</p><p>There are definitely commonalities between Mouthwashing and Carcass Clad, the things that Tomec and the others feel are essential to a Wrong Organ game: Themes of dehumanization, innovative deployments of gore and body horror, plus a sense of the mundane gone wrong, a workplace transplanted to an impossible situation. But written narrative is taking more of a backseat.</p><p>In addition to wanting to prove something about Wrong Organ, Tomec admitted they also just wanted to mix things up. "Mouthwashing was like, 'God, I wish I was making a shooter right now,'" he joked. But that seems to have come back around.</p><p>"We really liked working on Mouthwashing, and I think this deep in the development of any game, [the] grass is greener⁠," said Tomec. "Like, I miss working on Mouthwashing! Now that we've been in this tank⁠—we just got off like, four months of just designing these little components and being like, 'Actually, this gear doesn't rotate this other gear correctly.'"</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>It sounds like a return to something more narrative-driven isn't out of the question for Wrong Organ in the future, but Tomec thinks they needed to build more capacity and expertise to improve on their own work. "How do you make <a href="https://www.pcgamer.com/games/horror/how-fish-is-made-is-the-most-disgusting-horror-game-ive-ever-played-and-it-perfectly-captures-2024/" target="_blank">[Wrong Organ's first game] How Fish is Made</a> better? Well, you make it not 20 minutes long," said Tomec. "That's the easiest explanation. So, we made a two-hour game … But now it's like, what's the natural progression of Mouthwashing?</p><p>"Mouthwashing isn't better if it's eight hours. Probably. It's not easy, it's not a direct scale up. How do we fundamentally change the formula to make something that's worth more time to the player than Mouthwashing? And in our eyes, a lot of that is finding a way to get that unique Wrong Organ vibe⁠—our stories and our writing⁠—and to put that into something big, into something that has a real gameplay layer and feels like a super cohesive experience."</p><p>That sounds sick as hell, and definitely a game I want to play, but it would also be "a huge undertaking" according to Tomec. "We don't feel ready to fully deliver that right now," he said. "The idea is, we're saying, 'We made the 'story game,' now we make the 'gameplay game,' and then after that we can sit down and decide, are we ready to make the 'gameplay story game?''"</p><p>We won't exactly be bereft waiting for that gameplay story game: Carcass Clad, the 'just gameplay' game, looks gnarly as hell. It does not currently have a release date, but you can wishlist the claustrophobic tank sim on <a href="https://store.steampowered.com/app/3327430/Carcass_Clad/" target="_blank">Steam</a>.</p><div class="product"><a data-dimension112="42618a4c-4d04-4c2e-96f6-f68aabf86f97" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="42618a4c-4d04-4c2e-96f6-f68aabf86f97" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/following-the-success-of-mouthwashing-developer-wrong-organ-wasnt-ready-to-make-a-better-story-game-so-its-making-a-gameplay-game-instead/</link>
                                                                            <description>
                            <![CDATA[ "Mouthwashing isn't better if it's eight hours. Probably." ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">WfKF6nJ957PEkMmXSxiBLM</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/6fp8g4Pd4DJEoAzkktVQHi-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 02 Jul 2026 21:12:29 +0000</pubDate>                                                                                                                                <updated>Thu, 02 Jul 2026 21:55:33 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/6fp8g4Pd4DJEoAzkktVQHi-1280-80.jpg">
                                                            <media:credit><![CDATA[Wrong Organ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Mouthwashing Curly sat before a birthday cake.]]></media:description>                                                            <media:text><![CDATA[Mouthwashing Curly sat before a birthday cake.]]></media:text>
                                <media:title type="plain"><![CDATA[Mouthwashing Curly sat before a birthday cake.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/6fp8g4Pd4DJEoAzkktVQHi-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Ahead of co-op tank sim <a href="https://www.pcgamer.com/games/sim/from-the-creators-of-mouthwashing-comes-a-co-op-tank-game-with-a-disgusting-twist/" target="_blank">Carcass Clad's reveal trailer</a> at the PC Gaming Show, I got to speak to Wrong Organ devs Jeffrey Tomec and Dave van Egdom about the studio's upcoming third game. The elephant in the room: Carcass Clad is a huge departure from the studio's breakout hit, Mouthwashing, a <a href="https://www.pcgamer.com/games/horror/mouthwashing-review/" target="_blank">singleplayer narrative horror game</a>.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/_4_ZImVytY8" allowfullscreen></iframe></div></div><p>"This game is a statement in some ways, it could seem weird," said Tomec. "We made a story game and you loved it, but now we're doing something [that's] nothing like that, and to an extent, there's a little bit that we definitely don't want to pigeonhole ourselves."</p><p>There are definitely commonalities between Mouthwashing and Carcass Clad, the things that Tomec and the others feel are essential to a Wrong Organ game: Themes of dehumanization, innovative deployments of gore and body horror, plus a sense of the mundane gone wrong, a workplace transplanted to an impossible situation. But written narrative is taking more of a backseat.</p><p>In addition to wanting to prove something about Wrong Organ, Tomec admitted they also just wanted to mix things up. "Mouthwashing was like, 'God, I wish I was making a shooter right now,'" he joked. But that seems to have come back around.</p><p>"We really liked working on Mouthwashing, and I think this deep in the development of any game, [the] grass is greener⁠," said Tomec. "Like, I miss working on Mouthwashing! Now that we've been in this tank⁠—we just got off like, four months of just designing these little components and being like, 'Actually, this gear doesn't rotate this other gear correctly.'"</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><p>It sounds like a return to something more narrative-driven isn't out of the question for Wrong Organ in the future, but Tomec thinks they needed to build more capacity and expertise to improve on their own work. "How do you make <a href="https://www.pcgamer.com/games/horror/how-fish-is-made-is-the-most-disgusting-horror-game-ive-ever-played-and-it-perfectly-captures-2024/" target="_blank">[Wrong Organ's first game] How Fish is Made</a> better? Well, you make it not 20 minutes long," said Tomec. "That's the easiest explanation. So, we made a two-hour game … But now it's like, what's the natural progression of Mouthwashing?</p><p>"Mouthwashing isn't better if it's eight hours. Probably. It's not easy, it's not a direct scale up. How do we fundamentally change the formula to make something that's worth more time to the player than Mouthwashing? And in our eyes, a lot of that is finding a way to get that unique Wrong Organ vibe⁠—our stories and our writing⁠—and to put that into something big, into something that has a real gameplay layer and feels like a super cohesive experience."</p><p>That sounds sick as hell, and definitely a game I want to play, but it would also be "a huge undertaking" according to Tomec. "We don't feel ready to fully deliver that right now," he said. "The idea is, we're saying, 'We made the 'story game,' now we make the 'gameplay game,' and then after that we can sit down and decide, are we ready to make the 'gameplay story game?''"</p><p>We won't exactly be bereft waiting for that gameplay story game: Carcass Clad, the 'just gameplay' game, looks gnarly as hell. It does not currently have a release date, but you can wishlist the claustrophobic tank sim on <a href="https://store.steampowered.com/app/3327430/Carcass_Clad/" target="_blank">Steam</a>.</p><div class="product"><a data-dimension112="42618a4c-4d04-4c2e-96f6-f68aabf86f97" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="42618a4c-4d04-4c2e-96f6-f68aabf86f97" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Amnesia studio delays its new game into 2027 ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://x.com/ONTOS_Official/status/2072696890404012085" target="_blank">X</a><a href="https://www.pcgamer.com/ontos/" target="_blank">Ontos</a>, the next game from acclaimed Amnesia horrorsmiths Frictional Games, is delayed—instead of being out later this year as originally planned, the studio said today that it will drop in 2027 instead.</p><p>No mention of <a href="https://www.pcgamer.com/grand-theft-auto-6/" target="_blank">Grand Theft Auto 6</a> was made in the delay announcement, although with the second half of 2026 now in full swing and Rockstar's colossus bearing down on the world with increasing speed, I tend to assume that it's at least on the periphery of <em>any </em>game delay into '27. In the case of Ontos, though, Frictional said it simply wants to get it right.</p><p>"Ontos is our most ambitious game to date, both in terms of its size and scale, and in the depth and layers of our story and gameplay," the studio wrote on <a href="https://x.com/ONTOS_Official/status/2072696890404012085">X</a>. "In order to deliver this vision, we have decided to push the release of Ontos to 2027. We look forward to sharing more updates about Ontos, our characters, and our world soon."</p><p>Frictional's Amnesia games are spectacularly scary, but also relatively conventional as these things go. Ontos, by contrast, will new more closely to the studio's 2015 release <a href="https://www.pcgamer.com/soma/" target="_blank">Soma</a>: Frictional said in January that it is not trying to make Ontos "a <a href="https://www.pcgamer.com/games/horror/soma-studio-says-its-next-game-is-not-stressful-or-scary-in-the-traditional-sense-but-itll-still-mess-you-up-real-good-the-goal-is-to-evoke-this-deep-existential-terror-that-stays-long-after-you-finish-playing/" target="_blank">stressful or scary game</a> in the traditional sense," but that it wants players to "grapple with heavy and thought provoking themes. The goal is to evoke this deep existential terror that stays long after you finish playing."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ll4ZPxUzPhc" allowfullscreen></iframe></div></div><p>That sure worked with Soma. The Amnesia games had me screaming, crying, and throwing up in the moment, but more than a decade down the road it's Soma that still makes me sit back in my chair every now and then and think, <em>what the hell</em>. (There were moments of screaming, crying, throwing up in that one too, but they were much fewer and farther-between.) So, yeah, definitely eager for more of that, and if it means waiting until next year, I'm happy to do it.</p><p></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="86681e64-fc8a-4e1d-8624-45d01aa286b0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="86681e64-fc8a-4e1d-8624-45d01aa286b0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/amnesia-studio-delays-its-new-game-into-2027/</link>
                                                                            <description>
                            <![CDATA[ Frictional says Ontos is its "most ambitious game to date," and it wants to get it right. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">b8ZkeYLeydxpj8dqXzpqKk</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/m2cKCfnQ4zrCZFP2gFkPFY-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Thu, 02 Jul 2026 18:00:18 +0000</pubDate>                                                                                                                                <updated>Thu, 02 Jul 2026 19:18:34 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/m2cKCfnQ4zrCZFP2gFkPFY-1280-80.jpg">
                                                            <media:credit><![CDATA[Frictional Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Half a head connected to cables]]></media:description>                                                            <media:text><![CDATA[Half a head connected to cables]]></media:text>
                                <media:title type="plain"><![CDATA[Half a head connected to cables]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/m2cKCfnQ4zrCZFP2gFkPFY-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p><a href="https://x.com/ONTOS_Official/status/2072696890404012085" target="_blank">X</a><a href="https://www.pcgamer.com/ontos/" target="_blank">Ontos</a>, the next game from acclaimed Amnesia horrorsmiths Frictional Games, is delayed—instead of being out later this year as originally planned, the studio said today that it will drop in 2027 instead.</p><p>No mention of <a href="https://www.pcgamer.com/grand-theft-auto-6/" target="_blank">Grand Theft Auto 6</a> was made in the delay announcement, although with the second half of 2026 now in full swing and Rockstar's colossus bearing down on the world with increasing speed, I tend to assume that it's at least on the periphery of <em>any </em>game delay into '27. In the case of Ontos, though, Frictional said it simply wants to get it right.</p><p>"Ontos is our most ambitious game to date, both in terms of its size and scale, and in the depth and layers of our story and gameplay," the studio wrote on <a href="https://x.com/ONTOS_Official/status/2072696890404012085">X</a>. "In order to deliver this vision, we have decided to push the release of Ontos to 2027. We look forward to sharing more updates about Ontos, our characters, and our world soon."</p><p>Frictional's Amnesia games are spectacularly scary, but also relatively conventional as these things go. Ontos, by contrast, will new more closely to the studio's 2015 release <a href="https://www.pcgamer.com/soma/" target="_blank">Soma</a>: Frictional said in January that it is not trying to make Ontos "a <a href="https://www.pcgamer.com/games/horror/soma-studio-says-its-next-game-is-not-stressful-or-scary-in-the-traditional-sense-but-itll-still-mess-you-up-real-good-the-goal-is-to-evoke-this-deep-existential-terror-that-stays-long-after-you-finish-playing/" target="_blank">stressful or scary game</a> in the traditional sense," but that it wants players to "grapple with heavy and thought provoking themes. The goal is to evoke this deep existential terror that stays long after you finish playing."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ll4ZPxUzPhc" allowfullscreen></iframe></div></div><p>That sure worked with Soma. The Amnesia games had me screaming, crying, and throwing up in the moment, but more than a decade down the road it's Soma that still makes me sit back in my chair every now and then and think, <em>what the hell</em>. (There were moments of screaming, crying, throwing up in that one too, but they were much fewer and farther-between.) So, yeah, definitely eager for more of that, and if it means waiting until next year, I'm happy to do it.</p><p></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="86681e64-fc8a-4e1d-8624-45d01aa286b0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="86681e64-fc8a-4e1d-8624-45d01aa286b0" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Hideo Kojima's upcoming horror game OD is said to survive Microsoft's culling for the second time now ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Microsoft is going through another big 'reset', which is a nice way of saying culling, as it reportedly prepares to cut major games and studios as part of reassessing its videogame investments. But amid all the carnage, Hideo Kojima's OD is apparently unscathed. </p><p><a href="https://www.ign.com/articles/hideo-kojimas-xbox-horror-game-od-is-safe-from-microsofts-reset-plan-but-other-games-are-on-the-chopping-block" target="_blank">According to IGN</a>, a source familiar with Microsoft's plans implied the upcoming horror game remains in the works at Kojima Productions alongside Xbox Publishing. This news comes as Microsoft says it's "taking a fresh look at where we invest so we're focusing on our highest priorities." And honestly, I can't say I'm surprised that OD qualifies as one. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1854px;"><p class="vanilla-image-block" style="padding-top:52.86%;"><img id="vQAH8KP6TBFsup66kDV5HL" name="OD" alt="A screenshot from OD showing a scared person" src="https://cdn.mos.cms.futurecdn.net/vQAH8KP6TBFsup66kDV5HL.jpg" mos="" align="middle" fullscreen="" width="1854" height="980" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions)</span></figcaption></figure><p>Kojima carries quite a bit of weight around this industry, just ask Geoff Keighley, but OD doesn't just feature his work—acclaimed director Jordan Peele is also reportedly collaborating with Kojima on this one. Add that to its star studded cast which includes the likes of Sophia Lillis, Hunter Schafer, and the late Udo Kier, and you get a game that's considerably harder to axe. </p><p>The proof is also in the pudding—this <a href="https://www.pcgamer.com/gaming-industry/hideo-kojimas-mysterious-od-reportedly-escapes-the-cancellation-axe-at-microsoft/">isn't the first time OD has escaped from harm</a>. Almost exactly a year ago today, we saw unfortunately familiar circumstances play out when <a href="https://www.pcgamer.com/gaming-industry/our-platform-hardware-and-game-roadmap-have-never-looked-stronger-phil-spencer-says-as-microsoft-announces-another-round-of-mass-layoffs-at-its-gaming-division/">Microsoft laid off 9,000 employees,</a> cancelling games like <a href="https://www.pcgamer.com/games/rares-everwild-has-been-cancelled-amidst-microsofts-enormous-cuts-to-staff-and-studios/">Everwild</a> and the <a href="https://www.pcgamer.com/gaming-industry/microsoft-cancels-the-perfect-dark-reboot-that-blew-us-away-last-year-closes-developer-the-initiative/">Perfect Dark reboot</a>—just one moment in its <a href="https://www.pcgamer.com/gaming-industry/microsofts-year-of-shame/">year of shame</a>. OD survived this as well. </p><p>Phil Spencer, former Xbox boss, signed the game, and his new replacement Asha Sharma has since <a href="https://www.ign.com/articles/hideo-kojimas-xbox-horror-game-od-is-safe-from-microsofts-reset-plan-but-other-games-are-on-the-chopping-block" target="_blank">shared her enthusiasm</a> for the project: "I've got great artists and creatives that can pick a great game better than I can, and so I want to give it space, but most importantly, I think it just represents another kind of game." Kojima has previously said (in a classic Kojima way) that he doesn't even view OD as a game, instead being "a movie, but at the same time a new form of media." Sure, why not? </p><p>We won't know for sure whether OD is truly in the clear until Microsoft releases a definitive statement on the supposed upcoming layoffs, but if IGN's source is to be believed, OD will once again survive and carry on its already three-year long development.  </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="3a351fbc-ac3e-41d7-8761-c63c864fcbb2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3a351fbc-ac3e-41d7-8761-c63c864fcbb2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/hideo-kojimas-upcoming-horror-game-od-is-said-to-survive-microsofts-culling-for-the-second-time-now/</link>
                                                                            <description>
                            <![CDATA[ This is giving me déjà vu. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">BvBWS7VMmsDfKcdQHDKaSV</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/rivqEci2yWkpqnV6StXTUF-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Thu, 02 Jul 2026 15:03:16 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/rivqEci2yWkpqnV6StXTUF-1280-80.png">
                                                            <media:credit><![CDATA[Kojima Productions]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[ ]]></media:description>                                                            <media:text><![CDATA[ ]]></media:text>
                                <media:title type="plain"><![CDATA[ ]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/rivqEci2yWkpqnV6StXTUF-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Microsoft is going through another big 'reset', which is a nice way of saying culling, as it reportedly prepares to cut major games and studios as part of reassessing its videogame investments. But amid all the carnage, Hideo Kojima's OD is apparently unscathed. </p><p><a href="https://www.ign.com/articles/hideo-kojimas-xbox-horror-game-od-is-safe-from-microsofts-reset-plan-but-other-games-are-on-the-chopping-block" target="_blank">According to IGN</a>, a source familiar with Microsoft's plans implied the upcoming horror game remains in the works at Kojima Productions alongside Xbox Publishing. This news comes as Microsoft says it's "taking a fresh look at where we invest so we're focusing on our highest priorities." And honestly, I can't say I'm surprised that OD qualifies as one. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1854px;"><p class="vanilla-image-block" style="padding-top:52.86%;"><img id="vQAH8KP6TBFsup66kDV5HL" name="OD" alt="A screenshot from OD showing a scared person" src="https://cdn.mos.cms.futurecdn.net/vQAH8KP6TBFsup66kDV5HL.jpg" mos="" align="middle" fullscreen="" width="1854" height="980" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions)</span></figcaption></figure><p>Kojima carries quite a bit of weight around this industry, just ask Geoff Keighley, but OD doesn't just feature his work—acclaimed director Jordan Peele is also reportedly collaborating with Kojima on this one. Add that to its star studded cast which includes the likes of Sophia Lillis, Hunter Schafer, and the late Udo Kier, and you get a game that's considerably harder to axe. </p><p>The proof is also in the pudding—this <a href="https://www.pcgamer.com/gaming-industry/hideo-kojimas-mysterious-od-reportedly-escapes-the-cancellation-axe-at-microsoft/">isn't the first time OD has escaped from harm</a>. Almost exactly a year ago today, we saw unfortunately familiar circumstances play out when <a href="https://www.pcgamer.com/gaming-industry/our-platform-hardware-and-game-roadmap-have-never-looked-stronger-phil-spencer-says-as-microsoft-announces-another-round-of-mass-layoffs-at-its-gaming-division/">Microsoft laid off 9,000 employees,</a> cancelling games like <a href="https://www.pcgamer.com/games/rares-everwild-has-been-cancelled-amidst-microsofts-enormous-cuts-to-staff-and-studios/">Everwild</a> and the <a href="https://www.pcgamer.com/gaming-industry/microsoft-cancels-the-perfect-dark-reboot-that-blew-us-away-last-year-closes-developer-the-initiative/">Perfect Dark reboot</a>—just one moment in its <a href="https://www.pcgamer.com/gaming-industry/microsofts-year-of-shame/">year of shame</a>. OD survived this as well. </p><p>Phil Spencer, former Xbox boss, signed the game, and his new replacement Asha Sharma has since <a href="https://www.ign.com/articles/hideo-kojimas-xbox-horror-game-od-is-safe-from-microsofts-reset-plan-but-other-games-are-on-the-chopping-block" target="_blank">shared her enthusiasm</a> for the project: "I've got great artists and creatives that can pick a great game better than I can, and so I want to give it space, but most importantly, I think it just represents another kind of game." Kojima has previously said (in a classic Kojima way) that he doesn't even view OD as a game, instead being "a movie, but at the same time a new form of media." Sure, why not? </p><p>We won't know for sure whether OD is truly in the clear until Microsoft releases a definitive statement on the supposed upcoming layoffs, but if IGN's source is to be believed, OD will once again survive and carry on its already three-year long development.  </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="3a351fbc-ac3e-41d7-8761-c63c864fcbb2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3a351fbc-ac3e-41d7-8761-c63c864fcbb2" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Netflix has finally figured out how to get viewers off their phones with its newest horror game, but it doesn't quite stick the landing ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Point and click horror can be really tricky to pull off, it can lack a sense of agency over your own actions as characters are funneled into certain choices. But it's even harder to do well when the thing you're using to point and click with is your own temperamental phone. </p><p>Instead of using a mouse and keyboard or a controller, Unhinged—Netflix's latest horror game from Zach Cregger and David Fincher—requires players to connect their phone and use that instead. It functions as Ava, the protagonist's phone as she calls her friend Claire throughout the game for help, all while running away from some creep covered in blood. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n7TeRqQvnTUjXxBEwQic8H" name="Unhinged screenshots" alt="Unhinged screenshots" src="https://cdn.mos.cms.futurecdn.net/n7TeRqQvnTUjXxBEwQic8H.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix Games)</span></figcaption></figure><p>I see the vision with this, and to be fair it certainly makes you feel immersed when you're texting Claire for help or direction, or using its torch to help light the way through the dark hallways of your apartment building after a devastating hurricane takes out the electricity. But that immersion can also backfire. </p><p>Why was Claire calling me when the killer was stood a few feet away? More importantly, why the hell didn't Ava put her phone on silent? I actually got so frustrated at this halfway through I went so far as to put my own phone on 'do not disturb' to try and solve the issue. Unhinged is a very short horror game, clocking in at around 30 minutes long, and Claire was lighting up my phone for almost all of that. </p><p>Another area where the phone did more harm than good was using it as a mouse to point and click your way through the story. Again, I see the aim with this, to try and make players feel more immersed as if they were actually walking around the semi-abandoned building with nothing but their phone to light their way. But I also found it to be quite a temperamental tool, with accuracy being quite hard to master in some of the QTEs where you have to make a quick escape or reach for something to defend yourself before the man covered in blood finally lunges at you. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/RTAPtRV6kGYRNy47mdZRqG.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SMq6UmzFNi9vSLUMo84qSH.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/o3PsiRmapfrZXMwzyfM8VG.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yTej2mzFVU4mpMSHpf2z7H.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure></figure><p>It wasn't an unforgivably awful experience, but if you're going to make people use something other than a controller or keyboard then there has to be a better reason than 'it's cool', and it should work just as well if not better. </p><p>All of that aside, though, Unhinged was a pleasant point and click horror experience. The setting was suitably creepy, and while there wasn't much suspense that's to be expected from a meager 30-minute horror game. </p><p>What carried Unhinged more than anything else, though, was the acting. Zoë Kravitz stars as the protagonist, and then there's Sadie Sink as the well-meaning friend and Troy Baker as the killer. All of their performances were absolutely amazing and did a vastly better job at immersing me in this story than my phone/controller substitute. </p><p>So if you have 30 minutes to spare, a Netflix subscription, and are willing to download Netflix's controller app then I'd recommend checking Unhinged out. If it had a longer run time and actually let me use a keyboard and mouse then my praise would likely be higher, but it's still a good horror game with what it had to work with. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="39a83256-d9dd-4df5-9a10-f2be2689f826" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="39a83256-d9dd-4df5-9a10-f2be2689f826" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/netflix-has-finally-figured-out-how-to-get-viewers-off-their-phones-with-its-newest-horror-game-but-it-doesnt-quite-stick-the-landing/</link>
                                                                            <description>
                            <![CDATA[ The call is coming from inside the house. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">Dv35YLmFcKL3KADsiUihtQ</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/WNXnmxb5i2YmnPiJgewSxG-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Wed, 01 Jul 2026 16:28:36 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/WNXnmxb5i2YmnPiJgewSxG-1280-80.png">
                                                            <media:credit><![CDATA[Netflix Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Unhinged screenshots]]></media:description>                                                            <media:text><![CDATA[Unhinged screenshots]]></media:text>
                                <media:title type="plain"><![CDATA[Unhinged screenshots]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/WNXnmxb5i2YmnPiJgewSxG-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Point and click horror can be really tricky to pull off, it can lack a sense of agency over your own actions as characters are funneled into certain choices. But it's even harder to do well when the thing you're using to point and click with is your own temperamental phone. </p><p>Instead of using a mouse and keyboard or a controller, Unhinged—Netflix's latest horror game from Zach Cregger and David Fincher—requires players to connect their phone and use that instead. It functions as Ava, the protagonist's phone as she calls her friend Claire throughout the game for help, all while running away from some creep covered in blood. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n7TeRqQvnTUjXxBEwQic8H" name="Unhinged screenshots" alt="Unhinged screenshots" src="https://cdn.mos.cms.futurecdn.net/n7TeRqQvnTUjXxBEwQic8H.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix Games)</span></figcaption></figure><p>I see the vision with this, and to be fair it certainly makes you feel immersed when you're texting Claire for help or direction, or using its torch to help light the way through the dark hallways of your apartment building after a devastating hurricane takes out the electricity. But that immersion can also backfire. </p><p>Why was Claire calling me when the killer was stood a few feet away? More importantly, why the hell didn't Ava put her phone on silent? I actually got so frustrated at this halfway through I went so far as to put my own phone on 'do not disturb' to try and solve the issue. Unhinged is a very short horror game, clocking in at around 30 minutes long, and Claire was lighting up my phone for almost all of that. </p><p>Another area where the phone did more harm than good was using it as a mouse to point and click your way through the story. Again, I see the aim with this, to try and make players feel more immersed as if they were actually walking around the semi-abandoned building with nothing but their phone to light their way. But I also found it to be quite a temperamental tool, with accuracy being quite hard to master in some of the QTEs where you have to make a quick escape or reach for something to defend yourself before the man covered in blood finally lunges at you. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/RTAPtRV6kGYRNy47mdZRqG.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SMq6UmzFNi9vSLUMo84qSH.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/o3PsiRmapfrZXMwzyfM8VG.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yTej2mzFVU4mpMSHpf2z7H.png" alt="Unhinged screenshots" /><figcaption><small role="credit">Netflix Games</small></figcaption></figure></figure><p>It wasn't an unforgivably awful experience, but if you're going to make people use something other than a controller or keyboard then there has to be a better reason than 'it's cool', and it should work just as well if not better. </p><p>All of that aside, though, Unhinged was a pleasant point and click horror experience. The setting was suitably creepy, and while there wasn't much suspense that's to be expected from a meager 30-minute horror game. </p><p>What carried Unhinged more than anything else, though, was the acting. Zoë Kravitz stars as the protagonist, and then there's Sadie Sink as the well-meaning friend and Troy Baker as the killer. All of their performances were absolutely amazing and did a vastly better job at immersing me in this story than my phone/controller substitute. </p><p>So if you have 30 minutes to spare, a Netflix subscription, and are willing to download Netflix's controller app then I'd recommend checking Unhinged out. If it had a longer run time and actually let me use a keyboard and mouse then my praise would likely be higher, but it's still a good horror game with what it had to work with. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="39a83256-d9dd-4df5-9a10-f2be2689f826" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="39a83256-d9dd-4df5-9a10-f2be2689f826" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Hideki Kamiya thinks there should be a cozy Resident Evil game, where 'retired Leon goes fishing in the countryside' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Hideki Kamiya cut his teeth on the Resident Evil games, working as a designer on the original and director of Resident Evil 2 before moving on to other things, like Devil May Cry, Viewtiful Joe, Okami, and Bayonetta. Ironically, he's not a big horror guy—he recently expressed a desire for a "<a href="https://x.com/CLOVERS_en/status/2031275913812521339" target="_blank">non-scary mode</a>" in Resident Evil games—and so understandably is not very interested in returning to the Resident Evil series.</p><p>But if he ever did, he would do things very differently. He would make it <em>cozy</em>.</p><p>"If I made it, it'd turn into a game where retired Leon goes fishing in the countryside, forages for wild veggies, bakes bread, walks the dog, tends a home garden, drives 50 km to the general store for supplies, invites old buddies over for a barbecue, fixes the neighborhood grandma's oven at her request, sells homemade lemonade at the local festival," Kamiya wrote on <a href="https://x.com/HidekiKamiya_X/status/2071034176120459595">X</a><a href="" target="_blank"> </a>(machine translated) in response to a request for a new game that continues the story of Leon and Claire. "But that'd be cool, right... ?"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:945px;"><p class="vanilla-image-block" style="padding-top:95.24%;"><img id="h4acnfKLjnQJFtuHK8kMHJ" name="kam1" alt="If I made it, it'd turn into a game where retired Leon goes fishing in the countryside, forages for wild veggies, bakes bread, walks the dog, tends a home garden, drives 50 km to the general store for supplies, invites old buddies over for a barbecue, fixes the neighbor grandma's oven at her request, sells homemade lemonade at the local festival... but that'd be cool, right...?" src="https://cdn.mos.cms.futurecdn.net/h4acnfKLjnQJFtuHK8kMHJ.png" mos="" align="middle" fullscreen="1" width="945" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/h4acnfKLjnQJFtuHK8kMHJ.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Hideki Kamiya (Twitter))</span></figcaption></figure><p>I think it would be cool, actually. It's an aspect of videogame action heroes that's not often explored—what do you do when you're not doing <em>this?</em>—and it's also a fun way to introduce the series to newcomers who might not be into the usual zombie survival horror thing.</p><p>Besides, if we can have a <a href="https://www.pcgamer.com/games/sim/i-have-become-obsessed-with-a-goat-in-lovecraftian-dating-sim-sucker-for-love-date-to-die-for/" target="_blank">dating simulator inspired by the Cthulhu Mythos</a>, why not a cozy Resident Evil spinoff?</p><p>Despite a history of <a href="https://x.com/Genki_JPN/status/1810661505299587204?lang=en" target="_blank">Twitter trolling</a>, Kamiya does seem earnest about the suggestion. "Capcom, there are a lot of voices out there saying they want something like a [Resident Evil] that's not scary," he wrote in a follow-up <a href="https://x.com/HidekiKamiya_X/status/2071431885448990839" target="_blank">tweet</a>. "So if you have some free time, please consider making it... I want to play it too."</p><p>I'm not a Resident Evil guy myself, but I think I'd give this one a look, too. And never say never: As announced at The Game Awards 2024, Kamiya is currently working on a sequel to the 2006 Capcom classic Okami at his new Clovers studio. Even if he doesn't want to make the game himself, maybe the suggestion will give Resident Evil's current stewards at Capcom a nudge.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/UoYmG-_5DG4" allowfullscreen></iframe></div></div><p>And a semi-relevant side note: If you think 'horror' and 'cozy' are an ill-suited match, I would urge you to check out <a href="https://store.steampowered.com/app/3097300/Creature_Kitchen/" target="_blank">Creature Kitchen</a>, one of my favorite little indie games in ages: It's 20% off in the Steam Summer Sale, so just $6.39/£5.35/€6.23, and there's also a demo so you can get a good taste of what it's all about before you commit.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="4da4a790-2abd-4fc1-8a55-0286d7cabc43" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4da4a790-2abd-4fc1-8a55-0286d7cabc43" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/hideki-kamiya-thinks-there-should-be-a-cozy-resident-evil-game-where-retired-leon-goes-fishing-in-the-countryside/</link>
                                                                            <description>
                            <![CDATA[ It's cool if someone else makes it, as long as he gets to play it. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">KQ4L7HbVDjchLDoBcjpmCA</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Mon, 29 Jun 2026 21:02:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png">
                                                            <media:credit><![CDATA[Hideki Kamiya, Unseen Inc]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hideki Kamiya]]></media:description>                                                            <media:text><![CDATA[Hideki Kamiya]]></media:text>
                                <media:title type="plain"><![CDATA[Hideki Kamiya]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/YJroXLdYEzg86BshatwVwj-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Hideki Kamiya cut his teeth on the Resident Evil games, working as a designer on the original and director of Resident Evil 2 before moving on to other things, like Devil May Cry, Viewtiful Joe, Okami, and Bayonetta. Ironically, he's not a big horror guy—he recently expressed a desire for a "<a href="https://x.com/CLOVERS_en/status/2031275913812521339" target="_blank">non-scary mode</a>" in Resident Evil games—and so understandably is not very interested in returning to the Resident Evil series.</p><p>But if he ever did, he would do things very differently. He would make it <em>cozy</em>.</p><p>"If I made it, it'd turn into a game where retired Leon goes fishing in the countryside, forages for wild veggies, bakes bread, walks the dog, tends a home garden, drives 50 km to the general store for supplies, invites old buddies over for a barbecue, fixes the neighborhood grandma's oven at her request, sells homemade lemonade at the local festival," Kamiya wrote on <a href="https://x.com/HidekiKamiya_X/status/2071034176120459595">X</a><a href="" target="_blank"> </a>(machine translated) in response to a request for a new game that continues the story of Leon and Claire. "But that'd be cool, right... ?"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:945px;"><p class="vanilla-image-block" style="padding-top:95.24%;"><img id="h4acnfKLjnQJFtuHK8kMHJ" name="kam1" alt="If I made it, it'd turn into a game where retired Leon goes fishing in the countryside, forages for wild veggies, bakes bread, walks the dog, tends a home garden, drives 50 km to the general store for supplies, invites old buddies over for a barbecue, fixes the neighbor grandma's oven at her request, sells homemade lemonade at the local festival... but that'd be cool, right...?" src="https://cdn.mos.cms.futurecdn.net/h4acnfKLjnQJFtuHK8kMHJ.png" mos="" align="middle" fullscreen="1" width="945" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/h4acnfKLjnQJFtuHK8kMHJ.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Hideki Kamiya (Twitter))</span></figcaption></figure><p>I think it would be cool, actually. It's an aspect of videogame action heroes that's not often explored—what do you do when you're not doing <em>this?</em>—and it's also a fun way to introduce the series to newcomers who might not be into the usual zombie survival horror thing.</p><p>Besides, if we can have a <a href="https://www.pcgamer.com/games/sim/i-have-become-obsessed-with-a-goat-in-lovecraftian-dating-sim-sucker-for-love-date-to-die-for/" target="_blank">dating simulator inspired by the Cthulhu Mythos</a>, why not a cozy Resident Evil spinoff?</p><p>Despite a history of <a href="https://x.com/Genki_JPN/status/1810661505299587204?lang=en" target="_blank">Twitter trolling</a>, Kamiya does seem earnest about the suggestion. "Capcom, there are a lot of voices out there saying they want something like a [Resident Evil] that's not scary," he wrote in a follow-up <a href="https://x.com/HidekiKamiya_X/status/2071431885448990839" target="_blank">tweet</a>. "So if you have some free time, please consider making it... I want to play it too."</p><p>I'm not a Resident Evil guy myself, but I think I'd give this one a look, too. And never say never: As announced at The Game Awards 2024, Kamiya is currently working on a sequel to the 2006 Capcom classic Okami at his new Clovers studio. Even if he doesn't want to make the game himself, maybe the suggestion will give Resident Evil's current stewards at Capcom a nudge.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/UoYmG-_5DG4" allowfullscreen></iframe></div></div><p>And a semi-relevant side note: If you think 'horror' and 'cozy' are an ill-suited match, I would urge you to check out <a href="https://store.steampowered.com/app/3097300/Creature_Kitchen/" target="_blank">Creature Kitchen</a>, one of my favorite little indie games in ages: It's 20% off in the Steam Summer Sale, so just $6.39/£5.35/€6.23, and there's also a demo so you can get a good taste of what it's all about before you commit.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqv5ZX"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqv5ZX.js" async></script><div class="product"><a data-dimension112="4da4a790-2abd-4fc1-8a55-0286d7cabc43" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4da4a790-2abd-4fc1-8a55-0286d7cabc43" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ I tried to create the perfect zombie apocalypse in this intensely detailed outbreak simulator, and sorry slow zombie fans, fast zombies are just better ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday feature where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>In hindsight, calling my new town—in outbreak simulator <a href="https://store.steampowered.com/app/1590850/DeadOS/" target="_blank">DeadOS</a>—Zombieville was a rubbish idea. Not only because it's a terrible name for a town, but also because Zombieville completely failed to live up to its name. </p><p>See, I'd cooked up a properly nasty pathogen for my nominally determined settlement, the kind that makes 28 Days Later's Rage virus look like a bad cold. It transmitted instantly, converted the victim almost as fast, and produced zombies that could move twice as quickly as the average human. </p><p>If this thing got out into the streets, humanity would be dead in days. At least, that's what I thought as patient zero Ruby Mancini picked up the virus at an inner-city intersection (cause unspecified, but let's say 'bat burrito'). After turning a gnarly shade of green, Ruby was primed to chow down on her fellow pedestrians. But she had barely taken a step before being run over by a car.</p><p>Ruby's premature un-death taught me an important lesson: it's surprisingly hard to get a good<em> </em>zombie apocalypse going. And it isn't the only thing I learned from DeadOS, a simulator dedicated to the part of zombie fiction that most games gloss over. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="p7cUYWLB2x9UnhAUUFTbVc" name="6 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/p7cUYWLB2x9UnhAUUFTbVc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/p7cUYWLB2x9UnhAUUFTbVc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>DeadOS is the creation of Benn Powell, an indie game developer who you might know for his Randomizer mods for the Resident Evil series. Indeed, it was Resident Evil, specifically Resident Evil 3, that formed the inspiration for DeadOS: </p><div><blockquote><p>I really wanted to make a game that focussed on that specific part, the part that never makes it into a game.</p><p>Benn Powell</p></blockquote></div><p>"There's a cutscene right at the beginning where they show the helicopter flying over, all the people getting eaten and dying, and the police coming out and doing their bit," Powell says. "Then everybody's dead and the game starts. I really wanted to make a game that focussed on that specific part, the part that never makes it into a game but is always in a cutscene."</p><p>Powell began designing DeadOS in 2019 just before the Covid-19 pandemic—which actually influenced the direction of the game. "It taught me about the R rate … which I think [stands for] reinfection rate," he says. "Now, when you run DeadOS, it tells you the ratio of how many people each zombie infects, so if that number is above one, you have an exponential zombie infection."</p><p>Calling DeadOS a game is not strictly accurate. It's more of a simulation sandbox, one that depicts the spread of a zombie apocalypse across a procedurally generated 3D cityscape. You're not so much trying to achieve a specific goal as seeing what happens when you push <em>this </em>button. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4VdxS56BNHNP75TKRoJkVc" name="4 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/4VdxS56BNHNP75TKRoJkVc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/4VdxS56BNHNP75TKRoJkVc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>DeadOS lets you set a wide range of parameters: the size of the city, its population, the number of armed citizens, the number of police, how easily the virus spreads, what kind of zombie it creates when it does. Then you click 'play' and watch the results of that setup play out. </p><p>As a highly goal-oriented player, DeadOS isn't the kind of experience that would normally appeal to me. But I find its simulation fascinating, because it raises some interesting questions about how a zombie apocalypse might play out. The biggest is the one I mentioned earlier—the surprising challenge of successfully seeding a zombie epidemic.</p><p>Initially, DeadOS was a simple simulation of how an infection spreads through a population. A zombie would bite a person, that person would get infected and eventually die. Then they'd rise as a zombie and bite another person, so on and so forth. But things changed dramatically once Powell started adding things like weapons and police. </p><p>"When I first added guns, [people] would see a zombie and go 'Zombie!' and then <em>blam blam blam</em>!" he says. But since not everyone has the discipline of a Tier 1 Operative, Powell added the possibility for people to hesitate or panic. "You have to have that bit in Resident Evil 2, with the cutscene where Leon's like 'Don't come any closer, I'm gonna shoot!'"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3MkHYc49xhDTy3NqKVH7Sc" name="7 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/3MkHYc49xhDTy3NqKVH7Sc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/3MkHYc49xhDTy3NqKVH7Sc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>Even with the human factor considered, getting a zombie virus to spread through a civilian population is surprisingly hard, especially in a patient zero scenario where the epidemic starts with a single, traditional slow undead. "If you just let the simulation run, it will fail, because it's just one [zombie]," he says. "All the people run away from it, and it will shuffle around until the police turn up."</p><div><blockquote><p>Braver people will fight the infection more, but then they'll also die more.</p><p>Benn Powell</p></blockquote></div><p>Generally speaking, the infection needs a little help. The default play mode—which generates all the parameters for you—solves this problem by having the infection start from multiple points at the same time. "If it's in one place everyone can surround it, they can push everyone out of it, they swarm the area. It's probably not going to get out of there," he says. "When you have two outbreaks at once, and then people start fleeing from one encounter to another … that's how people get killed—they get trapped between two groups of zombies."</p><p>But there are other factors that can give the infection a boost too. In particular, the speed of the zombies has a huge effect on the spread of infection. With apologies to classic zombie fans, 28 Days Later-style infected are simply much more lethal than traditional shamblers. "They [can] go as fast or <em>faster </em>than people," Powell said. "Then you can get closer to having the patient zero scenario … especially if you make [people'] turn fast as well." </p><p>DeadOS also reveals some interesting observations about human behaviour too. "Braver people will fight the infection more, but then they'll also die more," Powell says. Also, perhaps unsurprisingly, carrying a gun makes civilians much more likely to survive a zombie outbreak. So is the best way to survive a zombie outbreak to be a massive coward with a gun? That's what DeadOS suggests.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KXJrovsZJWy93Enkbdt6Mc" name="3 (3)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/KXJrovsZJWy93Enkbdt6Mc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KXJrovsZJWy93Enkbdt6Mc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>Ultimately, Powell says that in a population of 4,000, 250 traditional zombies will be sufficient to make the spread of infection difficult to contain without intervention. At this point, it's really up to you how you let the simulation play out from there. You can simply sit back and watch what happens. Or you can take control of a specific NPC and try to guide them through the scenario, fighting zombies, putting up barricades, looting corpses for ammunition. DeadOS is actually a turn-based game, but when the simulation is running, the turns happen so fast that it appears to be playing in real-time.</p><p>And if you grow tired of zombies tearing up the joint, you can decide to call in the military. This is one of the few direct actions players can take during the simulation. When called in, the military arrives in helicopters, deploying squads across the city and sweeping it systematically. It's pretty neat to watch.</p><p>DeadOS has been in development for close to seven years, and in Steam early access for almost five years. Yet Powell has no plans to stop making it any time soon. "I want people to be able to make their own cities … so people can purposely design an entire city. I want put in Steam Workshop support, so people can say 'These are my cities' or 'We've remade London.'" He also plans to add other institutions like hospitals, and a proper quarantining system for the military. </p><p>The end goal for Powell is to make the most detailed zombie outbreak sim he can with the resources available to him—the Dwarf Fortress of undead Armageddon. "I can't think of another game like this," he concludes. "That's my motivation. This is unique. It's the game I wanted to play but couldn't because it didn't exist, so I made it."</p><div class="product"><a data-dimension112="f2be2114-1c58-48a1-8319-d6ab90fc9a3d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="f2be2114-1c58-48a1-8319-d6ab90fc9a3d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/i-tried-to-create-the-perfect-zombie-apocalypse-in-this-intensely-detailed-outbreak-simulator-and-sorry-slow-zombie-fans-fast-zombies-are-just-better/</link>
                                                                            <description>
                            <![CDATA[ "It's the game I wanted to play but couldn't because it didn't exist, so I made it." ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">JSx48Fsjg2fWEgbmNA4ErJ</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/DcPqeVmMZhTeZEPHEvMEWc-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 27 Jun 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 27 Jun 2026 16:49:16 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rick Lane ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad&#039;s home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website &lt;a href=&quot;http://bit-tech.net/&quot; target=&quot;_blank&quot;&gt;bit-tech.net&lt;/a&gt;. But he&#039;s always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he&#039;ll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/DcPqeVmMZhTeZEPHEvMEWc-1280-80.jpg">
                                                            <media:credit><![CDATA[Benn Powell]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[DeadOS]]></media:description>                                                            <media:text><![CDATA[DeadOS]]></media:text>
                                <media:title type="plain"><![CDATA[DeadOS]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/DcPqeVmMZhTeZEPHEvMEWc-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday feature where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>In hindsight, calling my new town—in outbreak simulator <a href="https://store.steampowered.com/app/1590850/DeadOS/" target="_blank">DeadOS</a>—Zombieville was a rubbish idea. Not only because it's a terrible name for a town, but also because Zombieville completely failed to live up to its name. </p><p>See, I'd cooked up a properly nasty pathogen for my nominally determined settlement, the kind that makes 28 Days Later's Rage virus look like a bad cold. It transmitted instantly, converted the victim almost as fast, and produced zombies that could move twice as quickly as the average human. </p><p>If this thing got out into the streets, humanity would be dead in days. At least, that's what I thought as patient zero Ruby Mancini picked up the virus at an inner-city intersection (cause unspecified, but let's say 'bat burrito'). After turning a gnarly shade of green, Ruby was primed to chow down on her fellow pedestrians. But she had barely taken a step before being run over by a car.</p><p>Ruby's premature un-death taught me an important lesson: it's surprisingly hard to get a good<em> </em>zombie apocalypse going. And it isn't the only thing I learned from DeadOS, a simulator dedicated to the part of zombie fiction that most games gloss over. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="p7cUYWLB2x9UnhAUUFTbVc" name="6 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/p7cUYWLB2x9UnhAUUFTbVc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/p7cUYWLB2x9UnhAUUFTbVc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>DeadOS is the creation of Benn Powell, an indie game developer who you might know for his Randomizer mods for the Resident Evil series. Indeed, it was Resident Evil, specifically Resident Evil 3, that formed the inspiration for DeadOS: </p><div><blockquote><p>I really wanted to make a game that focussed on that specific part, the part that never makes it into a game.</p><p>Benn Powell</p></blockquote></div><p>"There's a cutscene right at the beginning where they show the helicopter flying over, all the people getting eaten and dying, and the police coming out and doing their bit," Powell says. "Then everybody's dead and the game starts. I really wanted to make a game that focussed on that specific part, the part that never makes it into a game but is always in a cutscene."</p><p>Powell began designing DeadOS in 2019 just before the Covid-19 pandemic—which actually influenced the direction of the game. "It taught me about the R rate … which I think [stands for] reinfection rate," he says. "Now, when you run DeadOS, it tells you the ratio of how many people each zombie infects, so if that number is above one, you have an exponential zombie infection."</p><p>Calling DeadOS a game is not strictly accurate. It's more of a simulation sandbox, one that depicts the spread of a zombie apocalypse across a procedurally generated 3D cityscape. You're not so much trying to achieve a specific goal as seeing what happens when you push <em>this </em>button. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4VdxS56BNHNP75TKRoJkVc" name="4 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/4VdxS56BNHNP75TKRoJkVc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/4VdxS56BNHNP75TKRoJkVc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>DeadOS lets you set a wide range of parameters: the size of the city, its population, the number of armed citizens, the number of police, how easily the virus spreads, what kind of zombie it creates when it does. Then you click 'play' and watch the results of that setup play out. </p><p>As a highly goal-oriented player, DeadOS isn't the kind of experience that would normally appeal to me. But I find its simulation fascinating, because it raises some interesting questions about how a zombie apocalypse might play out. The biggest is the one I mentioned earlier—the surprising challenge of successfully seeding a zombie epidemic.</p><p>Initially, DeadOS was a simple simulation of how an infection spreads through a population. A zombie would bite a person, that person would get infected and eventually die. Then they'd rise as a zombie and bite another person, so on and so forth. But things changed dramatically once Powell started adding things like weapons and police. </p><p>"When I first added guns, [people] would see a zombie and go 'Zombie!' and then <em>blam blam blam</em>!" he says. But since not everyone has the discipline of a Tier 1 Operative, Powell added the possibility for people to hesitate or panic. "You have to have that bit in Resident Evil 2, with the cutscene where Leon's like 'Don't come any closer, I'm gonna shoot!'"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3MkHYc49xhDTy3NqKVH7Sc" name="7 (4)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/3MkHYc49xhDTy3NqKVH7Sc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/3MkHYc49xhDTy3NqKVH7Sc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>Even with the human factor considered, getting a zombie virus to spread through a civilian population is surprisingly hard, especially in a patient zero scenario where the epidemic starts with a single, traditional slow undead. "If you just let the simulation run, it will fail, because it's just one [zombie]," he says. "All the people run away from it, and it will shuffle around until the police turn up."</p><div><blockquote><p>Braver people will fight the infection more, but then they'll also die more.</p><p>Benn Powell</p></blockquote></div><p>Generally speaking, the infection needs a little help. The default play mode—which generates all the parameters for you—solves this problem by having the infection start from multiple points at the same time. "If it's in one place everyone can surround it, they can push everyone out of it, they swarm the area. It's probably not going to get out of there," he says. "When you have two outbreaks at once, and then people start fleeing from one encounter to another … that's how people get killed—they get trapped between two groups of zombies."</p><p>But there are other factors that can give the infection a boost too. In particular, the speed of the zombies has a huge effect on the spread of infection. With apologies to classic zombie fans, 28 Days Later-style infected are simply much more lethal than traditional shamblers. "They [can] go as fast or <em>faster </em>than people," Powell said. "Then you can get closer to having the patient zero scenario … especially if you make [people'] turn fast as well." </p><p>DeadOS also reveals some interesting observations about human behaviour too. "Braver people will fight the infection more, but then they'll also die more," Powell says. Also, perhaps unsurprisingly, carrying a gun makes civilians much more likely to survive a zombie outbreak. So is the best way to survive a zombie outbreak to be a massive coward with a gun? That's what DeadOS suggests.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KXJrovsZJWy93Enkbdt6Mc" name="3 (3)" alt="DeadOS" src="https://cdn.mos.cms.futurecdn.net/KXJrovsZJWy93Enkbdt6Mc.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KXJrovsZJWy93Enkbdt6Mc.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Benn Powell)</span></figcaption></figure><p>Ultimately, Powell says that in a population of 4,000, 250 traditional zombies will be sufficient to make the spread of infection difficult to contain without intervention. At this point, it's really up to you how you let the simulation play out from there. You can simply sit back and watch what happens. Or you can take control of a specific NPC and try to guide them through the scenario, fighting zombies, putting up barricades, looting corpses for ammunition. DeadOS is actually a turn-based game, but when the simulation is running, the turns happen so fast that it appears to be playing in real-time.</p><p>And if you grow tired of zombies tearing up the joint, you can decide to call in the military. This is one of the few direct actions players can take during the simulation. When called in, the military arrives in helicopters, deploying squads across the city and sweeping it systematically. It's pretty neat to watch.</p><p>DeadOS has been in development for close to seven years, and in Steam early access for almost five years. Yet Powell has no plans to stop making it any time soon. "I want people to be able to make their own cities … so people can purposely design an entire city. I want put in Steam Workshop support, so people can say 'These are my cities' or 'We've remade London.'" He also plans to add other institutions like hospitals, and a proper quarantining system for the military. </p><p>The end goal for Powell is to make the most detailed zombie outbreak sim he can with the resources available to him—the Dwarf Fortress of undead Armageddon. "I can't think of another game like this," he concludes. "That's my motivation. This is unique. It's the game I wanted to play but couldn't because it didn't exist, so I made it."</p><div class="product"><a data-dimension112="f2be2114-1c58-48a1-8319-d6ab90fc9a3d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="f2be2114-1c58-48a1-8319-d6ab90fc9a3d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Resident Evil 2 fans end 'years of searching' for identity of Jill Valentine's photo boyfriend ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Being as I was assembled in a factory in Sverdlovsk in 1928, I am generally quite bad at identifying or following celebrities. But even I have a profound love for Kyle MacLachlan, the longtime David Lynch collaborator who starred as Dale Cooper in Twin Peaks, Jeffrey Beaumont in Blue Velvet, Paul Atreides in the Dune we don't talk about and, of course, papa Hank in the Fallout TV show.</p><p>Well, here's an additional role I didn't know he had (and likely neither did he): Jill Valentine's possibly-maybe boyfriend in the original Resident Evil 2. You see, back when RE2 first released in 1998, players found that Jill Valentine's desk in the Raccoon City Police Department had a picture on it. Inspect it and you get the message "It's a picture of a young man. There's a good chance it's her boyfriend…" Unfortunately, there were only so many pixels to go around back then, and the identity of the man in question—or, well, his model—was impossible to ascertain.</p><ul><li><a href="https://www.pcgamer.com/best-amazon-prime-day-pc-gaming-deals/" target="_blank"><strong>We're keeping track of all the Amazon Prime Day PC gaming deals here</strong></a></li></ul><p>Until now, anyway. Thanks to Resident Evil fan Morio on <a href="https://x.com/OneiRoidandRoid/status/2068989982446903581" target="_blank">X</a> (via <a href="https://www.polygon.com/resident-evil-2-jill-boyfriend-kyle-maclachlan/" target="_blank">Polygon</a>), it's clear that, yup, that sure is Kyle MacLachlan alright. Specifically it seems to be an image of MacLachlan taken from an early-'90s issue of Japan's Roadshow magazine, which often covered western media like Twin Peaks and was, indeed, <a href="https://twinpeaksblog.com/2025/12/20/twin-peaks-in-roadshow-magazine-from-japan-june-1992/" target="_blank">quite keen on the series</a>.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2068989982446903581"><p lang="en" dir="ltr">Alright, that's it then. The guy from Jill's desk is Kyle MacLachlan. Years of searching finally over.@MV_archeologist pic.twitter.com/FiCJVGs6yF<a href="https://twitter.com/cantworkitout/status/2068989982446903581">June 22, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Precisely who the figure in Valentine's photo was has been a mystery since 1998. Morio said, upon revealing their discovery: "Alright, that's it then. The guy from Jill's desk is Kyle MacLachlan. Years of searching finally over." Incidentally, Morio found that a similar mag picture of Winona Ryder is used for <a href="https://x.com/OneiRoidandRoid/status/2070362700899663917" target="_blank">Barry Burton's daughter</a>.</p><p>If you're wondering, the answer is no: Capcom didn't use a 4K MacLachlan for the version of this photo in the Resident Evil 2 Remake. In fact, they didn't use a person at all. Valentine was officially un-shipped—the shot of a young man on her desk <a href="https://www.youtube.com/watch?v=rFgBZRUoj58">replaced by a photograph of a dog</a>. Which would be an upgrade were we discussing literally any other man but Kyle MacLachlan.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ORV41O"></div>                            </div>                            <script src="https://kwizly.com/embed/ORV41O.js" async></script><div class="product"><a data-dimension112="015cc6dd-f62a-4907-af7c-5ec113669312" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="015cc6dd-f62a-4907-af7c-5ec113669312" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/resident-evil-2-fans-end-years-of-searching-for-identity-of-jill-valentines-photo-boyfriend/</link>
                                                                            <description>
                            <![CDATA[ Turns out he's a small Mexican chihuahua. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">ogtJRR7RB35McyYS3t3Eoe</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/uq8hzbdaF4pVjj769qetof-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 26 Jun 2026 13:42:32 +0000</pubDate>                                                                                                                                <updated>Fri, 26 Jun 2026 17:11:10 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/uq8hzbdaF4pVjj769qetof-1280-80.jpg">
                                                            <media:credit><![CDATA[Left: CBS Photo Archive/Getty Images - Right: Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Split image. Left side: Kyle MacLachlan as Special Agent Dale Cooper, from the pilot episode screen grab of the hit television series &#039;Twin Peaks&#039;, 1990. Right side: Jill Valentine from Resident Evil.]]></media:description>                                                            <media:text><![CDATA[Split image. Left side: Kyle MacLachlan as Special Agent Dale Cooper, from the pilot episode screen grab of the hit television series &#039;Twin Peaks&#039;, 1990. Right side: Jill Valentine from Resident Evil.]]></media:text>
                                <media:title type="plain"><![CDATA[Split image. Left side: Kyle MacLachlan as Special Agent Dale Cooper, from the pilot episode screen grab of the hit television series &#039;Twin Peaks&#039;, 1990. Right side: Jill Valentine from Resident Evil.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/uq8hzbdaF4pVjj769qetof-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Being as I was assembled in a factory in Sverdlovsk in 1928, I am generally quite bad at identifying or following celebrities. But even I have a profound love for Kyle MacLachlan, the longtime David Lynch collaborator who starred as Dale Cooper in Twin Peaks, Jeffrey Beaumont in Blue Velvet, Paul Atreides in the Dune we don't talk about and, of course, papa Hank in the Fallout TV show.</p><p>Well, here's an additional role I didn't know he had (and likely neither did he): Jill Valentine's possibly-maybe boyfriend in the original Resident Evil 2. You see, back when RE2 first released in 1998, players found that Jill Valentine's desk in the Raccoon City Police Department had a picture on it. Inspect it and you get the message "It's a picture of a young man. There's a good chance it's her boyfriend…" Unfortunately, there were only so many pixels to go around back then, and the identity of the man in question—or, well, his model—was impossible to ascertain.</p><ul><li><a href="https://www.pcgamer.com/best-amazon-prime-day-pc-gaming-deals/" target="_blank"><strong>We're keeping track of all the Amazon Prime Day PC gaming deals here</strong></a></li></ul><p>Until now, anyway. Thanks to Resident Evil fan Morio on <a href="https://x.com/OneiRoidandRoid/status/2068989982446903581" target="_blank">X</a> (via <a href="https://www.polygon.com/resident-evil-2-jill-boyfriend-kyle-maclachlan/" target="_blank">Polygon</a>), it's clear that, yup, that sure is Kyle MacLachlan alright. Specifically it seems to be an image of MacLachlan taken from an early-'90s issue of Japan's Roadshow magazine, which often covered western media like Twin Peaks and was, indeed, <a href="https://twinpeaksblog.com/2025/12/20/twin-peaks-in-roadshow-magazine-from-japan-june-1992/" target="_blank">quite keen on the series</a>.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2068989982446903581"><p lang="en" dir="ltr">Alright, that's it then. The guy from Jill's desk is Kyle MacLachlan. Years of searching finally over.@MV_archeologist pic.twitter.com/FiCJVGs6yF<a href="https://twitter.com/cantworkitout/status/2068989982446903581">June 22, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Precisely who the figure in Valentine's photo was has been a mystery since 1998. Morio said, upon revealing their discovery: "Alright, that's it then. The guy from Jill's desk is Kyle MacLachlan. Years of searching finally over." Incidentally, Morio found that a similar mag picture of Winona Ryder is used for <a href="https://x.com/OneiRoidandRoid/status/2070362700899663917" target="_blank">Barry Burton's daughter</a>.</p><p>If you're wondering, the answer is no: Capcom didn't use a 4K MacLachlan for the version of this photo in the Resident Evil 2 Remake. In fact, they didn't use a person at all. Valentine was officially un-shipped—the shot of a young man on her desk <a href="https://www.youtube.com/watch?v=rFgBZRUoj58">replaced by a photograph of a dog</a>. Which would be an upgrade were we discussing literally any other man but Kyle MacLachlan.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ORV41O"></div>                            </div>                            <script src="https://kwizly.com/embed/ORV41O.js" async></script><div class="product"><a data-dimension112="015cc6dd-f62a-4907-af7c-5ec113669312" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="015cc6dd-f62a-4907-af7c-5ec113669312" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Big companies told Hideo Kojima he's 'crazy' for making OD: 'It's something that no one has ever seen before' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>OD is Hideo Kojima's return to horror, and while I'd like to say it's cloaked in mystery we actually know a fair bit about it: it's co-written with Jordan Peele of Get Out fame, and stars Sophia Lillis, Hunter Schafer, and a posthumous Udo Kier. According to Kojima, early trailers may point to "a standard horror game" but it's definitely not that at all.</p><p>In fact, we've been told <a href="https://www.pcgamer.com/games/hideo-kojima-says-death-stranding-was-too-unique-ods-going-to-be-completely-different-but-physints-an-espionage-game-so-you-can-make-it-in-your-sleep/">repeatedly</a> that OD is like nothing else that's come before: what it actually <em>is</em>, is a mystery Kojima seems pretty eager to exacerbate. In a new <a href="https://ew.com/xbox-25th-anniversary-hollywood-adaptations-cover-story-exclusive-12003252">Entertainment Weekly feature</a> which seems designed, maybe <a href="https://www.pcgamer.com/gaming-industry/xbox-game-studios-head-and-chief-of-staff-step-down-as-xbox-reset-looms">with poor timing</a>, to celebrate the virtues and achievements of Xbox as it enters its 25th year, Kojima is called on to comment about OD, which will be published by Xbox Game Studios.</p><p>"I wanted to do something new. I wanted to do something different," Kojima told EW. "I had this OD concept since I was working on DS1 [Death Stranding] and I was working on it just by myself. I can't reveal much detail, but it's something that no one has ever seen before. A new game system."</p><p>He goes on to say that despite being Hideo Kojima, the creator of Metal Gear Solid and Death Stranding, and perhaps the most beloved (maybe <em>only</em>) auteur in the biz, many weren't receptive to his pitch. "I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing," Kojima said. "They said that I'm crazy, and that they really don't understand the concept—that they will not be able to do it."</p><p>Phil Spencer, former Xbox head, was pretty keen on the concept though. Or else, he was keen to secure a crowdpleasing exclusive after Kojima's decades-long association with PlayStation. Most of the Metal Gear Solid games didn't or haven't launched on Xbox consoles, though the majority have since been reissued on that platform. Death Stranding and its sequel both launched as PlayStation exclusives: the first eventually came to Xbox, but the second is yet to make the jump.</p><p>New Xbox head Asha Sharma supports OD, calling it "deeply moving" and representative of "another kind of game". She also seems eager to conflate Xbox's support of the game with its broader vision for the medium as a whole. "We need to make sure our platform is sufficiently open so more creators and developers can come on board and be successful, because the next Kojima is yet to be known." (True, but perhaps he was among the thousands laid off by Microsoft in the last two years).</p><p>Kojima has a tiny bit more to say about OD: "I wanted to go beyond the limit of the 'scariness' that other games had reached. It's a single-player game, and I wanted to make it as scary as possible. But for those that might stop playing when it gets too scary, I have thought of a system that will allow them to keep going. I can't say much more, because it'll give too much of a hint on the system, and I could get in trouble for saying too much!"</p><p>OD has yet to get a release date.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/big-companies-told-hideo-kojima-hes-crazy-for-making-od-its-something-that-no-one-has-ever-seen-before/</link>
                                                                            <description>
                            <![CDATA[ But Xbox saved the day. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">fxGPfbMoBh2mubtY26wFym</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/QRyJkV7ZohR7hbpkCdBaUb-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Tue, 23 Jun 2026 23:12:24 +0000</pubDate>                                                                                                                                <updated>Wed, 24 Jun 2026 03:42:42 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/QRyJkV7ZohR7hbpkCdBaUb-1280-80.png">
                                                            <media:credit><![CDATA[Kojima Productions | Rosdiana Ciaravolo / Getty Images]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A still from OD&#039;s trailer alongside a portrait of Hideo Kojima]]></media:description>                                                            <media:text><![CDATA[A still from OD&#039;s trailer alongside a portrait of Hideo Kojima]]></media:text>
                                <media:title type="plain"><![CDATA[A still from OD&#039;s trailer alongside a portrait of Hideo Kojima]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/QRyJkV7ZohR7hbpkCdBaUb-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>OD is Hideo Kojima's return to horror, and while I'd like to say it's cloaked in mystery we actually know a fair bit about it: it's co-written with Jordan Peele of Get Out fame, and stars Sophia Lillis, Hunter Schafer, and a posthumous Udo Kier. According to Kojima, early trailers may point to "a standard horror game" but it's definitely not that at all.</p><p>In fact, we've been told <a href="https://www.pcgamer.com/games/hideo-kojima-says-death-stranding-was-too-unique-ods-going-to-be-completely-different-but-physints-an-espionage-game-so-you-can-make-it-in-your-sleep/">repeatedly</a> that OD is like nothing else that's come before: what it actually <em>is</em>, is a mystery Kojima seems pretty eager to exacerbate. In a new <a href="https://ew.com/xbox-25th-anniversary-hollywood-adaptations-cover-story-exclusive-12003252">Entertainment Weekly feature</a> which seems designed, maybe <a href="https://www.pcgamer.com/gaming-industry/xbox-game-studios-head-and-chief-of-staff-step-down-as-xbox-reset-looms">with poor timing</a>, to celebrate the virtues and achievements of Xbox as it enters its 25th year, Kojima is called on to comment about OD, which will be published by Xbox Game Studios.</p><p>"I wanted to do something new. I wanted to do something different," Kojima told EW. "I had this OD concept since I was working on DS1 [Death Stranding] and I was working on it just by myself. I can't reveal much detail, but it's something that no one has ever seen before. A new game system."</p><p>He goes on to say that despite being Hideo Kojima, the creator of Metal Gear Solid and Death Stranding, and perhaps the most beloved (maybe <em>only</em>) auteur in the biz, many weren't receptive to his pitch. "I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing," Kojima said. "They said that I'm crazy, and that they really don't understand the concept—that they will not be able to do it."</p><p>Phil Spencer, former Xbox head, was pretty keen on the concept though. Or else, he was keen to secure a crowdpleasing exclusive after Kojima's decades-long association with PlayStation. Most of the Metal Gear Solid games didn't or haven't launched on Xbox consoles, though the majority have since been reissued on that platform. Death Stranding and its sequel both launched as PlayStation exclusives: the first eventually came to Xbox, but the second is yet to make the jump.</p><p>New Xbox head Asha Sharma supports OD, calling it "deeply moving" and representative of "another kind of game". She also seems eager to conflate Xbox's support of the game with its broader vision for the medium as a whole. "We need to make sure our platform is sufficiently open so more creators and developers can come on board and be successful, because the next Kojima is yet to be known." (True, but perhaps he was among the thousands laid off by Microsoft in the last two years).</p><p>Kojima has a tiny bit more to say about OD: "I wanted to go beyond the limit of the 'scariness' that other games had reached. It's a single-player game, and I wanted to make it as scary as possible. But for those that might stop playing when it gets too scary, I have thought of a system that will allow them to keep going. I can't say much more, because it'll give too much of a hint on the system, and I could get in trouble for saying too much!"</p><p>OD has yet to get a release date.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ 'Our game isn't gore porn' says director of game whose trailer features a zombie baby's skull being crushed and someone's eye getting scooped out with a knife ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A story trailer for the gross-out horror game <a href="https://www.pcgamer.com/ill/" target="_blank">Ill</a> dropped earlier this month, although frankly I didn't notice much in the way of story: I was too busy looking at, as cataloged by our Australian goremaster Shaun Prescott, the <a href="https://www.pcgamer.com/games/horror/new-ill-trailer-sets-a-new-bar-for-videogame-ultraviolence-with-at-least-three-skull-crushings/" target="_blank">eye-scoopings, skull stompings, zombie baby punchings</a>, and other such goings-on to really hone in on the narrative angle of the whole thing. Still, Max Verehin, CEO of developer Team Clout, assured me during a recent chat that there is indeed a story going on in there, and that those over-the-top visuals are actually inspired in part by one of the best-loved horror sequences in videogame history: Half-Life 2's <a href="https://www.pcgamer.com/games/fps/arkane-was-devastated-by-its-cancelled-half-life-2-ravenholm-game-but-the-masterclass-it-got-from-late-visionary-artist-viktor-antonov-was-pivotal-to-what-would-become-arkane-later/" target="_blank">We Don't Go to Ravenholm</a>.</p><p>The Ill story trailer actually struck me as somewhat less extreme than the <a href="https://www.pcgamer.com/games/horror/the-summer-game-fest-just-rolled-out-what-is-very-likely-the-most-disturbing-videogame-trailer-i-have-ever-seen/" target="_blank">debut trailer</a> that appeared at the 2025 Summer Game Fest, which was itself apparently somehow less worse than what the studio cooked up when it first decided to make the game. (And just as a gentle FYI, if you're sensitive to graphic violence and gore, you probably shouldn't be reading this and you definitely shouldn't be watching this trailer.)</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/LR2pbhPKKJ8" allowfullscreen></iframe></div></div><p>"Our entire team has extensive experience in the horror genre, spanning games, movies, art, concept design, and so on," Verehin told me. "Like many players and audiences in general, we’ve reached a point where it's quite difficult to surprise us with anything in this genre.</p><p>"When we initially came together, our goal was to combine our experience and create a project that would feel fresh, unconventional, and stand out from the crowd even for us—something that could reignite those raw emotions that have grown a bit dull over time.</p><p>"That’s why during our initial brainstorming sessions, we try not to hold back and be bold, letting whatever madness we have run wild. Only after that do we look for a balance: how not to cross the line while still preserving our uniqueness. We aren't trying to do gore for the sake of gore, as our game isn't 'gore porn.' It aims primarily to scare and entertain, rather than just shock."</p><p>Which leads back to the narrative element of Ill's latest trailer, which Verehin said focuses on the game's characters and "our mysterious plot," although little of that is revealed: Some sort of unpleasantness in the world's worst hospital and you, who apparently just emerged from a coma, are elected as cleanup guy. </p><p>That's not the most original idea for <em>zombie troubles</em> I've ever run across, but it doesn't sound like a straight-up survival horror experience: Ill "combines horror and action," Verehin said, "and since we are fighting monsters rather than actual humans, we expect that tearing through them will bring a sense of fun against the backdrop of the general, oppressive horror."</p><p>That's where the Ravenholm comparison comes into play: A grim locale filled with headcrabs and zombie, Ravenholm is a memorable if somewhat incongruous chunk of Half-Life 2, but what really makes it work is the slice-and-dice combo of the gravity gun and numerous conveniently-placed buzzsaw blades. It's not bloody like Ill, but it's definitely a more visceral method of putting down inhuman horrors than just blasting at them with conventional firearms.</p><p>"We often look back at our own emotions playing through the We Don't Go to Ravenholm episode in Half-Life 2, how we fought back against the monsters, slicing them with saw blades using the gravity gun, blowing them up, and so on," Verehin said.</p><p>"Given the technology of that era, it created the perfect emotional impact. Today, the tech is vastly different, expectations are higher, and the bar for delivering those same emotions to players has risen. And we are doing our best to achieve that exact same effect, but with modern standards."</p><p>The tech has indeed improved in the years since Half-Life 2, and I asked Verehin if perhaps it had become a little too advanced—if the realistic depictions of, as Shaun put it, "skull explosions" might put some people off. Well, no—it <em>definitely </em>did, and does,<em> </em>put some people off. </p><p>But Verehin said that no single game is going to appeal to everyone, and based on the wholeheartedly enthusiastic responses to Ill trailers on YouTube, and the number of wishlists it's racked up on Steam—it now stands among the top 10 most wishlisted games, according to <a href="https://steamdb.info/stats/mostwished/" target="_blank">SteamDB</a>—he thinks they're onto something.</p><p>"This audience knows exactly what they want and what they’ve been missing all this time, and they perfectly understand what we’re trying to achieve." And, he added, "we have a lot more content to share down the line, and players will get to see even more elements and mechanics that the game has to offer, which will naturally shape the overall perception as well."</p><p>I'll admit that I'm curious. I don't like horror games and I'm not a big gore guy, but Ill has put on enough of a wild freak show that despite myself, I really want to give it a try. It'ss set to launch sometime in 2027.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ORV41O"></div>                            </div>                            <script src="https://kwizly.com/embed/ORV41O.js" async></script><div class="product"><a data-dimension112="1948e5d4-3db4-409f-9dd1-7271153cea6c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="1948e5d4-3db4-409f-9dd1-7271153cea6c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/our-game-isnt-gore-porn-says-director-of-game-whose-trailer-features-a-zombie-babys-skull-being-crushed-and-someones-eye-getting-scooped-out-with-a-knife/</link>
                                                                            <description>
                            <![CDATA[ Ill's extreme gore-horror actually draws inspiration from Half-Life 2's Ravenholm: "We are doing our best to achieve that exact same effect, but with modern standards." ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">SXm73fD6MBEExB3U99zLbL</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/Bndz6tq4Z8cpNNXLgQ6GiC-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 22 Jun 2026 23:04:29 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/Bndz6tq4Z8cpNNXLgQ6GiC-1280-80.jpg">
                                                            <media:credit><![CDATA[Team Clout]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Scientist wishing you luck as you go off to be killed by zombies]]></media:description>                                                            <media:text><![CDATA[Scientist wishing you luck as you go off to be killed by zombies]]></media:text>
                                <media:title type="plain"><![CDATA[Scientist wishing you luck as you go off to be killed by zombies]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/Bndz6tq4Z8cpNNXLgQ6GiC-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>A story trailer for the gross-out horror game <a href="https://www.pcgamer.com/ill/" target="_blank">Ill</a> dropped earlier this month, although frankly I didn't notice much in the way of story: I was too busy looking at, as cataloged by our Australian goremaster Shaun Prescott, the <a href="https://www.pcgamer.com/games/horror/new-ill-trailer-sets-a-new-bar-for-videogame-ultraviolence-with-at-least-three-skull-crushings/" target="_blank">eye-scoopings, skull stompings, zombie baby punchings</a>, and other such goings-on to really hone in on the narrative angle of the whole thing. Still, Max Verehin, CEO of developer Team Clout, assured me during a recent chat that there is indeed a story going on in there, and that those over-the-top visuals are actually inspired in part by one of the best-loved horror sequences in videogame history: Half-Life 2's <a href="https://www.pcgamer.com/games/fps/arkane-was-devastated-by-its-cancelled-half-life-2-ravenholm-game-but-the-masterclass-it-got-from-late-visionary-artist-viktor-antonov-was-pivotal-to-what-would-become-arkane-later/" target="_blank">We Don't Go to Ravenholm</a>.</p><p>The Ill story trailer actually struck me as somewhat less extreme than the <a href="https://www.pcgamer.com/games/horror/the-summer-game-fest-just-rolled-out-what-is-very-likely-the-most-disturbing-videogame-trailer-i-have-ever-seen/" target="_blank">debut trailer</a> that appeared at the 2025 Summer Game Fest, which was itself apparently somehow less worse than what the studio cooked up when it first decided to make the game. (And just as a gentle FYI, if you're sensitive to graphic violence and gore, you probably shouldn't be reading this and you definitely shouldn't be watching this trailer.)</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/LR2pbhPKKJ8" allowfullscreen></iframe></div></div><p>"Our entire team has extensive experience in the horror genre, spanning games, movies, art, concept design, and so on," Verehin told me. "Like many players and audiences in general, we’ve reached a point where it's quite difficult to surprise us with anything in this genre.</p><p>"When we initially came together, our goal was to combine our experience and create a project that would feel fresh, unconventional, and stand out from the crowd even for us—something that could reignite those raw emotions that have grown a bit dull over time.</p><p>"That’s why during our initial brainstorming sessions, we try not to hold back and be bold, letting whatever madness we have run wild. Only after that do we look for a balance: how not to cross the line while still preserving our uniqueness. We aren't trying to do gore for the sake of gore, as our game isn't 'gore porn.' It aims primarily to scare and entertain, rather than just shock."</p><p>Which leads back to the narrative element of Ill's latest trailer, which Verehin said focuses on the game's characters and "our mysterious plot," although little of that is revealed: Some sort of unpleasantness in the world's worst hospital and you, who apparently just emerged from a coma, are elected as cleanup guy. </p><p>That's not the most original idea for <em>zombie troubles</em> I've ever run across, but it doesn't sound like a straight-up survival horror experience: Ill "combines horror and action," Verehin said, "and since we are fighting monsters rather than actual humans, we expect that tearing through them will bring a sense of fun against the backdrop of the general, oppressive horror."</p><p>That's where the Ravenholm comparison comes into play: A grim locale filled with headcrabs and zombie, Ravenholm is a memorable if somewhat incongruous chunk of Half-Life 2, but what really makes it work is the slice-and-dice combo of the gravity gun and numerous conveniently-placed buzzsaw blades. It's not bloody like Ill, but it's definitely a more visceral method of putting down inhuman horrors than just blasting at them with conventional firearms.</p><p>"We often look back at our own emotions playing through the We Don't Go to Ravenholm episode in Half-Life 2, how we fought back against the monsters, slicing them with saw blades using the gravity gun, blowing them up, and so on," Verehin said.</p><p>"Given the technology of that era, it created the perfect emotional impact. Today, the tech is vastly different, expectations are higher, and the bar for delivering those same emotions to players has risen. And we are doing our best to achieve that exact same effect, but with modern standards."</p><p>The tech has indeed improved in the years since Half-Life 2, and I asked Verehin if perhaps it had become a little too advanced—if the realistic depictions of, as Shaun put it, "skull explosions" might put some people off. Well, no—it <em>definitely </em>did, and does,<em> </em>put some people off. </p><p>But Verehin said that no single game is going to appeal to everyone, and based on the wholeheartedly enthusiastic responses to Ill trailers on YouTube, and the number of wishlists it's racked up on Steam—it now stands among the top 10 most wishlisted games, according to <a href="https://steamdb.info/stats/mostwished/" target="_blank">SteamDB</a>—he thinks they're onto something.</p><p>"This audience knows exactly what they want and what they’ve been missing all this time, and they perfectly understand what we’re trying to achieve." And, he added, "we have a lot more content to share down the line, and players will get to see even more elements and mechanics that the game has to offer, which will naturally shape the overall perception as well."</p><p>I'll admit that I'm curious. I don't like horror games and I'm not a big gore guy, but Ill has put on enough of a wild freak show that despite myself, I really want to give it a try. It'ss set to launch sometime in 2027.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ORV41O"></div>                            </div>                            <script src="https://kwizly.com/embed/ORV41O.js" async></script><div class="product"><a data-dimension112="1948e5d4-3db4-409f-9dd1-7271153cea6c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="1948e5d4-3db4-409f-9dd1-7271153cea6c" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ I need you to play this unbelievably tense 2 hour horror about descending into hell with a grappling hook ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://store.steampowered.com/app/4450800/Idols_of_Ash/" target="_blank">Idols of Ash</a> looks like another of the droves of low-poly first-person horror games oozing from the 21st century collective consciousness, but it's actually more of a climbing game. I meet the nameless protagonist at the mouth of a mysterious, fathomless pit. For some reason it's my objective to reach the bottom of it.</p><p>At first I start to drop down from one platform or outcrop to the next like I would in any other first-person game, or like I would down a well, or the inside of a giant tree, in a Dark Souls game. Idols of Ash reminds me a lot of FromSoft's games, especially of the recurring Miyazaki motif of dropping carefully into an abyss that seems to widen and contort the further I go. The atmosphere here is pure melancholy murk until, with the flip of a dime, it turns skin crawling.</p><p>Crucially, I have a grappling hook. This is the trick that Idols of Ash's two hour runtime orbits around. If I hook into where I'm standing I can descend safely into the pit to my rope's full extent. Or, more daringly, I can drop without an anchor and hook onto a surface during my fall. I can also swing with this grappling hook, gaining enough momentum to allow me to make leaps of faith towards distant platforms.</p><p>I do this extremely slowly at first, all the better to get a handle on a movement system that becomes more flexible and expressive the more I interact with it. Ain't this nice, I thought: a slowburn exploration game for nyctophiles!</p><p>But then a ginormous freaking centipede appeared from the gloom above, snapping me in half with its trunk-sized mandibles. Game over.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="UdAkELmNVb6ynU8AdcvTy5" name="5" alt="A giant centipede on a wall in a dark area" src="https://cdn.mos.cms.futurecdn.net/UdAkELmNVb6ynU8AdcvTy5.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><p>The tonal whiplash made me rage quit, if I'm honest, but the promise of that grappling hook and the eerily cylindrical subterranea brought me sulking back. I learned to go <em>fast</em>. The further downward I charted the less I could dare rely on hooking and descending: I had to jump and catch, swing and leap. A growing understanding of the expanse was useful, yes, but so was better knowledge of what kind of surfaces the grappling hook can grapple to, and how much slack I need to make quick scurrying leaps. Sometimes I'd just have to hope for the best.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="sxnxRNNBQuBALDM4gEDHaF" name="Idols of Ash" alt="The deep pit in Idols of Ash" src="https://cdn.mos.cms.futurecdn.net/sxnxRNNBQuBALDM4gEDHaF.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="hwSVHzQ4bBxyDpzxbQNZWF" name="Idols of Ash" alt="The deep pit in Idols of Ash" src="https://cdn.mos.cms.futurecdn.net/hwSVHzQ4bBxyDpzxbQNZWF.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><p>I reckon that giant centipede had my arse at least a dozen times. Dealing with it became easier when I realised that it doesn't really move much faster than I do, at least on the game's normal difficulty. The centipede forced me to use my instinct and be dextrous. From a design perspective it's basically a manifesto: Leafy Games doesn't want you to descend this hellscape methodically, stopping to take in the depressing sights now and then: It wants you to play this like an arena shooter without a gun.</p><p>Like I said, it took me about two hours to complete Idols of Ash, though some people in the Steam forums reckon it took them 20 minutes. Once you've finished it you unlock Nightmare mode which removes checkpoints and speeds up the centipede. A lot of people seem to think this is the <em>right </em>way to play it, but I'm not going anywhere near it, thanks. Much more my speed is the sandbox mode, also unlocked post-completion, which lets me explore without the centipede and play around with a bunch of modifiers, like shorter and lengthier ropes, heightened or reduced fall damage, etcetera.</p><p>There is a cryptic story threaded through Idols of Ash. The game's climax is oddly impactful despite the determined vagueness of the exposition up until that moment. I think I'll need to play it again to make sense of it, but overall I think that climactic moment landed because I genuinely felt like I'd escaped a horrible, high stress scenario. Idols of Ash feels like a feverish nightmare. But don't worry too much: it's also an extraordinarily fun first-person platformer. It's on <a href="https://store.steampowered.com/app/4450800/Idols_of_Ash/" target="_blank">Steam</a> and <a href="https://leafygames.itch.io/idols-of-ash" target="_blank">Itch</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/i-need-you-to-play-this-unbelievably-tense-2-hour-horror-about-descending-into-hell-with-a-grappling-hook/</link>
                                                                            <description>
                            <![CDATA[ Idols of Ash is $3, has over 2,000 Overwhelmingly Positive reviews on Steam, and is one of my favourites so far of 2026. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">EWaQsdTQhdANfEdowLqArc</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/pkpjExN6EbyDzRgwhy5m8h-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Tue, 16 Jun 2026 23:42:28 +0000</pubDate>                                                                                                                                <updated>Wed, 17 Jun 2026 20:32:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/pkpjExN6EbyDzRgwhy5m8h-1280-80.png">
                                                            <media:credit><![CDATA[Leafy Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[An image of a pit and a giant centipede]]></media:description>                                                            <media:text><![CDATA[An image of a pit and a giant centipede]]></media:text>
                                <media:title type="plain"><![CDATA[An image of a pit and a giant centipede]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/pkpjExN6EbyDzRgwhy5m8h-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p><a href="https://store.steampowered.com/app/4450800/Idols_of_Ash/" target="_blank">Idols of Ash</a> looks like another of the droves of low-poly first-person horror games oozing from the 21st century collective consciousness, but it's actually more of a climbing game. I meet the nameless protagonist at the mouth of a mysterious, fathomless pit. For some reason it's my objective to reach the bottom of it.</p><p>At first I start to drop down from one platform or outcrop to the next like I would in any other first-person game, or like I would down a well, or the inside of a giant tree, in a Dark Souls game. Idols of Ash reminds me a lot of FromSoft's games, especially of the recurring Miyazaki motif of dropping carefully into an abyss that seems to widen and contort the further I go. The atmosphere here is pure melancholy murk until, with the flip of a dime, it turns skin crawling.</p><p>Crucially, I have a grappling hook. This is the trick that Idols of Ash's two hour runtime orbits around. If I hook into where I'm standing I can descend safely into the pit to my rope's full extent. Or, more daringly, I can drop without an anchor and hook onto a surface during my fall. I can also swing with this grappling hook, gaining enough momentum to allow me to make leaps of faith towards distant platforms.</p><p>I do this extremely slowly at first, all the better to get a handle on a movement system that becomes more flexible and expressive the more I interact with it. Ain't this nice, I thought: a slowburn exploration game for nyctophiles!</p><p>But then a ginormous freaking centipede appeared from the gloom above, snapping me in half with its trunk-sized mandibles. Game over.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="UdAkELmNVb6ynU8AdcvTy5" name="5" alt="A giant centipede on a wall in a dark area" src="https://cdn.mos.cms.futurecdn.net/UdAkELmNVb6ynU8AdcvTy5.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><p>The tonal whiplash made me rage quit, if I'm honest, but the promise of that grappling hook and the eerily cylindrical subterranea brought me sulking back. I learned to go <em>fast</em>. The further downward I charted the less I could dare rely on hooking and descending: I had to jump and catch, swing and leap. A growing understanding of the expanse was useful, yes, but so was better knowledge of what kind of surfaces the grappling hook can grapple to, and how much slack I need to make quick scurrying leaps. Sometimes I'd just have to hope for the best.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="sxnxRNNBQuBALDM4gEDHaF" name="Idols of Ash" alt="The deep pit in Idols of Ash" src="https://cdn.mos.cms.futurecdn.net/sxnxRNNBQuBALDM4gEDHaF.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:62.50%;"><img id="hwSVHzQ4bBxyDpzxbQNZWF" name="Idols of Ash" alt="The deep pit in Idols of Ash" src="https://cdn.mos.cms.futurecdn.net/hwSVHzQ4bBxyDpzxbQNZWF.jpg" mos="" align="middle" fullscreen="" width="1280" height="800" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Leafy Games)</span></figcaption></figure><p>I reckon that giant centipede had my arse at least a dozen times. Dealing with it became easier when I realised that it doesn't really move much faster than I do, at least on the game's normal difficulty. The centipede forced me to use my instinct and be dextrous. From a design perspective it's basically a manifesto: Leafy Games doesn't want you to descend this hellscape methodically, stopping to take in the depressing sights now and then: It wants you to play this like an arena shooter without a gun.</p><p>Like I said, it took me about two hours to complete Idols of Ash, though some people in the Steam forums reckon it took them 20 minutes. Once you've finished it you unlock Nightmare mode which removes checkpoints and speeds up the centipede. A lot of people seem to think this is the <em>right </em>way to play it, but I'm not going anywhere near it, thanks. Much more my speed is the sandbox mode, also unlocked post-completion, which lets me explore without the centipede and play around with a bunch of modifiers, like shorter and lengthier ropes, heightened or reduced fall damage, etcetera.</p><p>There is a cryptic story threaded through Idols of Ash. The game's climax is oddly impactful despite the determined vagueness of the exposition up until that moment. I think I'll need to play it again to make sense of it, but overall I think that climactic moment landed because I genuinely felt like I'd escaped a horrible, high stress scenario. Idols of Ash feels like a feverish nightmare. But don't worry too much: it's also an extraordinarily fun first-person platformer. It's on <a href="https://store.steampowered.com/app/4450800/Idols_of_Ash/" target="_blank">Steam</a> and <a href="https://leafygames.itch.io/idols-of-ash" target="_blank">Itch</a>.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Thanks for the Soup is the most fun I've had in a horror game in a long time, and that's owing to the broccoli ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I went into the immersive horror sim, Thanks for the Soup, with few expectations—I certainly didn't think it would hurl me into the complex world of organic broccoli farming, but I wouldn't have had it any other way. </p><p>The premise of Thanks for the Soup is simple: you deliver soup from 5pm to 1am to patrons who are stuck inside by some vague lockdown or just because their work is too hectic for them to make a trip to the store and turn the oven on. The more orders you fill, the more money you get, which can go towards a few different things: food, fishing, or farming. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:52.60%;"><img id="KZg4Wc4sJWm3Mdu7DgQRgQ" name="Thanks for the Soup screenshots" alt="Thanks for the Soup screenshots" src="https://cdn.mos.cms.futurecdn.net/KZg4Wc4sJWm3Mdu7DgQRgQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1010" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Solshade Games)</span></figcaption></figure><p>I decided my wages would best be spent on setting the foundations for an organic broccoli farm. What started out as a simple bid to grow enough food to keep me peddling soup orders sprouted into my dream job—the soup delivery became a side hustle. </p><p>Yes, the town in which I find myself delivering soup is more than slightly unnerving. The occupants are kind of weird, the neighbourhood gets super dark, flashes of light and thick white fog descends on the town at random, and occasionally you experience a heavenly vision. But a job's a job, and I find cycling around on my bike surprisingly peaceful. All I have to do is think of my broccoli, oh, and eat a mushroom or two—did I mention there's a wide variety of mushrooms found across town?</p><p>On my travels across town I found five different types of mushrooms, and because of my dedication to science and—recently—farming, I decided to eat all of them. From what I found, Zuzu mushroom takes a hammer to my depth perception, the Tolid Mushroom makes me super fast, the Folor mushroom makes everything wavy, and as for the Ulod and Cranim mushrooms, I'm not sure yet—I ate a ton of both of them and nothing seemed to happen. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/NESPj9Zg9EEbLibCiPs4ZQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Xk4cCREJfR4YdYGByKCvZQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Dk8VvmomwvZHh8F9GywvaQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure></figure><p>These mushrooms are a big help, especially when things get a bit spooky—it's hard to be scared of whatever may be lurking in the shadows when I'm fighting the mushroom waves trying to stay on my bike. Although I do have to admit that I likely haven't reached peak horror yet as I haven't entered the kitchen.</p><p>On my first day as a soup delivery person I was told by my manager not to go into the kitchen. Apparently, if I did I would disturb the chefs and they also don't want their secret recipe getting out. I've watched enough SpongeBob SquarePants to suspect that they're probably using humans as the secret ingredient, but that's honestly none of my business. They can keep on cooking humans as long as I can keep farming organic broccoli. Because if I can farm broccoli, then what's this all been about? What have I been working toward?</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmA0RX"></div>                            </div>                            <script src="https://kwizly.com/embed/XmA0RX.js" async></script><div class="product"><a data-dimension112="602cd045-27d7-4ad0-a853-013bf73055ce" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:550px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="dmLfcTEceHMYUpsciYxiDT" name="steam rpgs" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/dmLfcTEceHMYUpsciYxiDT.jpg" mos="" align="middle" fullscreen="" width="550" height="550" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/steam-sale-dates/" target="_blank" data-dimension112="602cd045-27d7-4ad0-a853-013bf73055ce" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" data-dimension25=""><strong>Steam sale dates</strong></a>: When's the next event?<br><a href="https://www.pcgamer.com/epic-games-store-free-games-list/" target="_blank"><strong>Epic Store free games</strong></a>: What's free right now?<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: The best freebies you can grab<br><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank"><strong>2026 games</strong></a>: This year's upcoming releases<br><a href="https://www.pcgamer.com/the-best-free-games-on-steam/" target="_blank"><strong>Free Steam games</strong></a>: No purchase necessary</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/thanks-for-the-soup-is-the-most-fun-ive-had-in-a-horror-game-in-a-long-time-and-thats-owing-to-the-broccoli/</link>
                                                                            <description>
                            <![CDATA[ Broccoli seeds + medium fertilizer = cash. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">hgoJDkMtn37bCxL4DQAdzd</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/7fnQ5gMEvY5rjmfYrMfBTQ-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Tue, 16 Jun 2026 16:20:09 +0000</pubDate>                                                                                                                                <updated>Tue, 16 Jun 2026 17:38:16 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/7fnQ5gMEvY5rjmfYrMfBTQ-1280-80.jpg">
                                                            <media:credit><![CDATA[Solshade Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Thanks for the Soup screenshots]]></media:description>                                                            <media:text><![CDATA[Thanks for the Soup screenshots]]></media:text>
                                <media:title type="plain"><![CDATA[Thanks for the Soup screenshots]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/7fnQ5gMEvY5rjmfYrMfBTQ-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>I went into the immersive horror sim, Thanks for the Soup, with few expectations—I certainly didn't think it would hurl me into the complex world of organic broccoli farming, but I wouldn't have had it any other way. </p><p>The premise of Thanks for the Soup is simple: you deliver soup from 5pm to 1am to patrons who are stuck inside by some vague lockdown or just because their work is too hectic for them to make a trip to the store and turn the oven on. The more orders you fill, the more money you get, which can go towards a few different things: food, fishing, or farming. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:52.60%;"><img id="KZg4Wc4sJWm3Mdu7DgQRgQ" name="Thanks for the Soup screenshots" alt="Thanks for the Soup screenshots" src="https://cdn.mos.cms.futurecdn.net/KZg4Wc4sJWm3Mdu7DgQRgQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1010" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Solshade Games)</span></figcaption></figure><p>I decided my wages would best be spent on setting the foundations for an organic broccoli farm. What started out as a simple bid to grow enough food to keep me peddling soup orders sprouted into my dream job—the soup delivery became a side hustle. </p><p>Yes, the town in which I find myself delivering soup is more than slightly unnerving. The occupants are kind of weird, the neighbourhood gets super dark, flashes of light and thick white fog descends on the town at random, and occasionally you experience a heavenly vision. But a job's a job, and I find cycling around on my bike surprisingly peaceful. All I have to do is think of my broccoli, oh, and eat a mushroom or two—did I mention there's a wide variety of mushrooms found across town?</p><p>On my travels across town I found five different types of mushrooms, and because of my dedication to science and—recently—farming, I decided to eat all of them. From what I found, Zuzu mushroom takes a hammer to my depth perception, the Tolid Mushroom makes me super fast, the Folor mushroom makes everything wavy, and as for the Ulod and Cranim mushrooms, I'm not sure yet—I ate a ton of both of them and nothing seemed to happen. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/NESPj9Zg9EEbLibCiPs4ZQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Xk4cCREJfR4YdYGByKCvZQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Dk8VvmomwvZHh8F9GywvaQ.jpg" alt="Thanks for the Soup screenshots" /><figcaption><small role="credit">Solshade Games</small></figcaption></figure></figure><p>These mushrooms are a big help, especially when things get a bit spooky—it's hard to be scared of whatever may be lurking in the shadows when I'm fighting the mushroom waves trying to stay on my bike. Although I do have to admit that I likely haven't reached peak horror yet as I haven't entered the kitchen.</p><p>On my first day as a soup delivery person I was told by my manager not to go into the kitchen. Apparently, if I did I would disturb the chefs and they also don't want their secret recipe getting out. I've watched enough SpongeBob SquarePants to suspect that they're probably using humans as the secret ingredient, but that's honestly none of my business. They can keep on cooking humans as long as I can keep farming organic broccoli. Because if I can farm broccoli, then what's this all been about? What have I been working toward?</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmA0RX"></div>                            </div>                            <script src="https://kwizly.com/embed/XmA0RX.js" async></script><div class="product"><a data-dimension112="602cd045-27d7-4ad0-a853-013bf73055ce" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:550px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="dmLfcTEceHMYUpsciYxiDT" name="steam rpgs" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/dmLfcTEceHMYUpsciYxiDT.jpg" mos="" align="middle" fullscreen="" width="550" height="550" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/steam-sale-dates/" target="_blank" data-dimension112="602cd045-27d7-4ad0-a853-013bf73055ce" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" data-dimension25=""><strong>Steam sale dates</strong></a>: When's the next event?<br><a href="https://www.pcgamer.com/epic-games-store-free-games-list/" target="_blank"><strong>Epic Store free games</strong></a>: What's free right now?<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: The best freebies you can grab<br><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank"><strong>2026 games</strong></a>: This year's upcoming releases<br><a href="https://www.pcgamer.com/the-best-free-games-on-steam/" target="_blank"><strong>Free Steam games</strong></a>: No purchase necessary</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ I already like the new survival horror Hellraiser game more than the movie ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I don't know exactly when it changed—when <em>I</em> changed—but over the last half decade, I realized I really like horror movies. Before that I <em>thought</em> I mostly liked movies that leaned harder on suspense than jumpscares, or horror comedies that poked fun at the dumb slashers of the '80s. But it turned out my love of Scream and Cabin in the Woods was just a gateway drug to unabashed enthusiasm for the camp, costuming, and incredible practical effects of a Nightmare on Elm Street or Scanners or Exorcist. I now think Possession is right up there with The Thing as one of the best films ever made and oh my god, why did I wait so long to watch The Blob? Every October I put a few more cult classics on my watch list and find a new horror favorite I never thought I would love but absolutely do.</p><p>Anyway, Hellraiser sucks.</p><p>Terrible movie! Amazing, flesh-tearing makeup and special effects. Those Cenobite designs? Immaculate nightmare stuff. But every scene in which characters talk is more painful than the kinky BDSM stuff the hell dimension creatures get up to. "This is a movie without wit, style or reason, and the true horror is that actors were made to portray, and technicians to realize, its bankruptcy of imagination," Roger Ebert wrote about it at the time <a href="https://www.rogerebert.com/reviews/hellraiser-1987">in a withering review</a>.</p><p>As a noted lover of videogames, I'm sure Ebert would agree with me that Saber's singleplayer Hellraiser: Revival is already better than the film the second it hands you a shotgun.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2648px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="JzwPBXSjPvBSe332Z6GAPj" name="Hellraiser hed crop" alt="Hellraiser: Revival survival horror" src="https://cdn.mos.cms.futurecdn.net/JzwPBXSjPvBSe332Z6GAPj.jpg" mos="" align="middle" fullscreen="1" width="2648" height="1489" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/JzwPBXSjPvBSe332Z6GAPj.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>I had a great time playing about 40 minutes of Hellraiser: Revival, most of which I spent thinking "Oh this game is like, <em>nasty</em> nasty." The level I explored, set in a cult's fetish club, was littered with BDSM flyers and sex toys, bear traps (the metal kind), and cultists in kink suits that doubled as effective armor plating. I chopped one's arm off with a Jagged Messer, a giant machete the in-game tooltip notes is "a perfect weapon for disembowelment." Another kept knocking me off my feet with shotgun blasts until I used the magical capabilities of the Lament Configuration, Hellraiser's iconic puzzle box thingamajig, to suck the fire essence out of a lit brazier and blast it out like a flamethrower.</p><p>I don't want to exaggerate Hellraiser: Revival's complexity by calling it an immersive sim, but at a surface level it feels very BioShock. There are tight environments littered with details to look at, drawers to open for ammo and other scraps, audio diaries scattered about, light puzzles gate your progress from room to room, and the Lament Configuration's ability to temporarily take on certain powers doesn't feel too far off from BioShock's elemental plasmids. Unlike BioShock, however, Hellraiser is full of ball gags, vibrators, and what is definitely the first time I've seen the words "face fuck" written in a videogame. </p><p>It's absolutely not shying away from the horniness of Clive Barker's film. Thankfully, the game does not take place almost entirely in an attic: after shooting my way through the cultists I got teleported to the hell dimension, where I ran through spooky transforming corridors until I could use the Lament Configuration to rotate the walls and floors of an Escher-like room to arrange a walkway to a pedestal awaiting the cursed cube. What followed was one of the best button prompts I've seen in years: Press F to Increase Suffering. </p><p>Maximum Suffering Increased? I'm not sure what more you could hope for from a horror game, really.</p><iframe src="https://content.jwplatform.com/players/lqJ3KoRB.html" id="lqJ3KoRB" title="Hellraiser: Revival cultist combat" width="3840" height="2160" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Saber is calling Hellraiser: Revival "survival horror action," which feels apt: it fits somewhere in between the horror and action flavors of Resident Evil. I never had more than a magazine or two of spare ammo for my pistol and shotgun, encouraging me to use the Lament Configuration to kill enemies instead of bullets, or to sneak through a vent to get behind one and stick my machete in their skull. It's got some of the grunginess of a 2000s horror game like Condemned: Criminal Origins, though I think its over-the-top sex and drugs tone might prove so edgy that it's actually closer to <a href="https://www.pcgamer.com/the-darkness-2-review/">The Darkness</a> by the end.</p><p>It's not <em>scary</em> horror, at least to me, and I expect tropes more than breaking new ground. In one less fun bit, I played through a looping nightmare in my character's house, where I had to go looking for my missing girlfriend (now a captive of the Cenobites) again and again, repeatedly resetting the room until I found the right interactive bits to move the sequence forward. Not the most creative bit of horror game design—then again, Hellraiser: Revival is the first time I've ever seen ASCII dick and boobs drawn on an old Nokia phone, so I have to respect its commitment, even if it ends up lacking much of <a href="https://horrorobsessive.com/2021/11/29/hellbound-hearts-what-makes-hellraiser-queer/">the original's queer themes</a>. Games are never this horny. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yHueUcxH7NVPacgsWsYTtj" name="Hellraiser - 04" alt="Hellraiser: Revival survival horror" src="https://cdn.mos.cms.futurecdn.net/yHueUcxH7NVPacgsWsYTtj.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/yHueUcxH7NVPacgsWsYTtj.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>If not outright scary, Hellraiser: Revival does deliver a constant supply of "well that's fucked up" and guns that kick hard, which is enough to put it on the level of a fun '80s slasher in game form. I'm not sure it's a B movie-style cult classic just yet, but I <em>did</em> chop a cultist's legs off with a bear trap after he yelled "I'm gonna nail him from cover!" so I'd say the odds are, at least, in its favor.</p><div class="product"><a data-dimension112="3c0e8701-0967-4352-b20b-29e0727b5810" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3c0e8701-0967-4352-b20b-29e0727b5810" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/i-already-like-the-new-survival-horror-hellraiser-game-more-than-the-movie/</link>
                                                                            <description>
                            <![CDATA[ This may be the horniest horror game ever made. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">CnM3pjD6nduhC5SsxQ8wAi</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/znjG2QpVaXUBcf8Xfpzsyi-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Tue, 16 Jun 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 17 Jun 2026 20:32:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ wesley@pcgamer.com (Wes Fenlon) ]]></author>                    <dc:creator><![CDATA[ Wes Fenlon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oLoGHTuSZDFZX6QdzCTj4R.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he&#039;ll always jump at the chance to cover emulation and Japanese games.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it&#039;s really becoming a problem), he&#039;s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;His lasting legacy on this earth may be &lt;a href=&quot;https://www.pcgamer.com/ive-somehow-been-wasding-wrong-my-whole-life/&quot; target=&quot;_blank&quot;&gt;using WASD wrong&lt;/a&gt; for his entire life.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/znjG2QpVaXUBcf8Xfpzsyi-1280-80.jpg">
                                                            <media:credit><![CDATA[Saber Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hellraiser: Revival survival horror]]></media:description>                                                            <media:text><![CDATA[Hellraiser: Revival survival horror]]></media:text>
                                <media:title type="plain"><![CDATA[Hellraiser: Revival survival horror]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/znjG2QpVaXUBcf8Xfpzsyi-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>I don't know exactly when it changed—when <em>I</em> changed—but over the last half decade, I realized I really like horror movies. Before that I <em>thought</em> I mostly liked movies that leaned harder on suspense than jumpscares, or horror comedies that poked fun at the dumb slashers of the '80s. But it turned out my love of Scream and Cabin in the Woods was just a gateway drug to unabashed enthusiasm for the camp, costuming, and incredible practical effects of a Nightmare on Elm Street or Scanners or Exorcist. I now think Possession is right up there with The Thing as one of the best films ever made and oh my god, why did I wait so long to watch The Blob? Every October I put a few more cult classics on my watch list and find a new horror favorite I never thought I would love but absolutely do.</p><p>Anyway, Hellraiser sucks.</p><p>Terrible movie! Amazing, flesh-tearing makeup and special effects. Those Cenobite designs? Immaculate nightmare stuff. But every scene in which characters talk is more painful than the kinky BDSM stuff the hell dimension creatures get up to. "This is a movie without wit, style or reason, and the true horror is that actors were made to portray, and technicians to realize, its bankruptcy of imagination," Roger Ebert wrote about it at the time <a href="https://www.rogerebert.com/reviews/hellraiser-1987">in a withering review</a>.</p><p>As a noted lover of videogames, I'm sure Ebert would agree with me that Saber's singleplayer Hellraiser: Revival is already better than the film the second it hands you a shotgun.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2648px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="JzwPBXSjPvBSe332Z6GAPj" name="Hellraiser hed crop" alt="Hellraiser: Revival survival horror" src="https://cdn.mos.cms.futurecdn.net/JzwPBXSjPvBSe332Z6GAPj.jpg" mos="" align="middle" fullscreen="1" width="2648" height="1489" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/JzwPBXSjPvBSe332Z6GAPj.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>I had a great time playing about 40 minutes of Hellraiser: Revival, most of which I spent thinking "Oh this game is like, <em>nasty</em> nasty." The level I explored, set in a cult's fetish club, was littered with BDSM flyers and sex toys, bear traps (the metal kind), and cultists in kink suits that doubled as effective armor plating. I chopped one's arm off with a Jagged Messer, a giant machete the in-game tooltip notes is "a perfect weapon for disembowelment." Another kept knocking me off my feet with shotgun blasts until I used the magical capabilities of the Lament Configuration, Hellraiser's iconic puzzle box thingamajig, to suck the fire essence out of a lit brazier and blast it out like a flamethrower.</p><p>I don't want to exaggerate Hellraiser: Revival's complexity by calling it an immersive sim, but at a surface level it feels very BioShock. There are tight environments littered with details to look at, drawers to open for ammo and other scraps, audio diaries scattered about, light puzzles gate your progress from room to room, and the Lament Configuration's ability to temporarily take on certain powers doesn't feel too far off from BioShock's elemental plasmids. Unlike BioShock, however, Hellraiser is full of ball gags, vibrators, and what is definitely the first time I've seen the words "face fuck" written in a videogame. </p><p>It's absolutely not shying away from the horniness of Clive Barker's film. Thankfully, the game does not take place almost entirely in an attic: after shooting my way through the cultists I got teleported to the hell dimension, where I ran through spooky transforming corridors until I could use the Lament Configuration to rotate the walls and floors of an Escher-like room to arrange a walkway to a pedestal awaiting the cursed cube. What followed was one of the best button prompts I've seen in years: Press F to Increase Suffering. </p><p>Maximum Suffering Increased? I'm not sure what more you could hope for from a horror game, really.</p><iframe src="https://content.jwplatform.com/players/lqJ3KoRB.html" id="lqJ3KoRB" title="Hellraiser: Revival cultist combat" width="3840" height="2160" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Saber is calling Hellraiser: Revival "survival horror action," which feels apt: it fits somewhere in between the horror and action flavors of Resident Evil. I never had more than a magazine or two of spare ammo for my pistol and shotgun, encouraging me to use the Lament Configuration to kill enemies instead of bullets, or to sneak through a vent to get behind one and stick my machete in their skull. It's got some of the grunginess of a 2000s horror game like Condemned: Criminal Origins, though I think its over-the-top sex and drugs tone might prove so edgy that it's actually closer to <a href="https://www.pcgamer.com/the-darkness-2-review/">The Darkness</a> by the end.</p><p>It's not <em>scary</em> horror, at least to me, and I expect tropes more than breaking new ground. In one less fun bit, I played through a looping nightmare in my character's house, where I had to go looking for my missing girlfriend (now a captive of the Cenobites) again and again, repeatedly resetting the room until I found the right interactive bits to move the sequence forward. Not the most creative bit of horror game design—then again, Hellraiser: Revival is the first time I've ever seen ASCII dick and boobs drawn on an old Nokia phone, so I have to respect its commitment, even if it ends up lacking much of <a href="https://horrorobsessive.com/2021/11/29/hellbound-hearts-what-makes-hellraiser-queer/">the original's queer themes</a>. Games are never this horny. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yHueUcxH7NVPacgsWsYTtj" name="Hellraiser - 04" alt="Hellraiser: Revival survival horror" src="https://cdn.mos.cms.futurecdn.net/yHueUcxH7NVPacgsWsYTtj.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/yHueUcxH7NVPacgsWsYTtj.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Saber Interactive)</span></figcaption></figure><p>If not outright scary, Hellraiser: Revival does deliver a constant supply of "well that's fucked up" and guns that kick hard, which is enough to put it on the level of a fun '80s slasher in game form. I'm not sure it's a B movie-style cult classic just yet, but I <em>did</em> chop a cultist's legs off with a bear trap after he yelled "I'm gonna nail him from cover!" so I'd say the odds are, at least, in its favor.</p><div class="product"><a data-dimension112="3c0e8701-0967-4352-b20b-29e0727b5810" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3c0e8701-0967-4352-b20b-29e0727b5810" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Dead by Daylight celebrates its 10 year anniversary by adding the most sought after horror icon and teasing 'a sweeping visual overhaul' ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/dead-by-daylight/">Dead by Daylight</a> recently celebrated its 10 year anniversary with <a href="https://www.youtube.com/watch?v=2TseoyiHoP8" target="_blank">a day-long fan event</a> with panels, meet-and-greets, and crucially, a bunch of new announcements as Behaviour Interactive looks to the next 10 years of development. </p><p>First off, the headlining news was a recap of Dead by Daylight's upcoming Chapter and collabs, including the highly sought after horror icon Jason Voorhees who "finally hacks his way into The Fog after a decade of demand." Jason arrives tomorrow on all platforms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/2TseoyiHoP8" allowfullscreen></iframe></div></div><p>Then there was another Chapter reveal, although this one is set to be survivor-focussed, as it introduces Shane Wiigwaas, "the game's first Indigenous Survivor." Shane will be added later this month on June 25. Later this year Dead by Daylight is also set to get Art the Clown, a Scooby-Doo collection, and the first ever Chapter "developed entirely in collaboration with its community", among others. </p><p>But while these upcoming chapters and collabs are exciting, it's largely just business as usual, the real excitement comes from Behaviour Interactive's plans for the future of Dead by Daylight, primarily the upcoming "sweeping visual overhaul." </p><p>"Designed to make every Trial more immersive and emotionally impactful, the update will introduce new character model reworks with expanded animation capabilities, alongside realistic facial animations that bring greater expression and nuance to characters.  </p><p>"Maps and environments will also receive significant upgrades, including enhanced lighting, shading, and textures, improved Fog and Mist effects, a stronger Entity presence, and, for the first time in Dead by Daylight, dynamic weather systems featuring light rain, heavy rain, and storms." </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:854px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="gFrZHWUkFG9AYhapyofeUY" name="dead by daylight screenshots" alt="Visual overhaul" src="https://cdn.mos.cms.futurecdn.net/gFrZHWUkFG9AYhapyofeUY.png" mos="" align="middle" fullscreen="" width="854" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Behaviour Interactive )</span></figcaption></figure><p>You can see how good the new animations look towards the <a href="https://www.youtube.com/live/2TseoyiHoP8?si=qJogVOptsBZ_LZZH&t=33438" target="_blank">end of the Dead by Daylight broadcast</a>. The assets shown are a work in progress, but even so they look a hell of a lot better. With upgrades to character face models, hair, and expressions: "we can animate the characters in ways we couldn't before." </p><p>There will also be a ton of new voice lines for Dead by Daylight's original characters, alongside plans for sandbox modding and "a wider selection of new game modes is also being rolled out in the coming years, with early details for 1v1 mode and zombie mode shared." </p><p>There's certainly a lot to look forward to for fans of Dead by Daylight, which has only been made possible thanks to its solid last 10 years. "Not only can few live service titles boast such a milestone, but fewer still can claim to have reached it on the heels of back-to-back record setting years, a testament to the game’s enduring popularity."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmA0RX"></div>                            </div>                            <script src="https://kwizly.com/embed/XmA0RX.js" async></script><div class="product"><a data-dimension112="619df6a1-5ada-4e07-996d-88635c626ce5" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="619df6a1-5ada-4e07-996d-88635c626ce5" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/dead-by-daylight-celebrates-its-10-year-anniversary-by-adding-the-most-sought-after-horror-icon-and-teasing-a-sweeping-visual-overhaul/</link>
                                                                            <description>
                            <![CDATA[ Here's to another 10 years. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">eMJjvQsASHQ99W98kwrAv</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/kNM2iegdEHaewyPYxVqMLY-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 15 Jun 2026 13:21:19 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/kNM2iegdEHaewyPYxVqMLY-1280-80.jpg">
                                                            <media:credit><![CDATA[Behaviour Interactive ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Jason Killer update]]></media:description>                                                            <media:text><![CDATA[Jason Killer update]]></media:text>
                                <media:title type="plain"><![CDATA[Jason Killer update]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/kNM2iegdEHaewyPYxVqMLY-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p><a href="https://www.pcgamer.com/dead-by-daylight/">Dead by Daylight</a> recently celebrated its 10 year anniversary with <a href="https://www.youtube.com/watch?v=2TseoyiHoP8" target="_blank">a day-long fan event</a> with panels, meet-and-greets, and crucially, a bunch of new announcements as Behaviour Interactive looks to the next 10 years of development. </p><p>First off, the headlining news was a recap of Dead by Daylight's upcoming Chapter and collabs, including the highly sought after horror icon Jason Voorhees who "finally hacks his way into The Fog after a decade of demand." Jason arrives tomorrow on all platforms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/2TseoyiHoP8" allowfullscreen></iframe></div></div><p>Then there was another Chapter reveal, although this one is set to be survivor-focussed, as it introduces Shane Wiigwaas, "the game's first Indigenous Survivor." Shane will be added later this month on June 25. Later this year Dead by Daylight is also set to get Art the Clown, a Scooby-Doo collection, and the first ever Chapter "developed entirely in collaboration with its community", among others. </p><p>But while these upcoming chapters and collabs are exciting, it's largely just business as usual, the real excitement comes from Behaviour Interactive's plans for the future of Dead by Daylight, primarily the upcoming "sweeping visual overhaul." </p><p>"Designed to make every Trial more immersive and emotionally impactful, the update will introduce new character model reworks with expanded animation capabilities, alongside realistic facial animations that bring greater expression and nuance to characters.  </p><p>"Maps and environments will also receive significant upgrades, including enhanced lighting, shading, and textures, improved Fog and Mist effects, a stronger Entity presence, and, for the first time in Dead by Daylight, dynamic weather systems featuring light rain, heavy rain, and storms." </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:854px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="gFrZHWUkFG9AYhapyofeUY" name="dead by daylight screenshots" alt="Visual overhaul" src="https://cdn.mos.cms.futurecdn.net/gFrZHWUkFG9AYhapyofeUY.png" mos="" align="middle" fullscreen="" width="854" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Behaviour Interactive )</span></figcaption></figure><p>You can see how good the new animations look towards the <a href="https://www.youtube.com/live/2TseoyiHoP8?si=qJogVOptsBZ_LZZH&t=33438" target="_blank">end of the Dead by Daylight broadcast</a>. The assets shown are a work in progress, but even so they look a hell of a lot better. With upgrades to character face models, hair, and expressions: "we can animate the characters in ways we couldn't before." </p><p>There will also be a ton of new voice lines for Dead by Daylight's original characters, alongside plans for sandbox modding and "a wider selection of new game modes is also being rolled out in the coming years, with early details for 1v1 mode and zombie mode shared." </p><p>There's certainly a lot to look forward to for fans of Dead by Daylight, which has only been made possible thanks to its solid last 10 years. "Not only can few live service titles boast such a milestone, but fewer still can claim to have reached it on the heels of back-to-back record setting years, a testament to the game’s enduring popularity."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmA0RX"></div>                            </div>                            <script src="https://kwizly.com/embed/XmA0RX.js" async></script><div class="product"><a data-dimension112="619df6a1-5ada-4e07-996d-88635c626ce5" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="619df6a1-5ada-4e07-996d-88635c626ce5" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Everything we know about Silent Hill: Townfall and its foggy Scottish town ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you had told me just a few years ago that there was about to be a Silent Hill renaissance, I would've called you a liar. But it's happened; and after back-to-back horror bangers in Silent Hill 2 and Silent Hill F, Konami has another developer new to the series working on its next game, Silent Hill: Townfall. Screen Burn Interactive's vision for the foggy town takes place in Scotland, and its lead tortured soul, Simon Ordell, seems to have quite a bit in common with James Sunderland. </p><h2 id="when-is-the-silent-hill-townfall-release-date">When is the Silent Hill: Townfall release date?</h2><p><strong>The Silent Hill: Townfall release date is Thursday, September 24, 2026.</strong> Konami and its co-publisher Annapurna Interactive announced the date at the Sony State of Play during this year's Summer Game Fest.</p><p>You can also pre-order the deluxe edition for two days of advanced access, which begins on September 22. Silent Hill: Townfall will be available on <a href="https://store.steampowered.com/app/1636440/SILENT_HILL_Townfall/">Steam</a> and the <a href="https://store.epicgames.com/p/silent-hill-townfall-0cb037?lang=en-US">Epic Games Store</a>.</p><h2 class="article-body__section" id="section-silent-hill-townfall-trailers"><span>Silent Hill: Townfall trailers</span></h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/OPE5XdS1OBw" allowfullscreen></iframe></div></div><p>Konami revealed Townfall as part of its Silent Hill Transmission series, where it's been dishing out new horrors like candy. Townfall's special broadcast introduces fans to Screen Burn—an indie developer I wasn't familiar with until their partnership with Annapurna and Konami—but after hearing about their vision, I think they get the vibe. </p><p>Townfall's <a href="https://www.youtube.com/watch?v=oIu-5_Q53oY">release date trailer</a> expands on the medical horrors hinted at in its reveal footage, but on a larger scale than previous games. Whatever happened in St. Amelia isn't contained to the declining health of just a few citizens, and the people must've put up quite the fight before succumbing to the fog. </p><h2 class="article-body__section" id="section-silent-hill-townfall-gameplay"><span>Silent Hill: Townfall gameplay</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gFpCra8nmg7VJYEuFkt5ja" name="Silent-Hill-Townfall-CRTV" alt="Silent Hill Townfall - Simon's CRTV radio" src="https://cdn.mos.cms.futurecdn.net/gFpCra8nmg7VJYEuFkt5ja.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><section class="article__schema-question"><h3>What is Silent Hill: Townfall's gameplay like?</h3><article class="article__schema-answer"><p>Silent Hill: Townfall is the second game in the series to break tradition and adopt an entirely first-person perspective. Even as a long-time fan, I don't know how I'll manage to get through it without my over-the-shoulder camera security blanket. Imagine hearing something just offscreen, then turning around to the likes of Pyramid Head or Twin Victim. <em>Death.</em> </p><p>Aside from the new perspective, here's what else to expect:</p><ul><li>A <strong>portable CRTV </strong>replaces the radio<strong> </strong>as Simon's early warning system for nearby ghouls; Tune it to find clues and other mysteries hidden in unstable signals</li><li><strong>Firearms and melee weapons, </strong>so Simon has a chance at defending himself</li><li><strong>Stealth</strong> and <strong>distraction</strong> are also options when you don't want to fight</li><li><strong>Peek </strong>mechanics for horrifying new angles on whatever lurks beyond a corridor</li><li>Simon can<strong> revive </strong>himself using tubes in his hand, as observed by <a href="https://www.polygon.com/silent-hill-townfall-demo-preview-summer-game-fest/">Polygon</a></li><li>Enemies can<strong> "dynamically hunt" </strong>Simon if he draws too much attention, according to the <a href="https://blog.playstation.com/2026/02/12/silent-hill-townfall-reveals-first-person-gameplay-in-a-new-trailer/">PlayStation blog</a></li><li><strong>Multiple endings</strong>, but no word on how many or if they're tied to New Game+ </li></ul></article></section><h2 class="article-body__section" id="section-silent-hill-townfall-setting-and-characters"><span>Silent Hill: Townfall setting and characters</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><section class="article__schema-question"><h3>Where does Silent Hill: Townfall take place?</h3><article class="article__schema-answer"><p>Silent Hill: Townfall is set in the sleepy, Scottish town of St. Amelia in 1996. The version we see Simon stumbling through looks abandoned, with protest signs and pleas for help scattered throughout the town. A few posters look like they have "C.E.G." written on them with a logo, both crossed out. Evil corporate entity poisons citizens with otherworldly plague, perhaps?</p></article></section><section class="article__schema-question"><h3>What are the themes in Silent Hill: Townfall?</h3><article class="article__schema-answer"><p>In the Silent Hill Transmission stream, director Jon McKellan explained how Townfall touches on many of the same inner conflicts previous games explored. Screen Burn's Silent Hill will heavily focus on themes of guilt, taking inspiration from Silent Hill 2 and James' struggle to accept his wife's deteriorating condition. McKellan said they want to "dive deeper into the different ways that guilt can manifest," and how that looks as you accept or resolve the feeling.</p><p>We also see shots with medical bracelets, needles, and patient restraints. It's got me thinking a medical crisis befell the town, perhaps one spawned by something sinister.</p></article></section><h3 id="what-do-we-know-about-the-characters-in-silent-hill-townfall">What do we know about the characters in Silent Hill: Townfall?</h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rnQdiJXV7yE4fVnvqCYsa9" name="Silent-hill-townfall-simon" alt="Silent Hill: Townfall - Simon Ordell holding the portable CRTV" src="https://cdn.mos.cms.futurecdn.net/rnQdiJXV7yE4fVnvqCYsa9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><h3 id="simon-ordell">Simon Ordell</h3><p>Simon is Townfall's protagonist, and like so many of the Silent Hill leads, he has no idea how he wound up in the game's hellish setting. With all of the medical imagery, chronic illness or self-harm seem like the most obvious guesses, but those things could be related to other people in the town.</p><p>A close-up in the reveal trailer shows he's wearing a grungy hospital bracelet with his name, date of birth (15/10/59), and blood type (A+) printed on it. Another clip shows a vault door with his last name, Ordell, in the middle before cutting to a regular door labeled 204. My money is that 204 leads to a hospital room, and there's probably a reason the vault only says Ordell, with no first name included. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8HWKzcqmZHyed3DDVcBJza" name="Silent-Hill-Townfall-Zoe" alt="Silent Hill Townfall - Closeup of Zoe from the side" src="https://cdn.mos.cms.futurecdn.net/8HWKzcqmZHyed3DDVcBJza.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><h3 id="zoe">Zoe</h3><p>From her familiarity, I'm assuming the mysterious woman speaking over Simon's CRTV is his wife—or at least someone with a romantic connection. We also see Simon pick up mail labeled "Zoe Ellis," but I'm not confident declaring that's the same Zoe until Konami says so. We all know how these games can be. </p><section class="article__schema-question"><h3>What enemies are lurking in Silent Hill: Townfall?</h3><article class="article__schema-answer"><p>I'm in the camp of people praying we leave Pyramid Head in the past, and I'm relieved we haven't seen any signs of the lumbering, red pyramid thing (or other out-of-place monsters) so far. There are, however, plenty of unnatural-looking creatures in Townfall ready to spike my cortisol levels. <br><br>To document them, I've taken it upon myself to name every monster until we get something official. Enjoy.</p></article></section><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/EbQoeWcc4oKFik4Lohdnda.jpg" alt="Silent Hill Townfall - An IV coming out of a monster's chest cavity"></p></div><div class="card__content"><h3 class="card__title">Blood Donor</h3><div class="card__description-wrapper"><div class="card__description"><p>Sorry for the misnomer. There's probably nothing in Silent Hill willing to donate blood, but this thing has a portable butterfly needle that slides out of its chest should the need arise. We see one attack in the reveal footage, and the release date trailer picks up from there as Simon wakes up with an IV line in his hand. </p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/ww5kuAVApcKeJWvgC4sCZa.jpg" alt="Silent Hill Townfall - A monster with an axe for a head"></p></div><div class="card__content"><h3 class="card__title">Not-my-business</h3><div class="card__description-wrapper"><div class="card__description"><p>If I see this thing, I'm not sticking around long enough to define it. I can't tell if it's got a box, a big fleshy mass, or the end of an axe for a head, but none of those options stop it from roaring. Not-my-business also sports a straitjacket, the time-honored Silent Hill monster uniform.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/bBT6wdMEEiRKjoy2HPv4pa.jpg" alt="Silent Hill Townfall - Humanoid monster with straps all over"></p></div><div class="card__content"><h3 class="card__title">Lying Figure 2</h3><div class="card__description-wrapper"><div class="card__description"><p>Like Silent Hill 2's Lying Figure, this thing is bound in such a way that it can't use its arms. Townfall's monster isn't a mass of fabric and flesh at the top like its cousin, but it does look like it's wearing a seatbelt from every car in town. Same energy.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/atyuoGbFEjFy5jkp84yWra.jpg" alt="Silent Hill Townfall - A humanoid monster with its back to the camera in a dark room"></p></div><div class="card__content"><h3 class="card__title">Wheezing Fellow</h3><div class="card__description-wrapper"><div class="card__description"><p>Nothing special, just a wheezy monster that sounds like me after I've inhaled pollen. We see it standing around in rooms with labels like P01, P06, etc. So maybe it's a facility where people were quarantined? </p></div></div></div></div><div class="card card--standard card--rows-3 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/uQQksjB8fucxKqe7tTGcga.jpg" alt="Silent Hill Townfall - Dark, difficult to see details of a monster that looks like several people fused together"></p></div><div class="card__content"><h3 class="card__title">What-the-hell-is-that</h3><div class="card__description-wrapper"><div class="card__description"><p>Named for Simon asking "what the hell is that?" in the trailer, to which someone responds, "there's more of them." At first I thought they were talking about wheezy, but this monster looks like several wheezys melted together. Maybe they're unrelated, but I see a family resemblance. </p></div></div></div></div><div class="product"><a data-dimension112="d2e095fe-c606-44ed-af97-d258decee3ea" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="d2e095fe-c606-44ed-af97-d258decee3ea" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-townfall-guide/</link>
                                                                            <description>
                            <![CDATA[ Townfall's got medical trauma, fog, and a radio. Sounds like Silent Hill to me. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">usKJaCuddWcqA7S9GCGwqY</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 12 Jun 2026 23:00:02 +0000</pubDate>                                                                                                                                <updated>Fri, 12 Jun 2026 23:02:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrea Shearon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/qGDcAqeJDHFab8LYduM29E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg">
                                                            <media:credit><![CDATA[Screen Burn Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:description>                                                            <media:text><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill Townfall - Simon Ordell standing in the fog looking up at something ]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/7SqdwTnWQtbRWyKLxibwmd-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>If you had told me just a few years ago that there was about to be a Silent Hill renaissance, I would've called you a liar. But it's happened; and after back-to-back horror bangers in Silent Hill 2 and Silent Hill F, Konami has another developer new to the series working on its next game, Silent Hill: Townfall. Screen Burn Interactive's vision for the foggy town takes place in Scotland, and its lead tortured soul, Simon Ordell, seems to have quite a bit in common with James Sunderland. </p><h2 id="when-is-the-silent-hill-townfall-release-date">When is the Silent Hill: Townfall release date?</h2><p><strong>The Silent Hill: Townfall release date is Thursday, September 24, 2026.</strong> Konami and its co-publisher Annapurna Interactive announced the date at the Sony State of Play during this year's Summer Game Fest.</p><p>You can also pre-order the deluxe edition for two days of advanced access, which begins on September 22. Silent Hill: Townfall will be available on <a href="https://store.steampowered.com/app/1636440/SILENT_HILL_Townfall/">Steam</a> and the <a href="https://store.epicgames.com/p/silent-hill-townfall-0cb037?lang=en-US">Epic Games Store</a>.</p><h2 class="article-body__section" id="section-silent-hill-townfall-trailers"><span>Silent Hill: Townfall trailers</span></h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/OPE5XdS1OBw" allowfullscreen></iframe></div></div><p>Konami revealed Townfall as part of its Silent Hill Transmission series, where it's been dishing out new horrors like candy. Townfall's special broadcast introduces fans to Screen Burn—an indie developer I wasn't familiar with until their partnership with Annapurna and Konami—but after hearing about their vision, I think they get the vibe. </p><p>Townfall's <a href="https://www.youtube.com/watch?v=oIu-5_Q53oY">release date trailer</a> expands on the medical horrors hinted at in its reveal footage, but on a larger scale than previous games. Whatever happened in St. Amelia isn't contained to the declining health of just a few citizens, and the people must've put up quite the fight before succumbing to the fog. </p><h2 class="article-body__section" id="section-silent-hill-townfall-gameplay"><span>Silent Hill: Townfall gameplay</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gFpCra8nmg7VJYEuFkt5ja" name="Silent-Hill-Townfall-CRTV" alt="Silent Hill Townfall - Simon's CRTV radio" src="https://cdn.mos.cms.futurecdn.net/gFpCra8nmg7VJYEuFkt5ja.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><section class="article__schema-question"><h3>What is Silent Hill: Townfall's gameplay like?</h3><article class="article__schema-answer"><p>Silent Hill: Townfall is the second game in the series to break tradition and adopt an entirely first-person perspective. Even as a long-time fan, I don't know how I'll manage to get through it without my over-the-shoulder camera security blanket. Imagine hearing something just offscreen, then turning around to the likes of Pyramid Head or Twin Victim. <em>Death.</em> </p><p>Aside from the new perspective, here's what else to expect:</p><ul><li>A <strong>portable CRTV </strong>replaces the radio<strong> </strong>as Simon's early warning system for nearby ghouls; Tune it to find clues and other mysteries hidden in unstable signals</li><li><strong>Firearms and melee weapons, </strong>so Simon has a chance at defending himself</li><li><strong>Stealth</strong> and <strong>distraction</strong> are also options when you don't want to fight</li><li><strong>Peek </strong>mechanics for horrifying new angles on whatever lurks beyond a corridor</li><li>Simon can<strong> revive </strong>himself using tubes in his hand, as observed by <a href="https://www.polygon.com/silent-hill-townfall-demo-preview-summer-game-fest/">Polygon</a></li><li>Enemies can<strong> "dynamically hunt" </strong>Simon if he draws too much attention, according to the <a href="https://blog.playstation.com/2026/02/12/silent-hill-townfall-reveals-first-person-gameplay-in-a-new-trailer/">PlayStation blog</a></li><li><strong>Multiple endings</strong>, but no word on how many or if they're tied to New Game+ </li></ul></article></section><h2 class="article-body__section" id="section-silent-hill-townfall-setting-and-characters"><span>Silent Hill: Townfall setting and characters</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZuFatzYG6uFg7ZsMUFoo5b" name="Silent-Hill-Townfall-St-Amelia" alt="Silent Hill Townfall - Statue in St. Amelia's square with protest signs all around" src="https://cdn.mos.cms.futurecdn.net/ZuFatzYG6uFg7ZsMUFoo5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><section class="article__schema-question"><h3>Where does Silent Hill: Townfall take place?</h3><article class="article__schema-answer"><p>Silent Hill: Townfall is set in the sleepy, Scottish town of St. Amelia in 1996. The version we see Simon stumbling through looks abandoned, with protest signs and pleas for help scattered throughout the town. A few posters look like they have "C.E.G." written on them with a logo, both crossed out. Evil corporate entity poisons citizens with otherworldly plague, perhaps?</p></article></section><section class="article__schema-question"><h3>What are the themes in Silent Hill: Townfall?</h3><article class="article__schema-answer"><p>In the Silent Hill Transmission stream, director Jon McKellan explained how Townfall touches on many of the same inner conflicts previous games explored. Screen Burn's Silent Hill will heavily focus on themes of guilt, taking inspiration from Silent Hill 2 and James' struggle to accept his wife's deteriorating condition. McKellan said they want to "dive deeper into the different ways that guilt can manifest," and how that looks as you accept or resolve the feeling.</p><p>We also see shots with medical bracelets, needles, and patient restraints. It's got me thinking a medical crisis befell the town, perhaps one spawned by something sinister.</p></article></section><h3 id="what-do-we-know-about-the-characters-in-silent-hill-townfall">What do we know about the characters in Silent Hill: Townfall?</h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rnQdiJXV7yE4fVnvqCYsa9" name="Silent-hill-townfall-simon" alt="Silent Hill: Townfall - Simon Ordell holding the portable CRTV" src="https://cdn.mos.cms.futurecdn.net/rnQdiJXV7yE4fVnvqCYsa9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><h3 id="simon-ordell">Simon Ordell</h3><p>Simon is Townfall's protagonist, and like so many of the Silent Hill leads, he has no idea how he wound up in the game's hellish setting. With all of the medical imagery, chronic illness or self-harm seem like the most obvious guesses, but those things could be related to other people in the town.</p><p>A close-up in the reveal trailer shows he's wearing a grungy hospital bracelet with his name, date of birth (15/10/59), and blood type (A+) printed on it. Another clip shows a vault door with his last name, Ordell, in the middle before cutting to a regular door labeled 204. My money is that 204 leads to a hospital room, and there's probably a reason the vault only says Ordell, with no first name included. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8HWKzcqmZHyed3DDVcBJza" name="Silent-Hill-Townfall-Zoe" alt="Silent Hill Townfall - Closeup of Zoe from the side" src="https://cdn.mos.cms.futurecdn.net/8HWKzcqmZHyed3DDVcBJza.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><h3 id="zoe">Zoe</h3><p>From her familiarity, I'm assuming the mysterious woman speaking over Simon's CRTV is his wife—or at least someone with a romantic connection. We also see Simon pick up mail labeled "Zoe Ellis," but I'm not confident declaring that's the same Zoe until Konami says so. We all know how these games can be. </p><section class="article__schema-question"><h3>What enemies are lurking in Silent Hill: Townfall?</h3><article class="article__schema-answer"><p>I'm in the camp of people praying we leave Pyramid Head in the past, and I'm relieved we haven't seen any signs of the lumbering, red pyramid thing (or other out-of-place monsters) so far. There are, however, plenty of unnatural-looking creatures in Townfall ready to spike my cortisol levels. <br><br>To document them, I've taken it upon myself to name every monster until we get something official. Enjoy.</p></article></section><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/EbQoeWcc4oKFik4Lohdnda.jpg" alt="Silent Hill Townfall - An IV coming out of a monster's chest cavity"></p></div><div class="card__content"><h3 class="card__title">Blood Donor</h3><div class="card__description-wrapper"><div class="card__description"><p>Sorry for the misnomer. There's probably nothing in Silent Hill willing to donate blood, but this thing has a portable butterfly needle that slides out of its chest should the need arise. We see one attack in the reveal footage, and the release date trailer picks up from there as Simon wakes up with an IV line in his hand. </p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/ww5kuAVApcKeJWvgC4sCZa.jpg" alt="Silent Hill Townfall - A monster with an axe for a head"></p></div><div class="card__content"><h3 class="card__title">Not-my-business</h3><div class="card__description-wrapper"><div class="card__description"><p>If I see this thing, I'm not sticking around long enough to define it. I can't tell if it's got a box, a big fleshy mass, or the end of an axe for a head, but none of those options stop it from roaring. Not-my-business also sports a straitjacket, the time-honored Silent Hill monster uniform.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/bBT6wdMEEiRKjoy2HPv4pa.jpg" alt="Silent Hill Townfall - Humanoid monster with straps all over"></p></div><div class="card__content"><h3 class="card__title">Lying Figure 2</h3><div class="card__description-wrapper"><div class="card__description"><p>Like Silent Hill 2's Lying Figure, this thing is bound in such a way that it can't use its arms. Townfall's monster isn't a mass of fabric and flesh at the top like its cousin, but it does look like it's wearing a seatbelt from every car in town. Same energy.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/atyuoGbFEjFy5jkp84yWra.jpg" alt="Silent Hill Townfall - A humanoid monster with its back to the camera in a dark room"></p></div><div class="card__content"><h3 class="card__title">Wheezing Fellow</h3><div class="card__description-wrapper"><div class="card__description"><p>Nothing special, just a wheezy monster that sounds like me after I've inhaled pollen. We see it standing around in rooms with labels like P01, P06, etc. So maybe it's a facility where people were quarantined? </p></div></div></div></div><div class="card card--standard card--rows-3 card--align-inline"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/uQQksjB8fucxKqe7tTGcga.jpg" alt="Silent Hill Townfall - Dark, difficult to see details of a monster that looks like several people fused together"></p></div><div class="card__content"><h3 class="card__title">What-the-hell-is-that</h3><div class="card__description-wrapper"><div class="card__description"><p>Named for Simon asking "what the hell is that?" in the trailer, to which someone responds, "there's more of them." At first I thought they were talking about wheezy, but this monster looks like several wheezys melted together. Maybe they're unrelated, but I see a family resemblance. </p></div></div></div></div><div class="product"><a data-dimension112="d2e095fe-c606-44ed-af97-d258decee3ea" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="d2e095fe-c606-44ed-af97-d258decee3ea" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ 'An evolved game of cat and mouse:' Alien: Isolation 2 leads on taking the alien outside, the good kind of AI, and why a sequel took so long ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Two years ago, Sega and Creative Assembly announced that they were finally working on a follow-up to <a href="https://www.pcgamer.com/game-of-the-year-2014-alien-isolation/" target="_blank">our 2014 game of the year</a>. Remarkably, in the years since Isolation there hasn't been another stealth game that really captures its sense of dread—where most give their enemies set paths and routines, Isolation's alien instead stalks you, using its own senses to hunt you down. Alien: Isolation's reputation has grown in the years since release, in part because, as Fraser highlighted <a href="https://www.pcgamer.com/games/horror/alien-isolation-is-my-favourite-horror-game-because-its-taken-me-an-entire-decade-to-finish-it/" target="_blank">in a look back for its 10th anniversary</a>, it gets so much else right around<em> </em>the alien itself, too:</p><p>"Alien: Isolation really gets it, and is an extremely tactile experience where much of my time was spent hammering away on clicky-clacky keyboards and wrenching open doors. Every interaction demands physical exertion, something rooting you in place, which not only makes the space itself feel so much more tangible, it makes the horror so much more effective... It's the greatest horror game simply because it's the one that scares me the most."</p><p>After playing through a short introductory sequence from Alien: Isolation 2, which confirmed that the world's tactility and the very smart alien are both very much still present, I spoke with two of the leads from Creative Assembly about the long-awaited sequel.</p><p><strong>PC Gamer: Tell me about this alien versus the alien from the first game, in terms of its behavior and capabilities.</strong></p><p><strong>James Green, lead designer: </strong>The big new thing in [Alien: Isolation 2] is exteriors, and of course the alien is not going to leave you alone in exteriors. It is going to continue to hunt you there. So we're pretty familiar with what it does in interiors, but its behavior pattern is quite different in exteriors. It hunts you in a very different way, it moves in a different way, and that's really our big difference maker over the first game.</p><p><strong>Al Hope, creative director: </strong>I really love the idea that players will be in those interior spaces and feeling really claustrophobic and trapped once again, wanting to get out, and then they manage to get outside, and then after that initial rush of like, 'I did it, I'm no longer trapped,' they start to feel really exposed and vulnerable, and actually want to get back inside again. </p><p>And then we get to play with that lovely seesaw of emotion and motivation, and sometimes we don't let you do one or the other, and then we have the alien, obviously, as a big part of that, and just as in the first game, it learns, learning and adapting to its encounters with the player. They'll do that in the exterior as well, and we've got some things that we'll be talking about in the future, which could possibly increase your chances of survival, and then the alien needs to take that into account, so kind of an evolved game of cat and mouse.</p><p><strong>When it comes to exteriors, did you find that you needed to nerf the alien somewhat, or play around the margins of what it's capable of? Because I imagine all of a sudden you have a lot less cover.</strong></p><p><strong>James Green:</strong> Well, we never nerf the alien. You know, it would be really easy for us to turn the dial right up and have it kill you instantly, but that's that's not fun. You need the tension and release, you need the ebb and flow. So I think the thing we're going for with exteriors is that exposed vulnerable feeling.</p><p><strong>Al Hope: </strong>I'd say the fundamental core is the same. It's listening and lurking, and so that's the heart of the experience. So, yeah, in the exteriors the same skills that you use in the interior, about breaking the line of sight, about managing distance, about choices of when to move, those fundamental skills, moving from cover to cover, point to point, are still the bedrock. Obviously it's an organic space, which is which is different, but surprisingly, there's a lot of similarities there. But of course it's different as well.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/t1-vUcw8CFc" allowfullscreen></iframe></div></div><p><strong>It's been 12 years since Alien: Isolation. Why make this sequel now and not earlier, since the first game was so well-liked?</strong></p><p><strong>Al Hope:</strong> I guess the simple answer is that it felt like the time was right to return. I mean, two years ago we announced that we were returning, and I guess it was before that that it felt like, OK, now's the right time. I mean, as a studio, obviously we're busy, but it felt like, yeah, now is the right time. </p><p>And, of course, what was been wonderful is that we released the game back in 2014 and over time it seems to gain this momentum of appreciation and gained fans daily as they discover the game for the first time. The original team did an incredible job. I think you can play the original game today and it still holds up really well. It hasn't aged that much, so you get a great experience. And so I suppose that was the other benefit that we had of time, which is really understanding what what players really enjoyed and how they connected with the with the experience.</p><p><strong>What is the team continuity like between folks who made the original and working on this? </strong></p><p><strong>Al Hope: </strong>From my perspective, we've got a really fantastic mix of old and new. So James worked on the original, I obviously did.</p><p><strong>James Green:</strong> I knew I'd seen you somewhere. [Laughs]</p><p><strong>Al Hope:</strong> Yeah, so we have some really fantastic veterans who worked on the original, have that experience of building the original, super talented. And then we also have an influx of new, really world-class talent that's coming in with a lot of new ideas, fresh ideas. Obviously, they didn't have that experience making the first game, but they're seeing it from a different perspective. And that's really nice, because it kind of mirrors what we're doing with the game, which is a mix, best of both old and new. And so I feel very privileged to be working amongst such fantastic teams.</p><p><strong>Can you think of an example of the benefit of having a member of the team who's new blood, who didn't work on the original but has presumably played it and analyzed it from that perspective?</strong></p><p><strong>James Green:</strong> When you're faced with a problem in development they're not always going to solve it in the same way. They're going to find a new, novel way to solve a problem, and game development is all just solving problems, really. And if you keep doing it in the same way you're never going to grow. That's what fresh blood gives us. They're going to approach a problem from a different angle, and hopefully that makes the whole game better. We don't just want to do what we did before. It probably would've been really easy to make Alien: Isolation 2 set on another space station, a new set of corridors, a new set of rooms. I think that would be a really good game, but we wanted to do more than that.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CuoHcbeUczHQuCNLUtZznG" name="ss_e79f8e16a0b52560849a00b6e04c5675e913890a.1920x1080" alt="Alien: Isolation 2 pre-alpha screenshot." src="https://cdn.mos.cms.futurecdn.net/CuoHcbeUczHQuCNLUtZznG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Creative Assembly)</span></figcaption></figure><p><strong>Is building a great play space for Isolation different from building a space for a more traditional stealth game, where you'll have enemies patrolling a specific route? They're not agentic in the way the alien is.</strong></p><p><strong>James Green: </strong>Yeah, there's no patrol routes in Isolation, even for the humans and other characters in the world, we want them to feel natural and believable. They don't do the kind of square patrol route. The alien doesn't follow a script at all, so that's a completely different way of thinking about a level.</p><p><strong>Al Hope:</strong> Because it's systemic in nature, we need to give the player lots of, maybe not fallbacks, but choices. The build you played today, there were lots of options and choices you can make to try to survive. Some people find all of them, some people only find a few. But the challenge for us is creating a play space that gives lots of choice, and if you're curious about the world you get to find more of these options and paths.</p><p>The way I think about it is a survival sandbox. Our job is to create something that has all the features that we need for players to survive. We get the player to enter the sandbox at A, and they have to get to B, and what happens in between is down to the player. The choices they make, and the reaction of the system to those choices. We like to take our hands off and let things play out. Everyone gets these micro shareable stories that can be eight minutes or eight seconds.</p><p><strong>One criticism of the first game, and I would say this is a fairly rare thing, was 'there was actually too much of it, and people would have been OK if the game were shorter.' Is that a factor in your thinking at all for this one?</strong></p><p><strong>James Green:</strong> We do want to learn lessons from the from the first game, and I think mastery of pacing is definitely something we learned from the first game, and we continue to learn. Just as an example, the iconic save points in the original game that are one of the things that really sticks in people's minds, apart from the alien—they were actually a pretty late addition. We had lots of discussions internally about what the right thing was. They went in pretty late, you know, sort of ripping out the automatic checkpoints you'd get in a shooter and replace them with those. </p><p>Whereas in this game, in the sequel, we know that's the mechanic right from the beginning, so we can build everything around that, and we can push and pull that design, so it's about building on those lessons.</p><p><strong>Al Hope: </strong>Yeah, we really love the idea that one of the things the game is about is tension and release, and us, like I said, being hands-off, but being really aware of that roller coaster ride that the player is on, and so balancing, pacing, getting that rhythm right is something that we're really conscious of. </p><p>Having said that, there's a lot of players that really enjoyed the length of [Alien: Isolation]. So, we received quite a broad range of feedback, and it's all super helpful. So, yeah, that's definitely something we're conscious of, and we want to terrify people, make the scariest game possible, but ultimately we want to make a game that's completely unforgettable and lives long in the memory. You know, long after they put their controller down, it still lives with them, because they've been on this journey that they themselves have driven. We create this framework, but they themselves have made those choices to get them through, and it's ultimately super satisfying.</p><p><strong>On the spectrum of critique, 'too much of a good thing' is not the harshest, right?</strong></p><p><strong>James Green: </strong>It's a good problem to have, I think.</p><p><strong>With the structure of the of the sequel, maybe I'm asking too early, but is the idea for this game to be somewhat linear? will it be more of like a hub where you're branching out to areas?</strong></p><p>Al Hope: You're right, it's a bit too early. We're sharing a little glimpse of the game today, it's early on in the player experience and we're looking forward to showing more in the future.</p><p><strong>Am I going to get to drive that rover around? </strong></p><p><strong>Al Hope:</strong> We're looking forward to showing more in the future. [Laughs]</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xdEkmdtLLYmhapYWaUe6pG" name="ss_a9a7dbad2269a0cd535aa2fab16fcf15afa29043.1920x1080" alt="Alien: Isolation 2 pre-alpha screenshot." src="https://cdn.mos.cms.futurecdn.net/xdEkmdtLLYmhapYWaUe6pG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Creative Assembly)</span></figcaption></figure><p><strong>Are you using generative AI in the game?</strong></p><p><strong>Al Hope: </strong>We're not using generative AI in the game.</p><p><strong>Is it annoying that the word AI, which used to best represent what you did so well as game designers—designing this creature that follows you around and is really intelligent and scary—now means something else?</strong></p><p><strong>Al Hope: </strong>Yeah, I don't know. So this might seem a bit simple, but I think we're just super focused on creating that experience for the player, like the best authentic Alien experience that builds on what we did in the past, that core Isolation experience, so yeah, sure, there might be noise around [AI], but I think ultimately our focus is creating that unforgettable experience, so that we're still talking about it in a decade's time, and whatever the conversation is that's going on right now is all gone, but we've left this legacy within the IP that people remember and love and love to discuss and share. Ultimately for us that's the most important thing, and not to get distracted by other things.</p><p><strong>James Green:</strong> I think everyone who played today and played over the past couple of days, all they're talking about is how smart the alien was, and how it killed them, and did you find this thing, and did it kill you here, and they're talking about the experience they had rather than exactly what label it gets, and I think I think that's always our goal. People are just distracted by how cool the experience is and how smart the alien is.</p><p><strong>Are there ways in which the Alien franchise has expanded since that first game that have given you ideas, or made you feel comfortable exploring something you didn't do in the first game?</strong></p><p><strong>Al Hope: </strong>Obviously we really love the IP, the whole umbrella. The area that we most focus on, and absolutely adore, is that original 1979 movie, and obviously Isolation is really close to that with Amanda, and then Isolation 2 takes place months after the events of Isolation 1, therefore we really love the idea of being able to expand and push and deepen the zone around that first movie, and we feel like there's so much still to tap into with that first movie, it's a real rich vein.</p><p>So we feel very privileged to be able to play in that space and push it, and to do things like the <a href="https://www.reddit.com/r/LV426/comments/1e6gfol/alien_isolation_save_station_in_new_romulus/" target="_blank">save station appearing in Alien Romulus</a> is just mind blowing for us, that we create something in our little market town of Horsham in the UK, and it ends up on the big screen in the movie. So I think that's that's how we think about it, is we just love to tap back into that 1979 lo-fi sci-fi, all that aesthetic that we absolutely love.</p><div class="product"><a data-dimension112="e3867533-7310-407a-a602-67cdf8d1e31d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e3867533-7310-407a-a602-67cdf8d1e31d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/an-evolved-game-of-cat-and-mouse-alien-isolation-2-leads-on-taking-the-alien-outside-the-good-kind-of-ai-and-why-a-sequel-took-so-long/</link>
                                                                            <description>
                            <![CDATA[ The horror sequel's creative director and lead designer on what it's like to face the Alien outdoors. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">JiNqNtLMd7w224d3Upgk6</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/Q9iQCmYunVKJk3wWRYuXqG-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Wed, 10 Jun 2026 20:07:44 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ wesley@pcgamer.com (Wes Fenlon) ]]></author>                    <dc:creator><![CDATA[ Wes Fenlon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oLoGHTuSZDFZX6QdzCTj4R.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he&#039;ll always jump at the chance to cover emulation and Japanese games.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it&#039;s really becoming a problem), he&#039;s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;His lasting legacy on this earth may be &lt;a href=&quot;https://www.pcgamer.com/ive-somehow-been-wasding-wrong-my-whole-life/&quot; target=&quot;_blank&quot;&gt;using WASD wrong&lt;/a&gt; for his entire life.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/Q9iQCmYunVKJk3wWRYuXqG-1280-80.jpg">
                                                            <media:credit><![CDATA[Creative Assembly]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Alien: Isolation 2 pre-alpha screenshot.]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2 pre-alpha screenshot.]]></media:text>
                                <media:title type="plain"><![CDATA[Alien: Isolation 2 pre-alpha screenshot.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/Q9iQCmYunVKJk3wWRYuXqG-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Two years ago, Sega and Creative Assembly announced that they were finally working on a follow-up to <a href="https://www.pcgamer.com/game-of-the-year-2014-alien-isolation/" target="_blank">our 2014 game of the year</a>. Remarkably, in the years since Isolation there hasn't been another stealth game that really captures its sense of dread—where most give their enemies set paths and routines, Isolation's alien instead stalks you, using its own senses to hunt you down. Alien: Isolation's reputation has grown in the years since release, in part because, as Fraser highlighted <a href="https://www.pcgamer.com/games/horror/alien-isolation-is-my-favourite-horror-game-because-its-taken-me-an-entire-decade-to-finish-it/" target="_blank">in a look back for its 10th anniversary</a>, it gets so much else right around<em> </em>the alien itself, too:</p><p>"Alien: Isolation really gets it, and is an extremely tactile experience where much of my time was spent hammering away on clicky-clacky keyboards and wrenching open doors. Every interaction demands physical exertion, something rooting you in place, which not only makes the space itself feel so much more tangible, it makes the horror so much more effective... It's the greatest horror game simply because it's the one that scares me the most."</p><p>After playing through a short introductory sequence from Alien: Isolation 2, which confirmed that the world's tactility and the very smart alien are both very much still present, I spoke with two of the leads from Creative Assembly about the long-awaited sequel.</p><p><strong>PC Gamer: Tell me about this alien versus the alien from the first game, in terms of its behavior and capabilities.</strong></p><p><strong>James Green, lead designer: </strong>The big new thing in [Alien: Isolation 2] is exteriors, and of course the alien is not going to leave you alone in exteriors. It is going to continue to hunt you there. So we're pretty familiar with what it does in interiors, but its behavior pattern is quite different in exteriors. It hunts you in a very different way, it moves in a different way, and that's really our big difference maker over the first game.</p><p><strong>Al Hope, creative director: </strong>I really love the idea that players will be in those interior spaces and feeling really claustrophobic and trapped once again, wanting to get out, and then they manage to get outside, and then after that initial rush of like, 'I did it, I'm no longer trapped,' they start to feel really exposed and vulnerable, and actually want to get back inside again. </p><p>And then we get to play with that lovely seesaw of emotion and motivation, and sometimes we don't let you do one or the other, and then we have the alien, obviously, as a big part of that, and just as in the first game, it learns, learning and adapting to its encounters with the player. They'll do that in the exterior as well, and we've got some things that we'll be talking about in the future, which could possibly increase your chances of survival, and then the alien needs to take that into account, so kind of an evolved game of cat and mouse.</p><p><strong>When it comes to exteriors, did you find that you needed to nerf the alien somewhat, or play around the margins of what it's capable of? Because I imagine all of a sudden you have a lot less cover.</strong></p><p><strong>James Green:</strong> Well, we never nerf the alien. You know, it would be really easy for us to turn the dial right up and have it kill you instantly, but that's that's not fun. You need the tension and release, you need the ebb and flow. So I think the thing we're going for with exteriors is that exposed vulnerable feeling.</p><p><strong>Al Hope: </strong>I'd say the fundamental core is the same. It's listening and lurking, and so that's the heart of the experience. So, yeah, in the exteriors the same skills that you use in the interior, about breaking the line of sight, about managing distance, about choices of when to move, those fundamental skills, moving from cover to cover, point to point, are still the bedrock. Obviously it's an organic space, which is which is different, but surprisingly, there's a lot of similarities there. But of course it's different as well.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/t1-vUcw8CFc" allowfullscreen></iframe></div></div><p><strong>It's been 12 years since Alien: Isolation. Why make this sequel now and not earlier, since the first game was so well-liked?</strong></p><p><strong>Al Hope:</strong> I guess the simple answer is that it felt like the time was right to return. I mean, two years ago we announced that we were returning, and I guess it was before that that it felt like, OK, now's the right time. I mean, as a studio, obviously we're busy, but it felt like, yeah, now is the right time. </p><p>And, of course, what was been wonderful is that we released the game back in 2014 and over time it seems to gain this momentum of appreciation and gained fans daily as they discover the game for the first time. The original team did an incredible job. I think you can play the original game today and it still holds up really well. It hasn't aged that much, so you get a great experience. And so I suppose that was the other benefit that we had of time, which is really understanding what what players really enjoyed and how they connected with the with the experience.</p><p><strong>What is the team continuity like between folks who made the original and working on this? </strong></p><p><strong>Al Hope: </strong>From my perspective, we've got a really fantastic mix of old and new. So James worked on the original, I obviously did.</p><p><strong>James Green:</strong> I knew I'd seen you somewhere. [Laughs]</p><p><strong>Al Hope:</strong> Yeah, so we have some really fantastic veterans who worked on the original, have that experience of building the original, super talented. And then we also have an influx of new, really world-class talent that's coming in with a lot of new ideas, fresh ideas. Obviously, they didn't have that experience making the first game, but they're seeing it from a different perspective. And that's really nice, because it kind of mirrors what we're doing with the game, which is a mix, best of both old and new. And so I feel very privileged to be working amongst such fantastic teams.</p><p><strong>Can you think of an example of the benefit of having a member of the team who's new blood, who didn't work on the original but has presumably played it and analyzed it from that perspective?</strong></p><p><strong>James Green:</strong> When you're faced with a problem in development they're not always going to solve it in the same way. They're going to find a new, novel way to solve a problem, and game development is all just solving problems, really. And if you keep doing it in the same way you're never going to grow. That's what fresh blood gives us. They're going to approach a problem from a different angle, and hopefully that makes the whole game better. We don't just want to do what we did before. It probably would've been really easy to make Alien: Isolation 2 set on another space station, a new set of corridors, a new set of rooms. I think that would be a really good game, but we wanted to do more than that.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CuoHcbeUczHQuCNLUtZznG" name="ss_e79f8e16a0b52560849a00b6e04c5675e913890a.1920x1080" alt="Alien: Isolation 2 pre-alpha screenshot." src="https://cdn.mos.cms.futurecdn.net/CuoHcbeUczHQuCNLUtZznG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Creative Assembly)</span></figcaption></figure><p><strong>Is building a great play space for Isolation different from building a space for a more traditional stealth game, where you'll have enemies patrolling a specific route? They're not agentic in the way the alien is.</strong></p><p><strong>James Green: </strong>Yeah, there's no patrol routes in Isolation, even for the humans and other characters in the world, we want them to feel natural and believable. They don't do the kind of square patrol route. The alien doesn't follow a script at all, so that's a completely different way of thinking about a level.</p><p><strong>Al Hope:</strong> Because it's systemic in nature, we need to give the player lots of, maybe not fallbacks, but choices. The build you played today, there were lots of options and choices you can make to try to survive. Some people find all of them, some people only find a few. But the challenge for us is creating a play space that gives lots of choice, and if you're curious about the world you get to find more of these options and paths.</p><p>The way I think about it is a survival sandbox. Our job is to create something that has all the features that we need for players to survive. We get the player to enter the sandbox at A, and they have to get to B, and what happens in between is down to the player. The choices they make, and the reaction of the system to those choices. We like to take our hands off and let things play out. Everyone gets these micro shareable stories that can be eight minutes or eight seconds.</p><p><strong>One criticism of the first game, and I would say this is a fairly rare thing, was 'there was actually too much of it, and people would have been OK if the game were shorter.' Is that a factor in your thinking at all for this one?</strong></p><p><strong>James Green:</strong> We do want to learn lessons from the from the first game, and I think mastery of pacing is definitely something we learned from the first game, and we continue to learn. Just as an example, the iconic save points in the original game that are one of the things that really sticks in people's minds, apart from the alien—they were actually a pretty late addition. We had lots of discussions internally about what the right thing was. They went in pretty late, you know, sort of ripping out the automatic checkpoints you'd get in a shooter and replace them with those. </p><p>Whereas in this game, in the sequel, we know that's the mechanic right from the beginning, so we can build everything around that, and we can push and pull that design, so it's about building on those lessons.</p><p><strong>Al Hope: </strong>Yeah, we really love the idea that one of the things the game is about is tension and release, and us, like I said, being hands-off, but being really aware of that roller coaster ride that the player is on, and so balancing, pacing, getting that rhythm right is something that we're really conscious of. </p><p>Having said that, there's a lot of players that really enjoyed the length of [Alien: Isolation]. So, we received quite a broad range of feedback, and it's all super helpful. So, yeah, that's definitely something we're conscious of, and we want to terrify people, make the scariest game possible, but ultimately we want to make a game that's completely unforgettable and lives long in the memory. You know, long after they put their controller down, it still lives with them, because they've been on this journey that they themselves have driven. We create this framework, but they themselves have made those choices to get them through, and it's ultimately super satisfying.</p><p><strong>On the spectrum of critique, 'too much of a good thing' is not the harshest, right?</strong></p><p><strong>James Green: </strong>It's a good problem to have, I think.</p><p><strong>With the structure of the of the sequel, maybe I'm asking too early, but is the idea for this game to be somewhat linear? will it be more of like a hub where you're branching out to areas?</strong></p><p>Al Hope: You're right, it's a bit too early. We're sharing a little glimpse of the game today, it's early on in the player experience and we're looking forward to showing more in the future.</p><p><strong>Am I going to get to drive that rover around? </strong></p><p><strong>Al Hope:</strong> We're looking forward to showing more in the future. [Laughs]</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xdEkmdtLLYmhapYWaUe6pG" name="ss_a9a7dbad2269a0cd535aa2fab16fcf15afa29043.1920x1080" alt="Alien: Isolation 2 pre-alpha screenshot." src="https://cdn.mos.cms.futurecdn.net/xdEkmdtLLYmhapYWaUe6pG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Creative Assembly)</span></figcaption></figure><p><strong>Are you using generative AI in the game?</strong></p><p><strong>Al Hope: </strong>We're not using generative AI in the game.</p><p><strong>Is it annoying that the word AI, which used to best represent what you did so well as game designers—designing this creature that follows you around and is really intelligent and scary—now means something else?</strong></p><p><strong>Al Hope: </strong>Yeah, I don't know. So this might seem a bit simple, but I think we're just super focused on creating that experience for the player, like the best authentic Alien experience that builds on what we did in the past, that core Isolation experience, so yeah, sure, there might be noise around [AI], but I think ultimately our focus is creating that unforgettable experience, so that we're still talking about it in a decade's time, and whatever the conversation is that's going on right now is all gone, but we've left this legacy within the IP that people remember and love and love to discuss and share. Ultimately for us that's the most important thing, and not to get distracted by other things.</p><p><strong>James Green:</strong> I think everyone who played today and played over the past couple of days, all they're talking about is how smart the alien was, and how it killed them, and did you find this thing, and did it kill you here, and they're talking about the experience they had rather than exactly what label it gets, and I think I think that's always our goal. People are just distracted by how cool the experience is and how smart the alien is.</p><p><strong>Are there ways in which the Alien franchise has expanded since that first game that have given you ideas, or made you feel comfortable exploring something you didn't do in the first game?</strong></p><p><strong>Al Hope: </strong>Obviously we really love the IP, the whole umbrella. The area that we most focus on, and absolutely adore, is that original 1979 movie, and obviously Isolation is really close to that with Amanda, and then Isolation 2 takes place months after the events of Isolation 1, therefore we really love the idea of being able to expand and push and deepen the zone around that first movie, and we feel like there's so much still to tap into with that first movie, it's a real rich vein.</p><p>So we feel very privileged to be able to play in that space and push it, and to do things like the <a href="https://www.reddit.com/r/LV426/comments/1e6gfol/alien_isolation_save_station_in_new_romulus/" target="_blank">save station appearing in Alien Romulus</a> is just mind blowing for us, that we create something in our little market town of Horsham in the UK, and it ends up on the big screen in the movie. So I think that's that's how we think about it, is we just love to tap back into that 1979 lo-fi sci-fi, all that aesthetic that we absolutely love.</p><div class="product"><a data-dimension112="e3867533-7310-407a-a602-67cdf8d1e31d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e3867533-7310-407a-a602-67cdf8d1e31d" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ A Star Trek horror game is just wild enough to work, but not the one Bloober Team is making ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/games/horror/bloober-teams-making-a-star-trek-horror-game/" target="_blank">Bloober Team is making a Star Trek game</a>, we discovered over the weekend. It will feature badass bajoran Ro Laren, and yes it's a horror game. It's a combination of genre, developer and licence that could only be the product of throwing darts at a board. Maybe a drunken game of Mad Libs. </p><p>Sometimes it's nice to be completely surprised. But sometimes that surprise is 'Bloober Team is making a Star Trek horror game'.  </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/K2hcks9X50E" allowfullscreen></iframe></div></div><p>It's weird to be protective of brands, but I confess I did feel a genuine spark of annoyance at the news. Star Trek is fertile ground for games, but it's been underutilised, leaving us with only a meagre handful of good adaptations. My knee jerk response was "This is a huge waste." And I haven't <em>really </em>changed my mind.</p><p>I've never gotten on with Bloober Team's brand of horror, and I don't think horror is a great fit for Star Trek, but I confess I am fascinated all the same. Videogame adaptations can be—but rarely are—a great way to explore existing TV, movie and literary properties and recontextualise them. There are so many things games can do that other mediums cannot, and that opens the door to all kinds of interesting takes. </p><div><blockquote><p>Nobody wants to have lizard babies growing inside them. </p></blockquote></div><p>So I'm genuinely intrigued to see what a Star Trek horror game looks like, but at the same time I do wonder who this is actually for? With Star Trek's cultural cachet sadly dwindling, who but those already invested in the shows are going to be throwing their cash at it? Shows that hardly ever dabbled in horror. </p><p>The exception to this tends to be episodes that feature either the Borg Collective or, much later, the Gorn Hegemony. The Borg Collective is pretty much the perfect Star Trek villain—a cyborg species that takes the principles of the Federation and twists them into something incredibly disturbing. The gorn, meanwhile, are <a href="https://www.youtube.com/watch?v=4SK0cUNMnMM" target="_blank">kinda dumb</a>, but Strange New Worlds tried really hard to make them terrifying. Nobody wants to have lizard babies growing inside them. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zBMrwXtx8ozMheXbr7yGc8" name="st2" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/zBMrwXtx8ozMheXbr7yGc8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/zBMrwXtx8ozMheXbr7yGc8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>And yeah, First Contact is definitely horror adjacent, with scenes that wouldn't look out of place in a full-blown horror flick. Its status as arguably the best Star Trek film undermines my argument a bit, granted, but it also cushioned its more horror-inspired moments between classic Trek. It never fully committed to the horror because it still needed to be Star Trek. </p><p>The thing is, horror not in Star Trek's DNA. Nor is Bloober Team's usual approach to horror, with games that tend to offer a pessimistic perspective, which flies in the face of Star Trek's unrelenting optimism. That, at least, makes Ro Laren a good choice for the protagonist, as she's one of the least Starfleet characters to ever don the uniform. She's more akin to a lone wolf action hero with a chip on their shoulder. </p><p>So that's one choice Bloober Team has made that actually kinda makes sense. But Ro is an outlier. And a focus on just her exploits, this unconventional rebel, doesn't feel very Star Trek. Indeed, that was the whole point of Ro. She was designed to serve as the opposite of Starfleet's ideals. She didn't fit in, until Picard started mentoring her and she eventually put her ego aside—temporarily. </p><p>If we go back six years, though, I wouldn't have been particularly optimistic about a Star Trek comedy show—especially after The Orville fumbled the brief, at least initially—and now I'm mourning the end of Star Trek: Lower Decks, one of the all-time best Treks. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="54NEj3KZejNKkUKM4cXyZ8" name="st3" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/54NEj3KZejNKkUKM4cXyZ8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/54NEj3KZejNKkUKM4cXyZ8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>The show's writers found a way to celebrate Star Trek and tell new but classic-feeling yarns through the lens of sci-fi absurdity. It still felt Trek, and it still felt properly canon, all while doing something dramatically different. This suggests that Star Trek is actually broad enough to support dipping into wildly different genres—but Lower Decks, just like First Contact, also featured so many of the critical components of a great Trek show. </p><div><blockquote><p>Maybe some horror would actually be good for Star Trek.</p></blockquote></div><p>We got the adventure of the week format, the focus on teamwork, loads of high-concept sci-fi nonsense, quality inter-personal drama—something that took Star Trek a bit of time to figure out, but when it did it went hard—and countless other elements. </p><p>So I guess there's no reason the same couldn't be said for horror. Maybe some horror would actually be good for Star Trek. But this specific kind of horror? Ro's flying solo, stranded on a deadly alien world, which just doesn't sound like it's going to leave much room for the things that make Star Trek what it is, rather than just a setting you can slap any old story onto—like Star Wars. </p><p>A 45 minute episode? Sure, I could see that. A change in pace, a wee detour, but then back to the Enterprise next week, where the crew is addicted to a rubbish VR game or Picard's belting out some Shakespeare while he's on the phone to a ferengi. Hours and hours of it, though? I'm sceptical. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yNNhnucxqnpVC7XymhsRe8" name="st1" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/yNNhnucxqnpVC7XymhsRe8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/yNNhnucxqnpVC7XymhsRe8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>I think Ro Laren's great. I'm excited for more Ro Laren. And I'm totally here for studios doing deep cuts, delving into specific characters who weren't really part of the main cast. I'm just not convinced Bloober Team is the studio for the job. Despite how well regarded Silent Hill 2 Remake is, without the bones of another game to fall back on, I fear a return to cheap jump scares and trite pschological horror. </p><p>The good news is that this isn't Star Trek's only hope. We showed off <a href="https://www.pcgamer.com/games/city-builder/boldly-go-where-no-gamer-has-gone-before-in-a-new-star-trek-colony-builder-that-just-dropped-a-demo/" target="_blank">Star Trek: Outposts Unknown</a>, a colony builder, during the <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/" target="_blank">PC Gaming Show</a>. And we've always got <a href="https://www.pcgamer.com/games/mmo/after-outliving-6-star-trek-tv-shows-star-trek-online-deserves-more-love/" target="_blank">Star Trek Online</a>, which continues to be brilliant (if a bit creaky). The final frontier is still spitting out adventures, even if Ro's excursion to a cursed world ends up being a bit of a stumble. </p><div class="product"><a data-dimension112="56a4c1cd-81d6-40c1-9ee9-0c133426a3a5" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>Looking for all the announcements at this year's PC Gaming Show? </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="56a4c1cd-81d6-40c1-9ee9-0c133426a3a5" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games!</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/a-star-trek-horror-game-is-just-wild-enough-to-work-but-not-the-one-bloober-team-is-making/</link>
                                                                            <description>
                            <![CDATA[ A Star Trek horror game is just wild enough to work, but not the one Bloober Team is making ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">GSUyMYea5AkDyHgpMqFtUa</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/ouVPUnXaofD4YUYC4K5sTm-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Mon, 08 Jun 2026 20:20:04 +0000</pubDate>                                                                                                                                <updated>Mon, 08 Jun 2026 20:28:50 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Fraser Brown ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/wKNKbq8mrKbjjBvak9oDSh.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/ouVPUnXaofD4YUYC4K5sTm-1280-80.jpg">
                                                            <media:credit><![CDATA[Paramount Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Split image showing Ro Laren running down a corridor (left) and her face illuminated by a red glow (right)]]></media:description>                                                            <media:text><![CDATA[Split image showing Ro Laren running down a corridor (left) and her face illuminated by a red glow (right)]]></media:text>
                                <media:title type="plain"><![CDATA[Split image showing Ro Laren running down a corridor (left) and her face illuminated by a red glow (right)]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/ouVPUnXaofD4YUYC4K5sTm-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p><a href="https://www.pcgamer.com/games/horror/bloober-teams-making-a-star-trek-horror-game/" target="_blank">Bloober Team is making a Star Trek game</a>, we discovered over the weekend. It will feature badass bajoran Ro Laren, and yes it's a horror game. It's a combination of genre, developer and licence that could only be the product of throwing darts at a board. Maybe a drunken game of Mad Libs. </p><p>Sometimes it's nice to be completely surprised. But sometimes that surprise is 'Bloober Team is making a Star Trek horror game'.  </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/K2hcks9X50E" allowfullscreen></iframe></div></div><p>It's weird to be protective of brands, but I confess I did feel a genuine spark of annoyance at the news. Star Trek is fertile ground for games, but it's been underutilised, leaving us with only a meagre handful of good adaptations. My knee jerk response was "This is a huge waste." And I haven't <em>really </em>changed my mind.</p><p>I've never gotten on with Bloober Team's brand of horror, and I don't think horror is a great fit for Star Trek, but I confess I am fascinated all the same. Videogame adaptations can be—but rarely are—a great way to explore existing TV, movie and literary properties and recontextualise them. There are so many things games can do that other mediums cannot, and that opens the door to all kinds of interesting takes. </p><div><blockquote><p>Nobody wants to have lizard babies growing inside them. </p></blockquote></div><p>So I'm genuinely intrigued to see what a Star Trek horror game looks like, but at the same time I do wonder who this is actually for? With Star Trek's cultural cachet sadly dwindling, who but those already invested in the shows are going to be throwing their cash at it? Shows that hardly ever dabbled in horror. </p><p>The exception to this tends to be episodes that feature either the Borg Collective or, much later, the Gorn Hegemony. The Borg Collective is pretty much the perfect Star Trek villain—a cyborg species that takes the principles of the Federation and twists them into something incredibly disturbing. The gorn, meanwhile, are <a href="https://www.youtube.com/watch?v=4SK0cUNMnMM" target="_blank">kinda dumb</a>, but Strange New Worlds tried really hard to make them terrifying. Nobody wants to have lizard babies growing inside them. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zBMrwXtx8ozMheXbr7yGc8" name="st2" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/zBMrwXtx8ozMheXbr7yGc8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/zBMrwXtx8ozMheXbr7yGc8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>And yeah, First Contact is definitely horror adjacent, with scenes that wouldn't look out of place in a full-blown horror flick. Its status as arguably the best Star Trek film undermines my argument a bit, granted, but it also cushioned its more horror-inspired moments between classic Trek. It never fully committed to the horror because it still needed to be Star Trek. </p><p>The thing is, horror not in Star Trek's DNA. Nor is Bloober Team's usual approach to horror, with games that tend to offer a pessimistic perspective, which flies in the face of Star Trek's unrelenting optimism. That, at least, makes Ro Laren a good choice for the protagonist, as she's one of the least Starfleet characters to ever don the uniform. She's more akin to a lone wolf action hero with a chip on their shoulder. </p><p>So that's one choice Bloober Team has made that actually kinda makes sense. But Ro is an outlier. And a focus on just her exploits, this unconventional rebel, doesn't feel very Star Trek. Indeed, that was the whole point of Ro. She was designed to serve as the opposite of Starfleet's ideals. She didn't fit in, until Picard started mentoring her and she eventually put her ego aside—temporarily. </p><p>If we go back six years, though, I wouldn't have been particularly optimistic about a Star Trek comedy show—especially after The Orville fumbled the brief, at least initially—and now I'm mourning the end of Star Trek: Lower Decks, one of the all-time best Treks. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="54NEj3KZejNKkUKM4cXyZ8" name="st3" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/54NEj3KZejNKkUKM4cXyZ8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/54NEj3KZejNKkUKM4cXyZ8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>The show's writers found a way to celebrate Star Trek and tell new but classic-feeling yarns through the lens of sci-fi absurdity. It still felt Trek, and it still felt properly canon, all while doing something dramatically different. This suggests that Star Trek is actually broad enough to support dipping into wildly different genres—but Lower Decks, just like First Contact, also featured so many of the critical components of a great Trek show. </p><div><blockquote><p>Maybe some horror would actually be good for Star Trek.</p></blockquote></div><p>We got the adventure of the week format, the focus on teamwork, loads of high-concept sci-fi nonsense, quality inter-personal drama—something that took Star Trek a bit of time to figure out, but when it did it went hard—and countless other elements. </p><p>So I guess there's no reason the same couldn't be said for horror. Maybe some horror would actually be good for Star Trek. But this specific kind of horror? Ro's flying solo, stranded on a deadly alien world, which just doesn't sound like it's going to leave much room for the things that make Star Trek what it is, rather than just a setting you can slap any old story onto—like Star Wars. </p><p>A 45 minute episode? Sure, I could see that. A change in pace, a wee detour, but then back to the Enterprise next week, where the crew is addicted to a rubbish VR game or Picard's belting out some Shakespeare while he's on the phone to a ferengi. Hours and hours of it, though? I'm sceptical. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yNNhnucxqnpVC7XymhsRe8" name="st1" alt="Spooky corridors" src="https://cdn.mos.cms.futurecdn.net/yNNhnucxqnpVC7XymhsRe8.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/yNNhnucxqnpVC7XymhsRe8.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paramount Games)</span></figcaption></figure><p>I think Ro Laren's great. I'm excited for more Ro Laren. And I'm totally here for studios doing deep cuts, delving into specific characters who weren't really part of the main cast. I'm just not convinced Bloober Team is the studio for the job. Despite how well regarded Silent Hill 2 Remake is, without the bones of another game to fall back on, I fear a return to cheap jump scares and trite pschological horror. </p><p>The good news is that this isn't Star Trek's only hope. We showed off <a href="https://www.pcgamer.com/games/city-builder/boldly-go-where-no-gamer-has-gone-before-in-a-new-star-trek-colony-builder-that-just-dropped-a-demo/" target="_blank">Star Trek: Outposts Unknown</a>, a colony builder, during the <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/" target="_blank">PC Gaming Show</a>. And we've always got <a href="https://www.pcgamer.com/games/mmo/after-outliving-6-star-trek-tv-shows-star-trek-online-deserves-more-love/" target="_blank">Star Trek Online</a>, which continues to be brilliant (if a bit creaky). The final frontier is still spitting out adventures, even if Ro's excursion to a cursed world ends up being a bit of a stumble. </p><div class="product"><a data-dimension112="56a4c1cd-81d6-40c1-9ee9-0c133426a3a5" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>Looking for all the announcements at this year's PC Gaming Show? </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="56a4c1cd-81d6-40c1-9ee9-0c133426a3a5" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games!</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Oh, yep, that's a pregnant nun chasing you in the gameplay trailer for Remothered: Red Nun's Legacy ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/YO8_xMQjLqI" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="2f2529df-d6fb-47e2-8d07-d700cbc7f4d4" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>You can check out all the games from The PC Gaming Show on </strong><a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="2f2529df-d6fb-47e2-8d07-d700cbc7f4d4" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension25=""><strong>the show's Steam page</strong></a>, where you can wishlist your most-anticipated games and get more information on everything shown!</p></div><p>I'm a bit of a baby when it comes to horror. Don't get me wrong, I love scary movies and videogames, but when someone starts moving like a contortionist and I can hear their joints popping, I'm outta there—that just freaks me out too much. <a href="https://www.pcgamer.com/games/horror/the-story-trailer-for-remothered-red-nuns-legacy-an-upcoming-survival-horror-game-reveals-more-of-the-twisted-location-and-odd-inhabitants/">Remothered: Red Nun's Legacy</a>'s new gameplay trailer lulled me into a false sense of security with a seductive voice over before bringing me crashing back down to earth with its clickity-clackity nuns—it's most definitely a psychological horror.</p><p>Red Nun's Legacy is the third game in the cult horror series, and we just got our first proper look at how it'll actually play during the PC Gaming Show. It's a third-person survival horror, so expect to sneak around chest-high furniture and throw household objects at spooky monstrosities bearing down on you.</p><p>The trailer focuses mainly on protagonist Susan running, hiding, and occasionally fighting out of a nun's deathgrip. Just like the previous two entries in the trilogy, we're back in Ashmann territory. This time, though, we're on the slopes of Mount Etna, exploring a derelict noble residence that's now home to the Red Nun herself. The dark corridors and old trinkets make for the perfect setting for a horror game that'll have you solving puzzles while hiding from nuns like a misbehaving child at Sunday school.</p><p>In one of the sequences, we see Susan running down a hallway as a pregnant nun, clutching her belly, gives chase to the intruder. It adds a sense of body horror to the game that I'm excited to see once it releases later this year. Susan isn't entirely helpless, though. We also see her wielding some sort of club and even stabbing one nun in the neck. I wonder how many Hail Marys she'll have to do to atone for that.</p><p>If you want to stay up-to-date on the game, <a href="https://store.steampowered.com/app/3335310/Remothered_Red_Nuns_Legacy/" target="_blank">wishlist Remothered: Red Nun's Legacy on Steam</a>.</p><p>Check out <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/">everything revealed at the PC Gaming Show</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/oh-yep-thats-a-pregnant-nun-chasing-you-in-the-gameplay-trailer-for-remothered-red-nuns-legacy/</link>
                                                                            <description>
                            <![CDATA[ I'd run away too. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">YfCv4wXugNbHd97yAmP7kd</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/CZuufVj2Xr3AeXh3gFG2pX-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sun, 07 Jun 2026 20:40:59 +0000</pubDate>                                                                                                                                <updated>Sun, 07 Jun 2026 21:05:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Issy van der Velde ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/CZuufVj2Xr3AeXh3gFG2pX-1280-80.jpg">
                                                            <media:credit><![CDATA[Stormind Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A woman wielding a blunt object and brandishing it a charging demon]]></media:description>                                                            <media:text><![CDATA[A woman wielding a blunt object and brandishing it a charging demon]]></media:text>
                                <media:title type="plain"><![CDATA[A woman wielding a blunt object and brandishing it a charging demon]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/CZuufVj2Xr3AeXh3gFG2pX-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/YO8_xMQjLqI" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="2f2529df-d6fb-47e2-8d07-d700cbc7f4d4" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>You can check out all the games from The PC Gaming Show on </strong><a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="2f2529df-d6fb-47e2-8d07-d700cbc7f4d4" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension25=""><strong>the show's Steam page</strong></a>, where you can wishlist your most-anticipated games and get more information on everything shown!</p></div><p>I'm a bit of a baby when it comes to horror. Don't get me wrong, I love scary movies and videogames, but when someone starts moving like a contortionist and I can hear their joints popping, I'm outta there—that just freaks me out too much. <a href="https://www.pcgamer.com/games/horror/the-story-trailer-for-remothered-red-nuns-legacy-an-upcoming-survival-horror-game-reveals-more-of-the-twisted-location-and-odd-inhabitants/">Remothered: Red Nun's Legacy</a>'s new gameplay trailer lulled me into a false sense of security with a seductive voice over before bringing me crashing back down to earth with its clickity-clackity nuns—it's most definitely a psychological horror.</p><p>Red Nun's Legacy is the third game in the cult horror series, and we just got our first proper look at how it'll actually play during the PC Gaming Show. It's a third-person survival horror, so expect to sneak around chest-high furniture and throw household objects at spooky monstrosities bearing down on you.</p><p>The trailer focuses mainly on protagonist Susan running, hiding, and occasionally fighting out of a nun's deathgrip. Just like the previous two entries in the trilogy, we're back in Ashmann territory. This time, though, we're on the slopes of Mount Etna, exploring a derelict noble residence that's now home to the Red Nun herself. The dark corridors and old trinkets make for the perfect setting for a horror game that'll have you solving puzzles while hiding from nuns like a misbehaving child at Sunday school.</p><p>In one of the sequences, we see Susan running down a hallway as a pregnant nun, clutching her belly, gives chase to the intruder. It adds a sense of body horror to the game that I'm excited to see once it releases later this year. Susan isn't entirely helpless, though. We also see her wielding some sort of club and even stabbing one nun in the neck. I wonder how many Hail Marys she'll have to do to atone for that.</p><p>If you want to stay up-to-date on the game, <a href="https://store.steampowered.com/app/3335310/Remothered_Red_Nuns_Legacy/" target="_blank">wishlist Remothered: Red Nun's Legacy on Steam</a>.</p><p>Check out <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/">everything revealed at the PC Gaming Show</a>.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ If you've ever thought to yourself 'Yeah, me and my mates could probably take on Batman' then P.O.N is the next horror game you should check out ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/78F9IC8g9os" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="195fb204-e384-4234-89e8-ffbd5cb0c5b8" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>You can check out all the games from The PC Gaming Show on </strong><a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="195fb204-e384-4234-89e8-ffbd5cb0c5b8" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension25=""><strong>the show's Steam page</strong></a>, where you can wishlist your most-anticipated games and get more information on everything shown!</p></div><p>A new co-op horror game is coming our way, but instead of collecting trash or trinkets P.O.N sees players take on missions from criminal syndicates. The only problem is those pesky crime-fighting superheroes everyone seems to love so much. </p><p>P.O.N is a "first-person stealth-action horror game" which decidedly "flips the traditional superhero". Instead of being beacons of hope the superheroes you'll encounter are more like deadly hunting machines, which will stop at nothing to bring you and your buddies to so-called justice.</p><p>You'll have to navigate these threats as you make your way around each map, completing the criminal task at hand while retrieving everything specified in the terms handed down to you. </p><p>We got a glimpse of what this will look like during today's PC Gaming Show—as is the case with most horror games, the trailer was very dark and included a hell of a lot of screaming. We see four players trudge through abandoned hallways, and it wasn't long before the first person was picked off by what we know to be one of the superheroes in question, although we didn't get a good look at the perp. </p><p>It doesn't get much better for the team from here on out. In the chaos and confusion that follows, more players get swept up off their feet and disposed of by this super hunter. Only one's left alive by the end of the trailer, but they're yet to make it out. I guess this is just to depict how difficult this game will be for your average player. </p><p>But no matter how scary things get, don't go abandoning your brethren. You've got a better chance at surviving when you stick together: "and remember to not abandon each other because every shadow could hide a 'hero' ready to deliver a brutal brand of justice." </p><p>If you think this sounds interesting then you can <a href="https://store.steampowered.com/app/3864580/PON/" target="_blank">join the 700,000 other wishlists</a> for P.O.N in the lead up to the game's release, which is now scheduled for sometime during Q2 2027. It's a bit of a wait, so if you're looking for more immediate releases then be sure to check out PC Gamer and the rest of the PC Gaming Show for more upcoming games and recommendations. </p><p>Check out <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/">everything revealed at the PC Gaming Show</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/if-youve-ever-thought-to-yourself-yeah-me-and-my-mates-could-probably-take-on-batman-then-p-o-n-is-the-next-horror-game-you-should-check-out/</link>
                                                                            <description>
                            <![CDATA[ Never meet your heroes. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">xoUiE6Amrab7tXchYthrpL</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/b4c6CV8cppYPo23RpGmy65-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sun, 07 Jun 2026 20:36:55 +0000</pubDate>                                                                                                                                <updated>Sun, 07 Jun 2026 21:04:08 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/b4c6CV8cppYPo23RpGmy65-1280-80.jpg">
                                                            <media:credit><![CDATA[Spaghetti Cat]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art of two masked individuals in P.O.N.]]></media:description>                                                            <media:text><![CDATA[Key art of two masked individuals in P.O.N.]]></media:text>
                                <media:title type="plain"><![CDATA[Key art of two masked individuals in P.O.N.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/b4c6CV8cppYPo23RpGmy65-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/78F9IC8g9os" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="195fb204-e384-4234-89e8-ffbd5cb0c5b8" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>You can check out all the games from The PC Gaming Show on </strong><a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="195fb204-e384-4234-89e8-ffbd5cb0c5b8" data-action="Deal Block" data-label="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension48="You can check out all the games from The PC Gaming Show on the show's Steam page" data-dimension25=""><strong>the show's Steam page</strong></a>, where you can wishlist your most-anticipated games and get more information on everything shown!</p></div><p>A new co-op horror game is coming our way, but instead of collecting trash or trinkets P.O.N sees players take on missions from criminal syndicates. The only problem is those pesky crime-fighting superheroes everyone seems to love so much. </p><p>P.O.N is a "first-person stealth-action horror game" which decidedly "flips the traditional superhero". Instead of being beacons of hope the superheroes you'll encounter are more like deadly hunting machines, which will stop at nothing to bring you and your buddies to so-called justice.</p><p>You'll have to navigate these threats as you make your way around each map, completing the criminal task at hand while retrieving everything specified in the terms handed down to you. </p><p>We got a glimpse of what this will look like during today's PC Gaming Show—as is the case with most horror games, the trailer was very dark and included a hell of a lot of screaming. We see four players trudge through abandoned hallways, and it wasn't long before the first person was picked off by what we know to be one of the superheroes in question, although we didn't get a good look at the perp. </p><p>It doesn't get much better for the team from here on out. In the chaos and confusion that follows, more players get swept up off their feet and disposed of by this super hunter. Only one's left alive by the end of the trailer, but they're yet to make it out. I guess this is just to depict how difficult this game will be for your average player. </p><p>But no matter how scary things get, don't go abandoning your brethren. You've got a better chance at surviving when you stick together: "and remember to not abandon each other because every shadow could hide a 'hero' ready to deliver a brutal brand of justice." </p><p>If you think this sounds interesting then you can <a href="https://store.steampowered.com/app/3864580/PON/" target="_blank">join the 700,000 other wishlists</a> for P.O.N in the lead up to the game's release, which is now scheduled for sometime during Q2 2027. It's a bit of a wait, so if you're looking for more immediate releases then be sure to check out PC Gamer and the rest of the PC Gaming Show for more upcoming games and recommendations. </p><p>Check out <a href="https://www.pcgamer.com/gaming-industry/events-conferences/every-game-trailer-and-announcement-in-the-pc-gaming-show-2026/">everything revealed at the PC Gaming Show</a>.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Bloober Team's making a Star Trek horror game ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/K2hcks9X50E" allowfullscreen></iframe></div></div><p>Polish horror developer Bloober Team is keeping busy. Coming off Cronos: The New Dawn and with a <a href="https://www.pcgamer.com/games/horror/there-it-is-bloober-team-is-almost-certainly-remaking-silent-hill-1-after-everyone-went-gaga-for-its-sh2-remake/">remake of the original Silent Hill in the works</a> as well as <a href="https://www.pcgamer.com/games/horror/silent-hill-2-remake-dev-bloober-teams-valentines-day-reveal-turned-out-to-be-layers-of-fear-3/">Layers of Fear 3</a>, the studio has now announced it's working on a sci-fi psychological horror game set in the Star Trek universe.</p><p>In Star Trek: Shadow Frontier we'll play Ro Laren, a Bajoran officer introduced in Star Trek: The Next Generation who came back for Picard, played by Michelle Forbes. She returns to the role here, which isn't her first time in videogames—among her game credits is Dr. Judith Mossman from Half-Life 2.</p><p>Shadow Frontier sends her on a rescue mission to a planet that's been taken over by an alien entity. "In true Star Trek fashion," the Steam description says, "Ro's mission is driven by duty and purpose. But here, discovery comes at a terrible cost. The more she uncovers, the deeper she is pulled into a corrupted labyrinth where her memories twist and the planet threatens to sever her connection to reality."</p><p>Apparently we'll get to use Ro's tricorder to analyze objects and her phaser to both solve puzzles and zap some enemies, though I'm curious to see how much it relies on shooting aliens—something Star Trek videogames tend to emphasize a wee bit more than the shows. The store page promises a blend of "exploration, puzzles, combat and cinematic set-pieces" but that's a vague enough description it could apply to every prestige action-adventure game released in the last 30 years.</p><p>Star Trek: Shadow Frontier doesn't have a precise release date yet, but apparently the plan is for a 2027 release. When it does come out, it'll be available on <a href="https://store.steampowered.com/app/4744030/Star_Trek_Shadow_Frontier/">Steam</a>.</p><div class="product"><a data-dimension112="82fb24ae-6e3b-4498-b7fb-011beb818d6a" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="82fb24ae-6e3b-4498-b7fb-011beb818d6a" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/bloober-teams-making-a-star-trek-horror-game/</link>
                                                                            <description>
                            <![CDATA[ A bold choice. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">aFWhu4xJRV29o8BCtnni7L</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/CTbEaxGPjNNNm6EBW8z8x3-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sun, 07 Jun 2026 04:37:55 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/CTbEaxGPjNNNm6EBW8z8x3-1280-80.jpg">
                                                            <media:credit><![CDATA[Paramount Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ro Laren, lit by a red light]]></media:description>                                                            <media:text><![CDATA[Ro Laren, lit by a red light]]></media:text>
                                <media:title type="plain"><![CDATA[Ro Laren, lit by a red light]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/CTbEaxGPjNNNm6EBW8z8x3-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/K2hcks9X50E" allowfullscreen></iframe></div></div><p>Polish horror developer Bloober Team is keeping busy. Coming off Cronos: The New Dawn and with a <a href="https://www.pcgamer.com/games/horror/there-it-is-bloober-team-is-almost-certainly-remaking-silent-hill-1-after-everyone-went-gaga-for-its-sh2-remake/">remake of the original Silent Hill in the works</a> as well as <a href="https://www.pcgamer.com/games/horror/silent-hill-2-remake-dev-bloober-teams-valentines-day-reveal-turned-out-to-be-layers-of-fear-3/">Layers of Fear 3</a>, the studio has now announced it's working on a sci-fi psychological horror game set in the Star Trek universe.</p><p>In Star Trek: Shadow Frontier we'll play Ro Laren, a Bajoran officer introduced in Star Trek: The Next Generation who came back for Picard, played by Michelle Forbes. She returns to the role here, which isn't her first time in videogames—among her game credits is Dr. Judith Mossman from Half-Life 2.</p><p>Shadow Frontier sends her on a rescue mission to a planet that's been taken over by an alien entity. "In true Star Trek fashion," the Steam description says, "Ro's mission is driven by duty and purpose. But here, discovery comes at a terrible cost. The more she uncovers, the deeper she is pulled into a corrupted labyrinth where her memories twist and the planet threatens to sever her connection to reality."</p><p>Apparently we'll get to use Ro's tricorder to analyze objects and her phaser to both solve puzzles and zap some enemies, though I'm curious to see how much it relies on shooting aliens—something Star Trek videogames tend to emphasize a wee bit more than the shows. The store page promises a blend of "exploration, puzzles, combat and cinematic set-pieces" but that's a vague enough description it could apply to every prestige action-adventure game released in the last 30 years.</p><p>Star Trek: Shadow Frontier doesn't have a precise release date yet, but apparently the plan is for a 2027 release. When it does come out, it'll be available on <a href="https://store.steampowered.com/app/4744030/Star_Trek_Shadow_Frontier/">Steam</a>.</p><div class="product"><a data-dimension112="82fb24ae-6e3b-4498-b7fb-011beb818d6a" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="82fb24ae-6e3b-4498-b7fb-011beb818d6a" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Play a demo of survival horror game The Sinking City 2 ahead of the full release in August ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The original Sinking City was a touch too ambitious for its own good, spreading its supernatural horror mystery across an open world that left it feeling thin. When I <a href="https://www.pcgamer.com/games/horror/the-sinking-city-2-shifts-the-series-to-survival-horror-and-manages-to-be-genuinely-unsettling/">played a preview build of the sequel</a> earlier this year, it seemed more focused, the kind of survival horror game with room for exploration within its levels but not an entire town to free-roam around—more like H. P. Lovecraft's Resident Evil than a budget Grand Theft Cthulhu.</p><p>But you don't have to take my word for it. During the Future Games Show, developer Frogwares released a one-hour demo of The Sinking City 2, which you can try right now on <a href="https://store.steampowered.com/app/2825860/The_Sinking_City_2/">Steam</a>. </p><p>Frogwares also <a href="https://store.steampowered.com/news/app/2825860/view/685255211989600670">announced</a> a release date of August 18, which will give you time to play it ahead of September's horror games, Silent Hill: Townfall and vampire RPG The Blood of Dawnwalker. Saving your horror game for October is probably a bit passé these days.</p><p>There's also a new trailer, introducing the sequel's setting of Arkham. (Which the asylum from the Batman comics was named after.) It's been flooded so you can motorboat around it, as in the first game, and filled with Mythos monstrosities, including zombies with bulging fleshy weak spots to shoot. And, er, a sultry mermaid? Well, I guess all those grotesque fish-human hybrids came from somewhere. (Yes, I have read The Shadow Over Innsmouth.)</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/RtGiwsrN5cs" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="7d69e70a-f75f-4a3c-aec5-0e916d8029dd" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="7d69e70a-f75f-4a3c-aec5-0e916d8029dd" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/play-a-demo-of-survival-horror-game-the-sinking-city-2-ahead-of-the-full-release-in-august/</link>
                                                                            <description>
                            <![CDATA[ Come to scenic Arkham, but bring an umbrella. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">DJX9mb9qK4sicC9fJXajxA</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/bVsEVsoXPXKdKf9SGV3oQj-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sun, 07 Jun 2026 01:11:49 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/bVsEVsoXPXKdKf9SGV3oQj-1280-80.jpg">
                                                            <media:credit><![CDATA[Frogwares]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Corentin, a man with worms for eyes, holds a book in one hand and a knife in the other]]></media:description>                                                            <media:text><![CDATA[Corentin, a man with worms for eyes, holds a book in one hand and a knife in the other]]></media:text>
                                <media:title type="plain"><![CDATA[Corentin, a man with worms for eyes, holds a book in one hand and a knife in the other]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/bVsEVsoXPXKdKf9SGV3oQj-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>The original Sinking City was a touch too ambitious for its own good, spreading its supernatural horror mystery across an open world that left it feeling thin. When I <a href="https://www.pcgamer.com/games/horror/the-sinking-city-2-shifts-the-series-to-survival-horror-and-manages-to-be-genuinely-unsettling/">played a preview build of the sequel</a> earlier this year, it seemed more focused, the kind of survival horror game with room for exploration within its levels but not an entire town to free-roam around—more like H. P. Lovecraft's Resident Evil than a budget Grand Theft Cthulhu.</p><p>But you don't have to take my word for it. During the Future Games Show, developer Frogwares released a one-hour demo of The Sinking City 2, which you can try right now on <a href="https://store.steampowered.com/app/2825860/The_Sinking_City_2/">Steam</a>. </p><p>Frogwares also <a href="https://store.steampowered.com/news/app/2825860/view/685255211989600670">announced</a> a release date of August 18, which will give you time to play it ahead of September's horror games, Silent Hill: Townfall and vampire RPG The Blood of Dawnwalker. Saving your horror game for October is probably a bit passé these days.</p><p>There's also a new trailer, introducing the sequel's setting of Arkham. (Which the asylum from the Batman comics was named after.) It's been flooded so you can motorboat around it, as in the first game, and filled with Mythos monstrosities, including zombies with bulging fleshy weak spots to shoot. And, er, a sultry mermaid? Well, I guess all those grotesque fish-human hybrids came from somewhere. (Yes, I have read The Shadow Over Innsmouth.)</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/RtGiwsrN5cs" allowfullscreen></iframe></div></div><div class="product"><a data-dimension112="7d69e70a-f75f-4a3c-aec5-0e916d8029dd" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="7d69e70a-f75f-4a3c-aec5-0e916d8029dd" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Halloween teases single-player slash 'em up campaign in grisly new trailer ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Asymmetrical PvP is all the rage these days, especially among licensed horror games for some reason—a new 3v1 Saw game <a href="https://www.youtube.com/watch?v=PhgYHFBjq48" target="_blank">just got revealed yesterday</a>—but what if I want to pick up my knife and carve up some innocent people without the social pressures of online competition? </p><p>I never thought I'd say this, but Michael Myers has the solution I'm looking for.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/TJ_gwYfxMWc" allowfullscreen></iframe></div></div><p>A trailer was shown at today's Future Games Show teasing the upcoming Halloween game's solo campaign, a mode untethered to the online PvP. Unlike, say, a Halloween movie, it seems like players will follow the POV of Myers himself, stabbing and stalking to their heart's content as weary narrators recount how scary you are. </p><p>There are only brief clips of gameplay, but it looks the way you might expect a game with Michael Myers as the star to look: lots of stabbing and walking forward menacingly. If developer IllFonic pulls it off, I imagine it'll touch on a similar appeal to reverse-horror gorefests like <a href="https://www.pcgamer.com/carrion-review/">Carrion</a> and Manhunt: tense action games all about playing with your food, so to speak.</p><p>I'm curious to see how long and narrative-heavy it will be, given that it's set to cover Myers' "origin story." (I always thought his origin story was just that he was an evil baby who grew up to be an evil, scary man). </p><p>Dead by Daylight and this game's predecessor, IllFonic's <a href="https://www.pcgamer.com/friday-the-13th-the-game/">Friday the 13th game</a>, had no substantive single-player modes to speak of, but the slashing in these sorts of games is satisfying, albeit a bit simple. I can't imagine it'll beget much comparison to more traditional horror games given that you play as the killer, so we could be in for something novel here.</p><p>Halloween: The Game releases Sep. 8 later this year, and is available to wishlist on <a href="https://store.steampowered.com/app/3219630/Halloween_The_Game/" target="_blank">Steam</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Wnmnqe"></div>                            </div>                            <script src="https://kwizly.com/embed/Wnmnqe.js" async></script><div class="product"><a data-dimension112="23b2ba8c-8f44-4563-903e-54bb8eb60057" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="23b2ba8c-8f44-4563-903e-54bb8eb60057" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/halloween-teases-single-player-slash-em-up-campaign-in-grisly-new-trailer/</link>
                                                                            <description>
                            <![CDATA[ Taking shape. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">V8vnjM8voXfefkjCj2NCY4</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/cXhCq7JNN7JwTtV7p2rtv-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Sat, 06 Jun 2026 20:55:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/cXhCq7JNN7JwTtV7p2rtv-1280-80.jpg">
                                                            <media:credit><![CDATA[IllFonic, Gun Media]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Michael Meyers standing in the middle of the street in Halloween: The Game]]></media:description>                                                            <media:text><![CDATA[Michael Meyers standing in the middle of the street in Halloween: The Game]]></media:text>
                                <media:title type="plain"><![CDATA[Michael Meyers standing in the middle of the street in Halloween: The Game]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/cXhCq7JNN7JwTtV7p2rtv-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <p>Asymmetrical PvP is all the rage these days, especially among licensed horror games for some reason—a new 3v1 Saw game <a href="https://www.youtube.com/watch?v=PhgYHFBjq48" target="_blank">just got revealed yesterday</a>—but what if I want to pick up my knife and carve up some innocent people without the social pressures of online competition? </p><p>I never thought I'd say this, but Michael Myers has the solution I'm looking for.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/TJ_gwYfxMWc" allowfullscreen></iframe></div></div><p>A trailer was shown at today's Future Games Show teasing the upcoming Halloween game's solo campaign, a mode untethered to the online PvP. Unlike, say, a Halloween movie, it seems like players will follow the POV of Myers himself, stabbing and stalking to their heart's content as weary narrators recount how scary you are. </p><p>There are only brief clips of gameplay, but it looks the way you might expect a game with Michael Myers as the star to look: lots of stabbing and walking forward menacingly. If developer IllFonic pulls it off, I imagine it'll touch on a similar appeal to reverse-horror gorefests like <a href="https://www.pcgamer.com/carrion-review/">Carrion</a> and Manhunt: tense action games all about playing with your food, so to speak.</p><p>I'm curious to see how long and narrative-heavy it will be, given that it's set to cover Myers' "origin story." (I always thought his origin story was just that he was an evil baby who grew up to be an evil, scary man). </p><p>Dead by Daylight and this game's predecessor, IllFonic's <a href="https://www.pcgamer.com/friday-the-13th-the-game/">Friday the 13th game</a>, had no substantive single-player modes to speak of, but the slashing in these sorts of games is satisfying, albeit a bit simple. I can't imagine it'll beget much comparison to more traditional horror games given that you play as the killer, so we could be in for something novel here.</p><p>Halloween: The Game releases Sep. 8 later this year, and is available to wishlist on <a href="https://store.steampowered.com/app/3219630/Halloween_The_Game/" target="_blank">Steam</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Wnmnqe"></div>                            </div>                            <script src="https://kwizly.com/embed/Wnmnqe.js" async></script><div class="product"><a data-dimension112="23b2ba8c-8f44-4563-903e-54bb8eb60057" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="23b2ba8c-8f44-4563-903e-54bb8eb60057" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ It took 12 years but we finally got a teaser for Alien: Isolation 2 ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/lUfKBrUgiS0" allowfullscreen></iframe></div></div><p>It's somehow been 12 years since we first got the pants scared off us in the excellent survival horror adventure Alien: Isolation, but we're finally getting another go-round with the powerful, unkillable xenomorph. </p><p>At Summer Game Fest, we got our first teaser for Alien: Isolation 2—and even though it doesn't show us much, what it does show looks great. </p><p>We're leaving the space stations behind, as the sequel is set on a planet this time, though that doesn't mean we're going to be completely free of the atmosphere and chills of the original game.</p><p>"This time we're unleashing the alien on an unsuspecting colony world," said Ana Sopikova, art director at Creative Assembly. "From the claustrophobic confines of the colony itself to the exposed and storm ravaged landscapes surrounding it, Kurosaki Station is a new hunting ground for the ultimate apex predator. </p><p>"Players will face a desperate struggle to survive and escape, and we cannot wait to show you more in the future."</p><p>Unfortunately, the new <a href="https://store.steampowered.com/app/4665290/Alien_Isolation_2/" target="_blank">Steam store page</a> for Alien: Isolation 2 doesn't give us a whole lot more information, or even an idea of a release window beyond "Coming soon." The screenshots are all labeled "Pre-alpha capture," which doesn't suggest a release is right around the corner.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/it-took-12-years-but-we-finally-got-a-teaser-for-alien-isolation-2/</link>
                                                                            <description>
                            <![CDATA[ The xenomorph is on the hunt again. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">QQ854AEA38iv2cRtjrRU3g</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/HWQYy7XGjmBaYt3kExsyVh-1280-80.jpg" type="image/jpeg" length="0"></enclosure>
                                                                        <pubDate>Fri, 05 Jun 2026 21:32:38 +0000</pubDate>                                                                                                                                <updated>Fri, 05 Jun 2026 23:12:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ clivingston@pcgamer.com (Christopher Livingston) ]]></author>                    <dc:creator><![CDATA[ Christopher Livingston ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vMPWcamtj9aoVBYFtt2Hp7.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/HWQYy7XGjmBaYt3kExsyVh-1280-80.jpg">
                                                            <media:credit><![CDATA[Sega]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Xenomorph mouth about to bite you]]></media:description>                                                            <media:text><![CDATA[Xenomorph mouth about to bite you]]></media:text>
                                <media:title type="plain"><![CDATA[Xenomorph mouth about to bite you]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/HWQYy7XGjmBaYt3kExsyVh-1280-80.jpg" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/lUfKBrUgiS0" allowfullscreen></iframe></div></div><p>It's somehow been 12 years since we first got the pants scared off us in the excellent survival horror adventure Alien: Isolation, but we're finally getting another go-round with the powerful, unkillable xenomorph. </p><p>At Summer Game Fest, we got our first teaser for Alien: Isolation 2—and even though it doesn't show us much, what it does show looks great. </p><p>We're leaving the space stations behind, as the sequel is set on a planet this time, though that doesn't mean we're going to be completely free of the atmosphere and chills of the original game.</p><p>"This time we're unleashing the alien on an unsuspecting colony world," said Ana Sopikova, art director at Creative Assembly. "From the claustrophobic confines of the colony itself to the exposed and storm ravaged landscapes surrounding it, Kurosaki Station is a new hunting ground for the ultimate apex predator. </p><p>"Players will face a desperate struggle to survive and escape, and we cannot wait to show you more in the future."</p><p>Unfortunately, the new <a href="https://store.steampowered.com/app/4665290/Alien_Isolation_2/" target="_blank">Steam store page</a> for Alien: Isolation 2 doesn't give us a whole lot more information, or even an idea of a release window beyond "Coming soon." The screenshots are all labeled "Pre-alpha capture," which doesn't suggest a release is right around the corner.</p>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
                                <item>
                                                            <title><![CDATA[ Resident Evil – Code: Veronica remake announced ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/-JNv2CwmoRA" allowfullscreen></iframe></div></div><p>This year's <a href="https://www.pcgamer.com/games/live/news/summer-game-fest-2026-live-all-the-announcements-as-they-happen/">Summer Game Fest stream</a> opened with a good amount of applause for Resident Evil Veronica, a remake of Dreamcast game Resident Evil — Code: Veronica.</p><p>Code Veronica is especially ripe remake material since it's notoriously easy to inadvertently softlock yourself in the original. The series hadn't quite undergone its mid-aughts action-movie reinvention (though this is arguably where that direction started to emerge, what with the <a href="https://youtu.be/6LT75ulC-sE">John Woo-inspired CG opening</a>), so you were still grappling with awkward tank controls and at the mercy of brutal encounters that <em>really</em> stung if you hadn't conserved your ammo and ink ribbons—the only way to save your game.</p><p>Despite the quirks, it's a standout horror game on the Dreamcast, and even though it eventually made its way to other consoles with the Code: Veronica X remaster, it never made it to PC. </p><p>Given how past REmakes have gone, I wouldn't be surprised if this cut all the funny business and reimagined Veronica with less finicky controls, amped up by modern Capcom's snazzy visual tech and the original's puzzle-heavy exploration.</p><p>No gameplay footage came with the creepy cinematic, but we know the remake is planned to release in 2027. With <a href="https://www.ign.com/articles/resident-evil-zero-remake-reportedly-aiming-for-2028-release-with-guardians-of-the-galaxy-video-game-actor-on-board">rumors of a Resident Evil 0 remake</a> also on the way, I'm hopeful that future REmakes will focus on games that shine despite some rough qualities, and therefore benefit most from reinvention, rather than the all-time greats that play perfectly fine even now. </p><div class="product"><a data-dimension112="4b767dae-a3dc-453c-906d-d7c2165e087b" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="4b767dae-a3dc-453c-906d-d7c2165e087b" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/resident-evil/resident-evil-code-veronica-remake-announced/</link>
                                                                            <description>
                            <![CDATA[ The 2026 Summer Game Fest showcase kicked off with another Resi remake. ]]>
                                                                                                            </description>
                                                                                                                                <guid isPermaLink="false">CYtiGgxK4M5en7gU8EipC3</guid>
                                                                                                <enclosure url="https://cdn.mos.cms.futurecdn.net/5ZBGVvANUaMNXcuRzkLXQN-1280-80.png" type="image/png" length="0"></enclosure>
                                                                        <pubDate>Fri, 05 Jun 2026 21:21:46 +0000</pubDate>                                                                                                                                <updated>Fri, 05 Jun 2026 22:01:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Horror]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
                                                                                                                                <media:content type="image/png" url="https://cdn.mos.cms.futurecdn.net/5ZBGVvANUaMNXcuRzkLXQN-1280-80.png">
                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil: Veronica trailer still.]]></media:description>                                                            <media:text><![CDATA[Resident Evil: Veronica trailer still.]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil: Veronica trailer still.]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/5ZBGVvANUaMNXcuRzkLXQN-1280-80.png" />
                                                                                                                                                                    <content:encoded >
                            <![CDATA[
                            <article>
                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/-JNv2CwmoRA" allowfullscreen></iframe></div></div><p>This year's <a href="https://www.pcgamer.com/games/live/news/summer-game-fest-2026-live-all-the-announcements-as-they-happen/">Summer Game Fest stream</a> opened with a good amount of applause for Resident Evil Veronica, a remake of Dreamcast game Resident Evil — Code: Veronica.</p><p>Code Veronica is especially ripe remake material since it's notoriously easy to inadvertently softlock yourself in the original. The series hadn't quite undergone its mid-aughts action-movie reinvention (though this is arguably where that direction started to emerge, what with the <a href="https://youtu.be/6LT75ulC-sE">John Woo-inspired CG opening</a>), so you were still grappling with awkward tank controls and at the mercy of brutal encounters that <em>really</em> stung if you hadn't conserved your ammo and ink ribbons—the only way to save your game.</p><p>Despite the quirks, it's a standout horror game on the Dreamcast, and even though it eventually made its way to other consoles with the Code: Veronica X remaster, it never made it to PC. </p><p>Given how past REmakes have gone, I wouldn't be surprised if this cut all the funny business and reimagined Veronica with less finicky controls, amped up by modern Capcom's snazzy visual tech and the original's puzzle-heavy exploration.</p><p>No gameplay footage came with the creepy cinematic, but we know the remake is planned to release in 2027. With <a href="https://www.ign.com/articles/resident-evil-zero-remake-reportedly-aiming-for-2028-release-with-guardians-of-the-galaxy-video-game-actor-on-board">rumors of a Resident Evil 0 remake</a> also on the way, I'm hopeful that future REmakes will focus on games that shine despite some rough qualities, and therefore benefit most from reinvention, rather than the all-time greats that play perfectly fine even now. </p><div class="product"><a data-dimension112="4b767dae-a3dc-453c-906d-d7c2165e087b" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3036px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="uNGNHZpBcLTeLdsxSFkkBC" name="pcgs_2026_logo v4" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/uNGNHZpBcLTeLdsxSFkkBC.png" mos="" align="middle" fullscreen="" width="3036" height="3036" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>The PC Gaming Show returns</strong> <strong>Sunday, June 7 at 12 pm PDT! </strong>Visit <a href="https://store.steampowered.com/curator/1850-PC-Gamer/sale/pcgamingshow2026" target="_blank" data-dimension112="4b767dae-a3dc-453c-906d-d7c2165e087b" data-action="Deal Block" data-label="the show's Steam page" data-dimension48="the show's Steam page" data-dimension25="">the show's Steam page</a> to wishlist your most anticipated games and get more information on how to tune in for the big reveals.</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
                                                </item>
            </channel>
</rss>