Horror Game Review: Tenebris Somnia (by Andrés Borghi, Tobías Rusjan & Saibot Studios)


“What if they aren’t just nightmares…” — Tenebris Somnia

A breakup can leave plenty of unfinished business, but fighting monsters in your ex’s apartment is a pretty extreme way to deal with it. That’s the uncomfortable territory Tenebris Somnia explores, turning lingering concern and shared history into the foundations of a supernatural nightmare. Developed by Andrés Borghi, Tobías Rusjan, and Saibot Studios, this indie horror game pairs retro 8-bit-style gameplay with live-action sequences. The combination gives it an immediately recognizable identity, but the relationship underneath keeps it from feeling like a technical experiment. Its strongest idea is that leaving somebody behind doesn’t necessarily mean escaping the life you built together.

Julia, a filmmaker, returns to her ex-boyfriend Ivan’s apartment after recurring nightmares show him being attacked by horrific creatures. Checking on him seems reasonable enough, even if revisiting their former home already promises an awkward conversation. Unfortunately, Ivan’s involvement with a mysterious cult has made the situation considerably worse than Julia expects. She becomes caught in spaces distorted by memory and supernatural forces, where their shared past is no longer something she can keep at a comfortable distance. Concern gets her through the door, but understanding what’s happening requires confronting more than the immediate danger.

Their background in filmmaking makes that history more interesting than a generic troubled romance. Creative collaboration has become tangled up with affection, ambition, and resentment, leaving Julia and Ivan’s personal disappointments difficult to separate from their artistic ones. Revisiting the relationship means questioning what they wanted from each other and how those expectations changed. Julia also has her own convictions, which keeps her from becoming a passive visitor inside Ivan’s breakdown. She has an emotional stake in the memories being uncovered, and the story benefits from treating their history as something both characters experienced rather than something only he gets to define.

That tension between recognition and discomfort carries into the presentation. During gameplay, the retro 8-bit-style pixel art reduces rooms, characters, and monsters to relatively simple forms. It’s a deliberate choice, but not one everyone will enjoy. Players accustomed to hyper-realistic CG graphics may find the chunky sprites and limited detail more distancing than frightening, especially if visual realism is central to their enjoyment of horror. The game asks you to let your imagination finish the picture. If that aesthetic leaves you cold, the live-action footage won’t necessarily make the playable sections more appealing.

For players willing to embrace it, though, the contrast does more than provide a novelty. A creature that looked unpleasant in pixel form suddenly has texture, weight, and a disturbingly physical presence. Recognizable details connect the two styles, making the filmed sequences feel like a closer view of the same nightmare. Careful framing and expressive performances help maintain that connection, with Clara Kovacic giving Julia a human presence beyond her small playable sprite. The practical and digital effects also benefit from relatively clear footage. Without artificial VHS damage constantly obscuring the image, the monsters have nowhere to hide—and neither do you.

Between those sequences, Tenebris Somnia follows a familiar survival-horror routine of searching rooms, collecting objects, solving puzzles, and managing limited supplies. The sound design reinforces the uncertainty through harsh effects and recognizable monster noises, making danger a concern before it necessarily appears on-screen. Puzzles encourage you to understand the environment rather than simply move through it. Strange connections suit a setting distorted by memory, provided the clues establish enough logic. Progress becomes less satisfying when an easily overlooked item or interaction point sends you circling the same room. Careful investigation builds atmosphere; repeatedly checking everything because one detail barely registers tends to drain it.

Combat is less assured, largely because its survival-horror intentions are more convincing than its execution. Melee attacks, firearms, and evasive movement give Julia options, while limited ammunition makes fighting a decision rather than a reflex. Removing an enemy might make exploration safer, but those bullets could be more valuable later. That’s an effective source of tension when encounters cooperate with it. The problem is that stiffness can shift your attention away from resource management and toward the basic difficulty of carrying out your plan. Instead of worrying about whether an attack is worth attempting, you can end up worrying about whether it will behave as expected.

Cramped spaces make that friction more noticeable because there’s less room to recover when an attack or evasive movement goes wrong. Horror benefits from making a protagonist vulnerable, but vulnerability still needs consistent rules. Otherwise, the fear of getting hurt gives way to irritation about how the damage happened. Boss encounters expose those weaknesses more clearly. Their designs make a strong first impression, but some fights demand more precision and repetition than the mechanics comfortably support. Checkpoints soften failure without making every retry engaging. The creatures are often more compelling as disturbing presences than as opponents you have to repeatedly bring down.

Those shortcomings keep Tenebris Somnia from being an effortless recommendation, particularly for players who need polished combat or dislike retro graphics. Still, its relationship drama, filmmaking background, and mixed-media presentation reinforce one another in a way that gives the experience genuine personality. The monsters aren’t the only reason Julia’s return feels uncomfortable; they make an already complicated reunion physically dangerous. For horror fans drawn to atmosphere and unsettling imagery, that combination has plenty of appeal. The visit begins with concern for someone Julia once loved, then becomes a reminder that caring about a person and understanding what they’ve become are very different things.

Clive Barker’s Hellraiser: Revival (by Saber Interactive) Horror Game Review


“Your suffering has only just begun, we have such sights to show you.” — Pinhead

Hell is not supposed to be inviting, but Clive Barker’s Hellraiser: Revival understands that the most dangerous doors are the ones that look like they might lead somewhere extraordinary. Developed and published by Saber Interactive and released in October 2026 for PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch 2, this first-person survival-horror action game is a new chapter in the franchise rather than a direct adaptation of any single film. It was written in collaboration with Clive Barker himself, and that involvement gives it a stronger artistic identity than most licensed horror games manage. Revival understands that Hellraiser is not merely about monsters, chains, and gore. It is about desire, pain, ritual, bodily transformation, and the unsettling possibility that suffering can feel like a doorway to something greater.

The setup is classic Hellraiser. Aidan Lynch gets pulled into a nightmare involving Cenobites, cultists, and Pinhead after his girlfriend opens the Genesis Configuration, a puzzle box that is absolutely not the sort of thing you should mess with if you value having a normal weekend. From there, Aidan has to survive, fight, sneak, solve puzzles, and eventually try to rescue her from hell. It is a simple premise, but it gives the game room to lean into the franchise’s central themes. This is not just “monster chases person through dark hallway.” It is about obsession, temptation, the body as a site of horror, and the dangerous seduction of giving yourself over to something that promises transcendence and delivers a very bad time. The story has its clumsy moments, but the relationship between Aidan and the nightmare world around him gives the campaign more emotional weight than your average survival-horror rescue plot.

Visually, Revival is often spectacular in the most upsetting possible way. The game understands that Hellraiser is not merely about gore; it is about elaborate, almost ceremonial ugliness. Flesh is sculpted rather than simply splattered. The Cenobites look like religious icons that have been left in a butcher shop for a century. Pinhead, unsurprisingly, looks fantastic, and the game clearly understands that his presence needs to feel less like a slasher villain and more like an elegant, patient force of cosmic punishment. The detailed character models, cadaver-laden environments, and Escher-like spaces are major strengths. There are rooms in this game that feel like they were designed by someone who looked at a cathedral, a medical museum, and a bad acid trip, then asked, “What if all three had a baby?”

The sound design deserves just as much credit. Chains rattle, flesh tears, distant voices groan, and the whole soundscape keeps you uneasy even when nothing is actively trying to remove your skin. That matters because Hellraiser: Revival is less interested in constant jump scares than in maintaining a low, persistent sense of dread. It wants you to feel like you have wandered somewhere you were never meant to be, and that the walls are not just walls. The atmosphere is the game’s best weapon. Even when the mechanics get repetitive or the combat turns sloppy, the world itself keeps pulling you forward.

Gameplay-wise, Revival is a first-person blend of survival horror and action, and its closest comparison is probably the classic first-person horror game Condemned: Criminal Origins rather than the usual over-the-shoulder formula associated with most Resident Evil games. You control Aidan as he explores hostile environments, manages limited resources, crafts healing supplies and ammunition, solves puzzles, uses stealth, and fights both hostile humans and demonic Cenobites. Like Condemned, it puts you directly behind the character’s eyes, emphasizes close-quarters violence and environmental unease, and makes combat feel messy, desperate, and physical rather than clean and cinematic. That said, Resident Evil has dabbled in first-person horror too, most notably with Resident Evil Village, so Revival is not operating in a completely unfamiliar space. It simply leans harder into the grimy, immediate, first-person brutality of something like Condemned than into the more polished action-horror rhythm of modern Resident Evil.

The Genesis Configuration is the game’s best original mechanic. It is not just a puzzle box you manipulate during quiet exploration; it can also become a combat and traversal tool, giving Aidan supernatural abilities that help distinguish the game from other first-person horror titles. When the game lets you use the box in clever ways, Revival feels like it has found its own identity. The problem is that those moments are not consistent enough. Too often, the game retreats into standard survival-horror routines: find key, open door, craft item, shoot monster, repeat. The environments are so memorable that you forgive some of this, but you still notice it.

Combat is where the game is at its weakest. At its best, it is merely average; at its worst, it is outright clunky. The unreliable hitboxes are a persistent problem, with melee swings and gunfire sometimes failing to connect in ways that feel unfair rather than intentionally punishing. Resource management does not help matters, because the game can make ammunition, healing items, and breakable equipment feel scarce without always giving you a satisfying reason for that scarcity. If you have played Resident Evil Village or MachineGames’ Indiana Jones game, the difference in feel will be obvious. Those games can make first-person combat tense, responsive, and physically convincing. Revival, by comparison, can feel like a slog: enemies absorb hits inconsistently, weapons lack satisfying feedback, and encounters that should be frightening instead become tedious exercises in whiffing attacks and managing a stubborn inventory. The combat is not broken, but it often lacks the weight and precision that make great horror action feel rewarding.

The game’s length, however, hits a pretty comfortable Goldilocks range. If you are mainly playing through the story on Normal difficulty without hunting down every Easter egg, collectible, or optional side quest, you can likely finish it in around ten to fifteen hours. Completionists who want to see everything the game has to offer can probably stretch that to somewhere between twenty and thirty-five hours. That feels right for this kind of experience. Hellraiser: Revival is not trying to be Elden Ring or Skyrim, and thank goodness for that. It is a contained, atmospheric horror campaign rather than an open-world time sink, and its runtime gives the story enough room to breathe without wearing out its welcome.

The ending also gives the story a little extra replay value without turning the game into a sprawling choice-driven epic. Near the conclusion, Aidan faces one major decision, and the choice you make determines which of the game’s two endings you receive. I will not spoil what those outcomes are, but the decision feels appropriately Hellraiser: it is less about picking the obviously heroic option and more about deciding what Aidan is willing to sacrifice, accept, or become in order to reach the end of his nightmare. It is a smart way to close a story built around temptation, and it gives players a reason to consider how differently the final chapter might unfold under another choice.

The enemy design helps compensate for the rougher combat. Cenobites are inherently terrifying, and the game uses them well in chase sequences and moments where you feel trapped rather than empowered. There are sections where the game pushes you to run, hide, or simply survive long enough to reach safety, and those are among its most effective sequences. The best horror games understand that the player should not always feel like an action hero, and Revival understands that better than it understands, say, melee hit registration. When a Cenobite is bearing down on you and the soundtrack turns into a wall of industrial dread, the game absolutely works.

The content warnings are not decorative. This is an extremely graphic game, with intense violence, dismemberment, nudity, sexual content, drugs, and body horror that goes well beyond standard AAA horror fare. Some players will find that excessive. Others will argue, fairly, that Hellraiser has always been about transgression, and that a sanitized version would feel dishonest. I mostly land in the second camp, though the game does occasionally mistake intensity for depth. There are moments where the shock value feels purposeful and thematically connected, and other moments where it feels like the game is shouting, “Look how extreme we are!” The strongest Hellraiser material has always had a strange philosophical seriousness underneath the flesh and chains. Revival captures that sometimes, but not always.

So where does that leave Clive Barker’s Hellraiser: Revival? I think it is a flawed but genuinely worthwhile horror game, especially for people who already love the franchise. It is not a masterpiece on the level of the best modern Resident Evil entries, and it does not fully escape the feeling of being a very well-dressed genre pastiche. But it has something many horror games lack: a real artistic identity. It is ugly in a deliberate, expressive way. It is uncomfortable on purpose. It treats hell not as a generic demon dimension but as a place shaped by appetite, pain, ritual, and desire. The Genesis Configuration gives it a few moments of genuine originality, the two-ending finale gives its themes a fitting final test, and the atmosphere carries it through stretches where the gameplay repeats itself.

If you are sensitive to extreme gore or sexual content, this is an easy skip. If you want polished, mechanically innovative survival horror above all else, you may come away disappointed. But if you have ever watched the first two Hellraiser films and wished a game could capture that specific blend of gothic elegance and bodily nightmare, Revival is absolutely worth enduring its rough edges. It is a game that occasionally hurts to play, though not always in the way it intends. Still, for a franchise that has spent decades exploring the thin line between pleasure and suffering, that feels weirdly appropriate.

Horror Game Review: Still Wakes the Deep (by The Chinese Room)


“For once in your life, be brave! Be brave for them.” — Finlay

The ocean doesn’t care whether you make it home, and Still Wakes the Deep never lets you forget it. Even before its supernatural nightmare takes shape, the game makes life aboard an offshore oil rig feel like a fragile arrangement between people, machinery, and an environment that could swallow them without a second thought. Released in 2024 by British developer The Chinese Room, this first-person psychological horror game builds its strongest moments around that vulnerability. It isn’t the most mechanically ambitious horror game out there, but its unsettling setting, convincing performances, and emotional stakes make it more than a guided tour through some impressively disgusting scenery.

Set in December 1975, the story follows Cameron “Caz” McLeary, an electrician working aboard the Beira D oil rig in the North Sea off Scotland. Caz has brought plenty of trouble with him. His relationship with his family is strained, problems back home are catching up with him, and his job isn’t exactly secure. He’s already having a miserable time before the drilling operation disturbs something that should have remained buried. Once disaster strikes, getting off the rig becomes much more complicated than finding a boat. The appeal of that setup is how naturally it connects his personal circumstances with the surrounding danger. Home matters because his life there is unfinished, not because the script needs a convenient reason for him to survive.

Before everything falls apart, the game gives you enough time with the crew to understand what kind of place the Beira D is. Conversations are blunt, personalities clash, and the dialogue has the rough familiarity of people who work and live in close quarters. The regional accents and casual swearing help establish a workplace rather than a collection of horror-game characters waiting for their turn to scream. Nobody needs a lengthy introduction to suggest a history with the people around them. That makes the disaster more effective when it arrives. The rig isn’t just a location being destroyed; it’s a little community whose everyday routines suddenly become impossible.

Caz helps hold that human side together. Alec Newman’s performance gives him an appealing mixture of irritation, fear, stubbornness, and genuine concern for his coworkers. He isn’t instantly heroic, and the game doesn’t pretend that his personal problems make him especially noble. He can be difficult, but he remains understandable. More importantly, he sounds like someone struggling to cope with events rather than someone performing bravery for an audience. His family stays emotionally present even when the immediate situation demands all his attention. That connection gives the ocean beyond the rig a particular cruelty: somewhere past all that freezing water is a life he still has reasons to return to.

The Beira D itself does an enormous amount of the work. Its cramped interiors, exposed walkways, and heavy industrial machinery create a setting where comfort always seems temporary. Indoors, there’s barely enough room to feel safe; outdoors, the sea makes every exposed crossing feel worse. The visual detail grounds the place without making it inviting, while the lighting turns familiar spaces into increasingly hostile territory. What starts as an unpleasant workplace gradually becomes an environment you can no longer trust. The game understands that a damaged walkway or a flooding compartment can be frightening without a monster standing in the middle of it.

Sound design strengthens that feeling of instability. Machinery strains, metal bangs, and horrible noises travel through spaces where you can’t always see their source. The rig feels active even when you’re standing still, and not in a reassuring way. Sometimes you’re listening for a creature; sometimes you’re wondering whether the structure around you is about to give out. That overlap is one of the game’s best qualities. The supernatural threat doesn’t replace the practical dangers of being offshore. It makes them worse, leaving Caz caught between something impossible and hazards that require no explanation whatsoever.

The body horror is particularly effective because it corrupts people and spaces the game has already made recognizable. Human forms become grotesquely distorted, but traces of the people underneath remain, especially in their voices. That makes the creatures upsetting in a way that goes beyond impressive monster design. There’s something cruel about hearing recognizable humanity survive inside a body that has become a threat. The game draws on familiar science-fiction horror territory, but its specific setting and working-class cast give that material personality. These aren’t simply monsters loose on an oil rig. They’re part of the destruction of the crew’s shared world.

Playing Still Wakes the Deep is more straightforward than its imagery might suggest. There’s no combat system, so you spend your time navigating damaged sections of the rig, completing simple environmental tasks, climbing through obstacles, and avoiding threats. Keeping Caz defenseless is the right call. Handing him increasingly powerful weapons would undermine the sense that he’s an ordinary person trying to survive something far beyond him. The physical traversal also gives the experience more activity than the “walking simulator” label suggests. At its best, the game makes crossing a dangerous gap or moving through a compromised section of the rig feel like a substantial ordeal.

Still, its narrow design can become a problem. The game usually has a specific route and a specific solution in mind, and it doesn’t take long to notice how firmly it steers you toward both. Stealth encounters can lose some tension once their intended pattern becomes clear, while practical objectives occasionally feel like errands placed between dramatic scenes. There’s a meaningful difference between being trapped by the disaster and being restricted by the design. Still Wakes the Deep sometimes makes the latter too obvious. Anyone hoping for flexible survival systems, substantial exploration, or demanding puzzles will probably find its interactions thin.

That simplicity does help keep the focus on the characters and atmosphere, though. Without inventory juggling or repeated combat encounters, the game can move directly between physical danger and quieter emotional moments. Its roughly six-to-seven-hour length also suits the premise, even if some trips around the rig feel stretched out. The original story is strongest when it treats survival as something more complicated than reaching safety. Caz’s connection to his family, his responsibilities to the crew, and the terrifying circumstances around him give its horror an emotional dimension that carries beyond the immediate disaster.

The expansion Siren’s Rest, released in June 2025, picks up that lingering emotional thread rather than simply repeating Caz’s ordeal with another character. Set in 1986, it takes you beneath the North Sea to the wreck of the Beira D, where a specialist diving team hopes to uncover what happened and bring answers to the families of the lost crew. You play Mhairi, the leader of the dive, exploring the remains of a place that players know far better than she initially does. It’s a smart way to continue the story: the original shows the catastrophe from inside, while the expansion examines what it leaves behind.

That change of perspective gives the return to the rig a different kind of sadness. Spaces that once contained conversations, arguments, and hurried attempts to survive have become submerged remnants of those lives. Mhairi’s work involves photographing remains, collecting personal belongings, and examining evidence, turning familiar locations into places of recovery rather than escape. The connection to the original isn’t just geographical. Its crew members become people whose absence has shaped families for years, extending the first game’s concern with home and responsibility beyond the boundaries of Caz’s experience. The sea may have swallowed the rig, but it hasn’t neatly ended the story for everyone onshore.

Mechanically, Siren’s Rest replaces much of the original’s climbing and scrambling with underwater navigation. A cutting torch, crowbar, and camera give Mhairi practical ways to investigate the wreck, while her connection to the diving bell and communication with her colleague Rob reinforce how dependent she is on equipment and other people. The danger now comes with the added discomfort of being submerged inside a ruined industrial structure. The original made the water outside feel like something to avoid at all costs; the expansion makes entering it the entire premise. That reversal is a strong atmospheric hook, even when the interactions remain fairly straightforward.

The expansion is less convincing as a major escalation of the horror. Its roughly two-to-three-hour length makes it a compact follow-up, but that brevity also leaves less room for its new relationships to develop. Mhairi’s search gives the story a human focus, and the unsettling wreck provides plenty of atmosphere, yet the experience doesn’t consistently turn those advantages into scares as memorable as the original’s. It also shouldn’t be approached as a comprehensive explanation of every supernatural mystery. Its interests lean more toward grief, personal connection, and the desire for closure than toward spelling out exactly what the drilling uncovered. That restraint can preserve the unease, but it may frustrate players expecting more concrete answers.

Taken together, Still Wakes the Deep and Siren’s Rest tell a more interesting story than a simple disaster followed by a cleanup mission. The original makes you care about the people trapped aboard the Beira D, while the expansion asks what their loss means to those left searching for them. The base game remains the stronger experience, with a fuller cast and a more immediate sense of danger, but the follow-up gives its setting an effective second life as a place of mourning and investigation. Neither offers especially deep gameplay, yet both understand the value of putting human concerns inside an inhuman environment. The ocean remains indifferent throughout. What gives the story its weight is that the people living with the consequences never can be.

Horror Game Review: MADiSON (by Bloodious Games)


“At the moment of first contact, it is already too late.” — Father Thomas

MADiSON has a knack for making you dread the next room while giving you just enough reason to step inside anyway. Released in 2022 by Bloodious Games, this first-person nightmare puts a camera in your hands and sends you into a house where practically everything seems determined to ruin your evening. It isn’t especially interested in reinventing supernatural horror, and some of its puzzles make being trapped with a demon seem less annoying than being trapped without clear instructions. Still, when its atmosphere, sound, and scares come together, MADiSON delivers something genuinely unsettling: a haunted-house experience that understands how vulnerable curiosity can make you.

You play as Luca, a young man caught in a horrifying situation involving his family, a demonic presence, and a serial killer whose influence hasn’t ended with her death. The opening establishes distress before offering much explanation, which suits a game built around uncertainty. Rather than giving you a comfortable overview of the situation, MADiSON makes understanding what happened part of the ordeal. Its story develops through exploration, recordings, and disturbing discoveries, with the supernatural mystery pulling you farther into danger instead of toward reassurance. The setup works because investigating the house and participating in something sinister gradually start to feel uncomfortably similar.

Veteran gamers will recognize the camera-centered premise, especially anyone familiar with the Fatal Frame series from the early 2000s. Like those games, MADiSON leans heavily on a camera as your means of interacting with the supernatural. But that is where the similarities end. Here, the instant camera drives investigation and puzzle-solving, revealing information that isn’t otherwise visible and triggering changes in the environment. That gives an ordinary action an unpleasant double meaning: you need the camera to make progress, but using it can also bring you closer to something you would rather leave alone. You’re not just asking what might appear in the picture; you’re wondering what taking the picture might have done to the room around you.

That relationship between looking and provoking is where the game finds its strongest identity. Plenty of horror games make players inspect threatening spaces, but MADiSON gives that inspection a tangible ritual. Raise the camera, choose the shot, and discover whether your curiosity has paid off or made things worse. Its photographs connect the supernatural material to the actual puzzle-solving rather than leaving the camera as a decorative gimmick. The result is a useful tension between wanting answers and fearing the process of obtaining them. Even when the surrounding horror imagery feels familiar, the camera helps make engaging with it feel more personal and less passive.

The house itself does a lot of the heavy lifting. MADiSON belongs to the strain of horror associated with P.T. and Visage, where domestic spaces become threatening through repetition, uncertainty, and the feeling that familiar surroundings can no longer be trusted. Its confined layout gives you plenty of opportunities to revisit places that have already made you uncomfortable. At its best, that familiarity becomes a weapon: recognizing a room doesn’t necessarily mean feeling safe inside it. At its worst, however, the same compact environment becomes a source of tedious navigation. There’s a fine line between dreading another trip down a corridor and simply wishing the game would let you get there faster.

The audiovisual presentation generally keeps that line from collapsing entirely. Detailed horror imagery, tense sound, and aggressive scares give the environment a nasty sense of presence. The game knows that an unseen threat can make an otherwise uneventful walk feel loaded with possibility. It also knows how to puncture that anticipation with a sudden shock. The jump scares are a major part of the experience, so anyone hoping for an entirely restrained, slow-burning approach should adjust their expectations. MADiSON wants to get a physical reaction, not just inspire thoughtful unease. Fortunately, its stronger shocks have an oppressive atmosphere supporting them rather than existing as isolated bursts of noise.

Still, the game’s enthusiasm for frightening you can become excessive. There’s a difference between keeping someone on edge and constantly reminding them that the next loud interruption is coming. Its more aggressive audiovisual choices risk making the horror feel pushy, particularly when exaggerated camera movement and awkward interactions are already demanding attention. The problem isn’t that jump scares are automatically cheap; a well-timed one can be hugely effective. It’s that tension needs room to develop, and mechanical irritation can interrupt that development. When the player starts thinking about getting the cursor into exactly the right position, the supernatural threat temporarily loses control of the scene.

Puzzle-solving is the other major ingredient, and it produces the game’s biggest split between satisfaction and frustration. MADiSON uses an old-school structure in which objects, clues, and obstacles may appear well before their purpose becomes clear. That can make the house feel interconnected and reward attention to details encountered earlier. The camera also gives some puzzles a distinctive supernatural twist. But the distinction between an intriguing mystery and an arbitrary roadblock isn’t always maintained. A good puzzle makes you reconsider the evidence; a weaker one makes you reconsider whether you’ve missed an interaction prompt. Too often, the game risks replacing productive uncertainty with aimless experimentation.

That matters especially in horror because confusion has a short shelf life. Initially, not knowing what to do can intensify the feeling of helplessness. After enough unsuccessful attempts, though, fear starts giving way to impatience. Slow movement, repeated routes, and unclear solutions compound one another, making stretches of MADiSON feel less like an escalating nightmare and more like a haunted escape room with uneven instructions. Interestingly, that awkwardness can occasionally work in its favor by making events harder to predict. But unpredictability is more effective when it feels deliberately controlled. The game doesn’t always convince you that its friction serves the horror rather than simply getting in its way.

Narratively, MADiSON benefits from committing to its demonic material. It doesn’t need to transform every frightening image into an elaborate psychological metaphor to justify itself. There’s an appeal to its relatively straightforward interest in possession, occult rituals, and malignant forces. The story provides a reason to keep investigating without becoming the sole attraction, while its familiar genre ingredients give the camera and environmental design something immediately understandable to work against. The downside is that familiarity limits the sense of discovery. Horror veterans will recognize much of its vocabulary, even if the game can still arrange those recognizable pieces into some effective, unpleasant situations.

Ultimately, MADiSON is a strong horror experience wrapped around a sometimes aggravating adventure game. Its camera mechanic gives the fear an interactive foundation, its house sustains an oppressive mood, and its best scares have real bite. The puzzles, pacing, and interaction issues prevent it from feeling consistently assured, however. It’s easiest to recommend to players who enjoy supernatural horror enough to tolerate a little fumbling between the memorable moments. Anyone who needs elegant signposting or dislikes aggressive jump scares will have a rougher time. For everyone else, there’s a compelling nightmare here—one that repeatedly makes finding the next clue feel like opening a door you already know you shouldn’t.

Horror Game Review: Visage (by SadSquare Studio)


“It feels like the treatments are only making things worse.” — George

Visage knows how to make you dread the next room long before anything actually happens. Released in 2020 by SadSquare Studio, this indie psychological nightmare takes the familiar haunted-house setup and stretches it into something deeply uncomfortable. Its connection to P.T.—Hideo Kojima’s playable teaser for a canceled entry in the Silent Hill series—is obvious, but dismissing it as another imitator would overlook how much it brings to the table. There are proper survival mechanics, substantial exploration, and several distinct stories beneath its ghostly surface. It is also clumsy, confusing, and occasionally exhausting for the wrong reasons. Still, when everything clicks, its atmosphere makes those shortcomings surprisingly easy to forgive.

The setup puts you in the shoes of Dwayne Anderson, a man exploring a sprawling house burdened by the tragedies of its previous inhabitants. Before that exploration begins, though, the game opens with a deeply disturbing sequence involving family murder and suicide. That immediately establishes how ugly things can get. This is not a playful ghost story where a few spooky noises lead to a monster reveal. The house becomes a space for confronting violence, suffering, and uncertainty, with Dwayne’s connection to everything left deliberately murky. The mystery offers plenty to chew on, although anyone expecting straightforward answers should adjust those expectations early.

What makes the house so effective is how ordinary it feels before reality starts coming apart. These are recognizable domestic spaces rather than elaborate gothic chambers, and that familiarity does much of the heavy lifting. A dark corner does not need a creature standing in it to become threatening; the possibility is enough. Visage understands that horror often works best when the player is mentally filling in the blanks. Its environments create an uneasy relationship between recognition and suspicion: you know what a home should feel like, but this one keeps quietly violating that understanding. Even exploration can feel like trespassing.

The audiovisual presentation reinforces that discomfort without needing nonstop spectacle. The house looks convincingly lived-in, while shadows and unsettling creaks make its emptier spaces feel occupied. Technically, this is not a game that needs to outmuscle a blockbuster production. Its strength lies in how effectively the visuals and sound work together to make you distrust your surroundings. The jump scares certainly matter, but they land because tension has already done most of the work. The frightening part is often the stretch before something happens, when you are staring into darkness and wondering whether moving forward will finally trigger the thing you have been dreading.

Unlike a purely passive haunted-house tour, Visage gives you systems to manage while all that anxiety builds. Spending too long in darkness or experiencing disturbing events affects your sanity, introducing another layer of uncertainty through hallucinations. You also have to juggle objects between your hands and a limited inventory. Conceptually, this is a smart combination: navigating the environment becomes more involved than simply following the next corridor. You are not just witnessing frightening events; you are trying to stay functional inside them. That extra responsibility helps distinguish the game from horror experiences that rely almost entirely on scripted surprises.

Unfortunately, the inventory is also where that involvement becomes irritating. The two-handed control system sounds immersive until using a tool requires clearing your other hand, rearranging your possessions, or dropping something because there is no room left. There is a difference between making a character vulnerable and making basic actions unnecessarily awkward, and Visage does not always respect that distinction. Some friction suits survival horror, but menu and item-management friction can pull attention away from the environment entirely. When your biggest concern becomes figuring out how to hold the correct object, the haunting has temporarily lost its grip.

The chapter structure provides welcome variety. Lucy’s chapter leans closest to the intimate, oppressive horror associated with P.T., while Dolores’s puts greater emphasis on puzzles. Rakan’s moves toward more traditional survival-horror encounters, and the final chapter pushes further into surreal territory. That variation keeps the game from feeling like one idea repeated indefinitely. It also gives the house a broader identity, as though different tragedies have left different kinds of damage behind. The tradeoff is unevenness: depending on whether you prefer exploration, puzzles, or direct danger, some sections will naturally feel stronger than others.

Puzzle design is the biggest obstacle to enjoying that variety. There are satisfying moments of observation and deduction, but the game also slips into obscure interactions that can feel arbitrary rather than clever. Being lost in a haunted house should be frightening; being lost because you cannot identify the next required trigger is mostly annoying. Once exploration turns into repeatedly checking familiar rooms, suspense risks giving way to impatience. The game deserves credit for resisting constant hand-holding, but withholding direction is not automatically good design. A stronger balance between subtle guidance and uncertainty would preserve the mystery without draining so much momentum.

Ultimately, Visage is an impressive horror game with rough edges that genuinely matter. Its storytelling favors implication over resolution, its controls need patience, and its puzzles can interrupt an otherwise powerful sense of dread. Yet those problems do not erase how convincingly it turns an ordinary house into somewhere you desperately want to leave. It builds fear through familiarity, then steadily makes that familiarity unreliable. For players who value slow-burning psychological horror and can tolerate some frustration, there is a memorable experience here. It is not consistently elegant, but it understands something essential: the scariest room is often the one you have not entered yet.

Warhammer 40K: Darktide Review


“From duty and death there can be no respite.” — Imperial Devotional

Warhammer 40,000: Darktide understands the core appeal of Warhammer 40K better than most games carrying the license: this is a setting where humanity is vast, miserable, paranoid, religiously fanatical, and constantly one bad day away from being devoured by something unspeakable. Rather than putting the player in the polished power armor of a Space Marine or making them a heroic commander steering armies across a galactic map, Darktide makes you one of the forgotten people at the bottom of the Imperial food chain. You are a convict, a disposable recruit, and—depending on your class—a soldier, preacher, psyker, or big angry guy with a shield. Your job is not to save the galaxy. Your job is to get sent into a plague-infested hive city, kill everything in the way, retrieve whatever your superiors need, and hopefully make it back onto the extraction shuttle alive.

That smaller scale is one of the game’s greatest strengths. Darktide does not try to explain every faction, era, Primarch, chapter, or cosmic crisis in the massive 40K setting. Instead, it traps players in Tertium, a decaying hive city that has been overwhelmed by a Chaos corruption outbreak. The city is a vertical nightmare of industrial machinery, polluted lower levels, cathedrals large enough to swallow city blocks, cramped hab corridors, manufactorums, rail lines, sewage tunnels, and military facilities. It feels like a place where billions of people might actually live, work, worship, suffer, and die without ever seeing the sky. More importantly, it feels unmistakably like 40K.

At its core, Darktide is a four-player cooperative horde shooter in the same broad family as Left 4 Dead and Fatshark’s own Vermintide games. Missions send a squad through hostile territory toward some objective: restore power, investigate a disturbance, assassinate a major enemy, retrieve data, sabotage an operation, or escape a sector before the situation becomes even worse. The basic rhythm will be familiar to anyone who has played a co-op action game. You move through an environment, fight waves of enemies, search for supplies, survive scripted events, and reach extraction. But Darktide succeeds because its moment-to-moment combat has a tremendous amount of weight and tension.

The shooting is excellent. Lasguns feel precise and satisfying, autoguns kick hard, shotguns deliver the expected up-close brutality, and explosive weapons can turn a packed corridor of cultists into a bloody mess in seconds. Every weapon has a distinct personality. A fast-firing infantry autogun feels wildly different from a heavy bolter-like weapon built to chew through armored targets, while a revolver can be a lifesaver when a special enemy needs to die immediately. The game encourages players to learn which tools work best against particular threats, because blindly spraying into a horde is rarely enough once the difficulty rises.

What really separates Darktide from many shooters, though, is its melee combat. This is not a game where you merely pull out a knife when ammunition runs low. Swords, axes, clubs, chain weapons, thunder hammers, and force weapons are central to survival. The melee system asks players to manage crowd control, dodge timing, blocking, pushing enemies back, and targeting priority. A horde of shambling Poxwalkers may look easy to handle, but being surrounded can become fatal almost instantly. Meanwhile, heavily armored Scab enemies require more deliberate attacks, and elite enemies such as Crushers can force a team to react quickly or get flattened.

There is a pleasing physicality to landing a heavy axe strike on a cultist or cleaving through a group with a chainsword. Weapons connect with a crunchy, ugly impact that suits the material perfectly. Darktide often feels like a desperate street fight happening inside a nightmare factory. You are not an invincible superhuman; you are a person trying not to get dragged down by dozens of infected bodies. Even when players become more powerful through better gear and refined builds, the game retains that sense of chaos. One missed dodge, one ignored Trapper, or one badly timed push into a dark hallway can wreck an otherwise successful run.

The four main archetypes offer enough variety to keep the game interesting. The Veteran is the most straightforward ranged specialist, built around firearms, target elimination, and battlefield awareness. The Zealot leans into aggressive melee combat, religious fury, and reckless survivability. The Psyker uses Warp-based abilities to control crowds, destroy priority targets, and bring some of the setting’s psychic horror into the action. The Ogryn is the team’s giant bruiser, capable of absorbing punishment, disrupting enemy formations, and smashing through crowds with the subtlety of a cargo hauler. Each class can be shaped in different directions through talent trees, allowing players to experiment with support roles, damage-focused builds, mobility options, and specialized weapon combinations.

The build system is one of Darktide’s more rewarding long-term features, even if it can become overwhelming for newcomers. A Veteran might become a precision shooter who deletes enemy specialists from across the room, or a more flexible squad leader who supports teammates with ammunition and defensive buffs. A Psyker can focus on popping elite enemies with psychic attacks, spread crowd-controlling flames through hordes, or wield lightning that locks down a dangerous room. The most successful teams usually have some degree of balance: players need horde-clearing power, anti-armor tools, reliable ranged damage, and someone ready to rescue allies when the formation collapses.

That need for cooperation is where the game is at its best. Darktide is much more enjoyable with a team that stays together, calls out threats, shares ammunition, and understands that rescuing a trapped teammate can matter more than chasing a few extra kills. The game’s enemy director is especially good at creating panic. A group can be calmly clearing a hallway when the audio suddenly signals a nearby Mutant, a Hound begins its distinctive howl, a Sniper takes position somewhere in the darkness, and a horde pours through every doorway at once. In those moments, Darktide becomes frantic without turning completely unreadable. Players have to make choices quickly: deal with the special enemy, hold the choke point, revive the downed teammate, or move before the entire squad gets buried.

The visuals do an enormous amount of work in selling the setting. Tertium is one of the best-looking locations in any Warhammer game, not because it is pretty in a conventional sense, but because it is so oppressive and detailed. The city is built from brutalist metal, rust, smoke, cables, oil, religious iconography, and vast Gothic architecture. One mission may take place in an industrial complex full of furnaces and machinery, while another sends players through an abandoned archive, a ruined marketplace, a cathedral-like transit station, or a lower hive district washed in toxic green light. There is always a feeling that the playable mission area is only a tiny piece of an impossible structure extending far beyond the map boundaries.

Darktide’s lighting is particularly effective. Darkness matters mechanically as well as visually, since enemies can emerge from blackened corridors with almost no warning. Flashlights create a narrow sense of security while making everything outside their beam feel more threatening. When the game shifts into a high-intensity combat sequence—sirens blaring, red emergency lights flashing, bodies charging down a corridor, gunfire lighting up the smoke—it can look spectacular. It captures the grimy grandeur that people expect from 40K without making the world too clean or overly polished.

Its sound design may be even better than the graphics. Weapons sound brutal, enemy barks are useful and memorable, and the audio cues for special threats become essential survival tools. The soundtrack gives the action a huge industrial-gothic pulse, mixing choir-like grandeur, metallic percussion, and aggressive electronic energy. It makes even routine fights feel like they are happening at the end of civilization, which, in the context of 40K, is basically an average Tuesday.

The game’s themes are equally faithful to the source material. Darktide is about oppression, faith, bureaucracy, militarism, decay, and survival inside a civilization that treats human life as expendable. The Imperium is not portrayed as a warm or aspirational institution. Your characters are prisoners recruited because the Inquisition needs bodies. The people giving orders are suspicious, ruthless, and generally willing to sacrifice anyone below them if it serves the mission. Yet the game also understands why ordinary citizens might cling to Imperial faith: in a universe full of daemons, alien horrors, and corruption that can literally infect the soul, belief can become a survival mechanism as much as a tool of control.

The lore handling is smart because it stays grounded. There are references to the Imperium, the Inquisition, Chaos, the Moebian Sixth, the Astra Militarum, the Adeptus Mechanicus, psykers, and the Warp, but Darktide does not stop the game every few minutes for a lore lecture. Veterans will recognize the details immediately, while newcomers can understand the basic situation through atmosphere and dialogue. The banter between characters is especially valuable here. It reveals differences in class, background, belief, and social status while making the squad feel more like actual inhabitants of the setting than generic multiplayer avatars.

Darktide has had its share of rough edges, particularly in how its progression, crafting, mission structure, and live-service ambitions have landed at different points in its life. The game can feel repetitive if players are not drawn in by the combat loop, and random teammates can make higher-difficulty missions either thrilling or deeply frustrating. Still, those issues do not erase what Fatshark has built. When Darktide clicks, it is one of the most convincing Warhammer 40K experiences available in games.

Warhammer 40,000: Darktide is not the place to go for a sweeping campaign about galaxy-changing heroes. It is better than that in a different way: it puts you in the boots of a disposable Imperial nobody and makes survival feel like an achievement. Its combat is vicious, its environments are wonderfully bleak, and its understanding of 40K’s grimdark atmosphere is exceptional. For fans of co-op shooters, melee-heavy action, or the Warhammer universe itself, Darktide delivers the rare experience of making the 41st Millennium feel enormous precisely because it lets you see how horrifying life is at ground level.

Review: Final Fantasy X


“Now is the time to choose! Die and be free of pain, or live and fight your sorrow!” — Auron

While Final Fantasy VI is still my personal favorite game in the entire Final Fantasy series, Final Fantasy X is the entry that reached me most directly on an emotional level. VI remains the peak of the pixel-art era for me: a sprawling, tragic, beautifully varied masterpiece whose cast, music, and broken world are impossible to separate from what the franchise means to me. But X feels more intimate. Its story of Tidus, Yuna, and a society trapped in a cycle of grief and sacrifice hits with a particular sadness because it takes the time to let its characters live inside that pain. In that sense, Final Fantasy Xis the high point of the series’ 3D era in much the same way Final Fantasy VI represents the high point of its 2D era—not necessarily my number-one favorite overall, but perhaps the most emotionally affecting game in the franchise.

That distinction matters because Final Fantasy X was not merely a graphical leap. It was a game that used its new presentation to deepen the things Final Fantasy had always done best. The move to fully three-dimensional environments, voiced dialogue, and cinematic camera work could have pushed the series toward empty spectacle, but X uses those tools to make its people and places feel more immediate. It was also a major mechanical departure, replacing Active Time Battle with the Conditional Turn-Based system and conventional leveling with the Sphere Grid. Even now, it feels like a near-perfect midpoint between the intimate pacing of classic turn-based JRPGs and the larger dramatic ambitions the series pursued in later generations.

The game opens with one of the strongest introductions in the entire series. Tidus, a cocky Blitzball star from the futuristic city of Zanarkand, is suddenly pulled into chaos when the massive entity called Sin attacks. He wakes up in Spira, a world that considers his home a myth from a thousand years ago. This makes Tidus a useful protagonist because he is just as confused as the player. He asks why everyone fears Sin, why technology is considered dangerous, and why people willingly accept a religious system built around loss. The initial premise is deceptively simple: Tidus joins Yuna, a summoner, and her guardians on a pilgrimage to defeat Sin. But every new location and revelation complicates the purpose of that journey.

Tidus can be obnoxious at first, and that is not necessarily a flaw. He is immature, defensive, loud, and permanently irritated by the shadow cast by his famous father, Jecht. Yet he is also emotionally transparent in a way many RPG heroes are not. He is frightened, lonely, jealous, and desperate to believe he can return to the life he lost. His character arc works because the game lets him grow out of that narrow perspective. He begins by wanting to save himself, then slowly realizes that everyone around him has been surviving a kind of pain he never understood. Even the infamous laughing scene makes more sense in context: it is two people forcing themselves to laugh because admitting how sad they are would be even harder. Tidus is messy, but that is why he feels human.

Yuna is the true heart of Final Fantasy X. At first, she appears reserved, gentle, and almost impossibly composed, but that calmness is a defense. She has been raised to accept an obligation that asks her to carry the hopes of Spira, and the game gradually exposes the brutal cost of that role. Her story is about realizing that kindness does not require obedience, and that faith does not have to mean accepting cruelty forever. Yuna is never reduced to being simply Tidus’s romantic interest. Their relationship matters because he sees her as a person before he fully understands what the world expects her to give up. That dynamic makes their romance feel earned rather than imposed.

Their relationship is one of the best in the series because it is built through ordinary moments as much as grand ones. They talk, joke, tease one another, share awkward silences, and slowly become the one person each can speak honestly with. The romance is not there to distract from the larger plot; it gives the story its emotional center. The question is never only whether Spira can be saved from Sin. It becomes whether Tidus and Yuna are allowed to imagine a life that is not defined by sacrifice. That is why the later turns of the story hurt as much as they do. Final Fantasy X understands that a world-saving quest becomes meaningful when the people involved have something personal they are fighting to keep.

The rest of the party helps make Spira feel like a lived-in place rather than a backdrop for Tidus and Yuna. Auron is the cool, stoic guardian archetype, but his guarded nature hides regret and responsibility. Wakka can be frustrating because he begins with deeply ingrained prejudices and unquestioned religious beliefs, but his growth works precisely because the game does not pretend he starts out enlightened. Lulu has some of the sharpest dialogue and a quietly emotional connection to the group. Kimahri is sparse with words, but his loyalty and history of exile make his presence meaningful. Rikku brings skepticism, humor, and a much-needed challenge to the assumptions that most of Spira has normalized. Together, they feel like a genuine group of travelers linked by old wounds, conflicting loyalties, and a growing sense that they cannot continue following the same path.

Spira is one of the series’ finest worlds because it is colorful, beautiful, and deeply sad all at once. Its beaches, temples, forests, ruined cities, and moonlit roads give it a warmer visual character than the industrial settings of several earlier entries, but that warmth never becomes carefree. Sin hangs over everything. The clash between the high-tech Zanarkand of Tidus’s memories and Spira’s restrictive religious society creates the game’s central tension. Technology is not simply treated as good or bad; it is tangled up with historical guilt, fear, and the power to decide who is allowed to define sin. The game is critical of religious institutions without being cynical about faith itself, which gives its world more depth than a simple rebellion narrative.

The music is inseparable from the story’s impact. Composed primarily by Nobuo Uematsu, Masashi Hamauzu, and Junya Nakano, the soundtrack understands that a melody can tell the player how to feel before the plot explains why. “To Zanarkand” is one of the defining pieces of Final Fantasy music: lonely, fragile piano notes that announce immediately that this is going to be a sad story. “Besaid Island” is warmer and lighter, creating a brief sense of peace before the pilgrimage’s true weight becomes clear. “The Hymn of the Fayth” may be even more important because it functions as an in-world sacred song, with its emotional meaning changing as the player learns more about Spira.

Other tracks turn scenes into permanent memories. “Otherworld” makes the opening Blitzball sequence feel thrilling and chaotic. “Suteki da ne” is openly romantic, but it earns its emotion because the game has patiently developed Tidus and Yuna’s connection. “A Fleeting Dream” and “Someday the Dream Will End” are quietly devastating, allowing sadness to settle rather than demanding tears from the player. Even the battle themes have a strong sense of momentum and atmosphere. Later games in the series have excellent soundtracks—some arguably have individual tracks that stand alongside anything here—but Final Fantasy X may be the strongest at integrating its music with its storytelling. Certain melodies do not just remind you of scenes; they make you feel the scenes again.

Its biggest mechanical innovation is the Sphere Grid. Instead of receiving traditional level-ups with automatic stat increases, characters earn AP after battles, gain Sphere Levels, and use those levels to travel across a huge board of connected nodes. Each node can grant a stat boost, a spell, a special technique, or a passive ability, but it must be activated with the appropriate sphere item. The result is a leveling system that feels visual and physical. You do not merely watch Strength or Magic rise in a menu. You plot a route, move through it, unlock a node, and decide where that character should grow next.

The early game gives every party member a distinct route. Tidus moves toward speed and time-based support magic, Yuna develops white magic and summoning tools, Lulu gains increasingly powerful black magic, Auron builds physical strength and defensive enemy-breaking abilities, and Rikku develops utility skills. That structure works because the battle system expects the player to rotate the party depending on enemy weaknesses. Tidus handles fast and airborne enemies, Auron crushes armored foes, Lulu punishes elemental weaknesses, and Yuna’s Aeons can change the entire rhythm of a difficult battle. The Sphere Grid makes those roles feel natural rather than arbitrary.

Later, the system becomes much freer. Key Spheres open locked paths, and special movement spheres can move a character into another person’s section of the Grid. You can turn Yuna into a formidable physical attacker, give Tidus high-level magic, or make Auron a surprisingly effective support character. The Standard Grid keeps everyone on more clearly defined routes, while the Expert Grid begins characters closer together and allows more experimentation earlier. It is one of the series’ most elegant systems because it gives newcomers direction without depriving experienced players of freedom. It also fits the story’s themes: Spira is filled with people assigned roles by faith, family, history, and fear, while the Sphere Grid lets the player decide whether to stay on the expected route or become something different.

Subsequent Final Fantasy games have surpassed Final Fantasy X visually. Final Fantasy XII offers massive environments and political scale, Final Fantasy XIII has some of the most striking art direction in the franchise, and Final Fantasy XV, Final Fantasy XVI, and the Final Fantasy VII Remake project achieve cinematic visual detail impossible on the PlayStation 2. Yet bigger worlds and more advanced graphics have not consistently produced better storytelling, stronger music integration, or more satisfying character progression. Later games often have tremendous individual strengths, but they can also feel more fragmented: mechanically uncertain, overly dependent on lore, or less focused in their party dynamics.

That is why Final Fantasy X still stands so tall. Like Final Fantasy VI, it feels like a point where the series’ best ideas aligned. Its story is emotional without becoming hollow spectacle, its soundtrack is embedded in the player’s memory, and the Sphere Grid makes progression feel like an active creative choice. It can be linear, very sincere, and occasionally a little corny, but those are parts of its personality rather than weaknesses that ruin it. Final Fantasy VI will always be my favorite, but Final Fantasy X is the one that hurts the most—and that is exactly why it remains the bar that later 3D Final Fantasy games still struggle to reach.

Review: Balatro


It is incredibly rare to find a game that completely takes over your brain in the way that Balatro has. Developed by a solo creator going by the name LocalThunk and published by Playstack, this little indie game dropped out of nowhere and quickly became one of the most talked-about releases of the year. On the surface, it looks like a pretty standard digital poker game. You have a deck of cards, you get dealt a hand, and you try to make the best poker hand possible. But spend about five minutes with it, and you will quickly realize that Balatro is not actually a poker game at all. It is a brilliantly disguised roguelike deck-builder that uses the universal language of poker hands as its foundation to create one of the most addicting gameplay loops I have ever experienced.

The core mechanics start off simple enough to teach anyone, even if you have never played a card game in your life. You are trying to beat a certain score threshold, known as a blind, by playing poker hands. A pair gives you a base amount of chips and a small multiplier. A flush gives you more chips, and a straight flush gives you even more. You play through a series of antes, and the score requirements get higher and higher as you progress. If you fail to reach the score limit with the hands you are dealt, your run is over and you have to start from scratch. It sounds like standard video poker, but the magic of Balatro lies in what happens between these hands.

This is where the deck-building and roguelike elements come crashing in to completely warp your perspective on playing cards. After every blind, you visit a shop where you can spend your hard-earned money on various upgrades. The most important of these are Jokers. You can have up to five Jokers at a time, and each one fundamentally breaks the rules of poker in wildly different ways. One Joker might give you a massive multiplier every time you play a pair. Another might destroy a card in your hand and give you extra chips for each card destroyed. Another might only activate if you play a hand that contains a spade. Suddenly, you are no longer trying to play the statistically best poker hand. You are trying to play the hand that best satisfies the chaotic rules of your specific Jokers.

The deck-building goes even deeper when you factor in the other items you can buy in the shop. Planet cards permanently level up specific poker hands, meaning your flushes will naturally score more points without needing a Joker to boost them. Tarot cards let you literally alter your deck by changing the suit of a card, turning a card into a wild card, or destroying cards outright to thin your deck and increase your chances of drawing the cards you actually need. Spectral cards offer high-risk, high-reward effects that can either make your run legendary or immediately ruin it. If you have ever played a game like Slay the Spire or Monster Train, you will feel right at home with how these systems interlock, but Balatro manages to feel entirely fresh because of its playing card aesthetic.

As a roguelike, the game structure demands that you adapt to what the game gives you. You cannot force a flush-focused build if the shop only gives you Jokers that synergize with pairs and high cards. You have to pivot your strategy on the fly, which leads to these beautifully chaotic runs where you end up winning through sheer absurdity. To keep you on your toes, every eighth blind is a Boss Blind. These bosses apply a universal handicap to your run, like disabling the effect of all face cards, or making it so playing a straight actually deducts points. Beating a Boss Blind requires you to either build an incredibly versatile deck or find a specific Joker that completely ignores the boss’s rules, which is immensely satisfying when you pull it off.

The real triumph of Balatro, however, is just how unbelievably addicting its game loop is, and how that addiction directly feeds into the creation of utterly insane deck combos. Because the game constantly drip-feeds you new jokers and upgrades after every single round, you are always chasing that next layer of synergy. This creates a compulsion loop where you just want to see how far the math can go. What starts as a humble run trying to scrape together a few thousand points with a basic pair suddenly spirals completely out of control. You might pick up a Joker that gives you an x3 multiplier for every face card discarded, then find a planet card that buffs your straight, and then grab another Joker that doubles your entire score if you have exactly four cards left in your hand. Before you know it, the addictive nature of wanting to complete that puzzle pushes your scoring into the absolute stratosphere. You will find yourself playing a single pair of twos and watching the score ticker fly into the millions, then the billions, and occasionally even the trillions. The game loop tricks your brain into treating poker hands like puzzle pieces, and the ultimate reward for solving that puzzle is seeing numbers climb to absurd, astronomical heights that make no logical sense for a standard 52-card deck.

It also helps that the presentation is absolutely spot-on for this type of experience. The user interface is clean and easy to read, which is crucial when you have fifteen different modifiers happening at once and your score is rocketing into the billions. The visual style has a retro, slightly gritty CRT vibe to it that feels mysterious and cool. But the real standout is the sound design. The tactile thwack of the cards hitting the table, the escalating, hypnotic hum of the music as your score multiplier climbs higher and higher, and the incredibly satisfying sound of a massive score being calculated all tie the experience together perfectly. It is a game that feels incredible to just interact with on a moment-to-moment basis.

In a modern gaming landscape that is increasingly obsessed with massive scale, Balatro feels like a beautiful breath of fresh air. The game doesn’t rely on hyperrealistic graphics using the latest game engines with all the bells and whistles that has made game development as expensive, if not even moreso, than the biggest Hollywood blockbusters, but also made their development years in the making. Instead, it leans entirely into the simplicity of its look paired with incredibly complex mechanics under the hood. This brilliant design choice has made it incredibly easy to release on pretty much every platform from every game console, PC and mobile platform. You don’t need a pricey rig to run it; you just need a screen and a functioning brain to appreciate the sheer depth of its systems.

Balatro is a masterclass in game design. LocalThunk took something as simple and universally understood as a deck of playing cards and turned it into a sprawling, deeply strategic, and infinitely replayable roguelike. It takes the best parts of deck-builders and marries them to the instantly recognizable framework of poker, resulting in a game that is easy to learn but nearly impossible to put down. Playstack has an absolute monster hit on their hands here, and I can confidently say that if you have even a passing interest in card games, strategy games, or just games with incredibly tight gameplay loops, you owe it to yourself to play Balatro. Just make sure you do not have anything important to do for the next few days, because once this game gets its hooks in you, it will not let go.

Review: Ball x Pit


 have been playing Ball x Pit way too many times. It is the kind of game that sinks its hooks into you, not through a gripping narrative or photorealistic graphics, but through a pure, unfiltered gameplay loop that is as addictive as anything I have played in years. Developed by Kenny Sun and published by Devolver Digital, this title takes the classic, almost primordial concept of Breakout and smashes it together with the modern, progression-driven obsession of a roguelike, all while throwing in a dash of bullet-hell chaos and even a little bit of base-building for good measure. The result is a game that feels both immediately familiar and utterly fresh, a bizarre and brilliant genre stew that has completely consumed my gaming time.

At its core, the action in the pit is a frantic, vertical-scrolling brawl. You control a hero at the bottom of the screen, and from above, relentless waves of blocky enemies march downwards. Your only defense is a stream of magical balls that you launch upwards, watching them bounce off walls and foes alike. The key is to angle your shots to get the most bounces for maximum damage, a concept straight out of the Arkanoid playbook. But where it gets wild is the roguelike layer. Enemies drop XP gems, and with each level-up, you are presented with a choice of new abilities or perks. This is where your build starts to take shape. You might pick a fireball, a ball that spawns smaller “baby” balls on impact, or a passive perk that causes enemies to explode upon death. This system, highly reminiscent of Vampire Survivors, is where the “bullet hell” moniker comes into play, as your screen eventually becomes a chaotic, beautiful mess of ricocheting projectiles and particle effects.

The true genius of Ball x Pit, however, lies in its fusion and evolution mechanics. You have limited slots for your special balls, but the game frequently drops items that allow you to merge two existing balls into one powerful, combined version. This frees up a slot and creates something new and often devastating, like a laser that also causes bleeding damage. Deciding which balls to fuse, and which passive abilities to stack to support them, is a constant, engaging puzzle that makes every run feel distinct. As one review perfectly described it, the game is a laboratory of damage-dealing, where the question of who do I want to be for this run drives the entire experience. With over fifteen unique characters and dozens of possible evolutions, the strategic potential is huge.

Just when you think you have got the loop figured out, you return to the surface, and the game completely switches gears. The resources you have gathered in the pit are used to rebuild the fallen city of New Ballbylon in a clever base-building minigame. You place farms, quarries, and forests on a grid and then, in a brilliant twist, you harvest them by launching your own heroes into the town like they are balls in a game of Peggle. They bounce off buildings and collect resources, which you then use to construct permanent stat-boosting buildings and unlock new characters. This dual-loop structure is relentlessly compelling. A fifteen-minute run in the pit is always followed by a quick visit to the city to manage your resources and feel your power grow, which in turn makes you eager to dive back into the pit.

It is this frictionless cycle of action, reward, and progression that makes Ball x Pit so dangerously addictive. It is the perfect game for a quick session, but its just one more run hook makes it nearly impossible to put down. Some critics have noted that the base-building can feel a bit tedious and that the game can become too easy once you have unlocked a powerful build, but these are minor complaints against the sheer, joyful momentum of the experience. It is a game that respects your time with its short runs, rewards experimentation, and consistently makes you feel like a genius when a risky fusion pays off. Ball x Pit is more than just a good game; it is a masterclass in game design that understands the core appeal of a simple, satisfying mechanic and builds a sprawling, intricate, and endlessly replayable world around it. It is a cheap, chaotic, and utterly brilliant time sink that I wholeheartedly recommend.

Review: Gears of War


“We’re not saints. But we are gonna win this fucking war and I’d rather have you on the winning side.” — Marcus Fenix

Let’s be real for a second: trying to play Gears of War from 2006 right after a session of Fortnite or Call of Duty: Modern Warfare III is a genuine shock to the system. You forget how heavy games used to feel. In an era where every shooter has slide-canceling, wall-running, and zero sprint-out times, going back to Marcus Fenix is like trying to run a marathon in steel-toed boots. The Xbox 360 classic, now almost two decades old, exists in this weird purgatory of retro gaming. It’s too young to be nostalgic pixel art, but it’s definitely too old to feel modern. And yet, here’s the thing: Gears of War still matters. Not in spite of its clunkiness, but because of it. When you revisit the ruined planet of Sera today, you realize that the “slowness” we now criticize was actually a specific design philosophy that current games have largely abandoned. It’s a fascinating time capsule—a game that feels like a rusty chainsaw, awkward to start, but terrifyingly effective once you get it going.

The first thing a modern player will notice is the speed—or total lack of it. In 2024, if your character takes a full second to slide into cover, players call it “input lag.” Back in 2006, we called it “weight.” The A-button roadie run is iconic, but compared to the fluidity of something like The Last of Us Part II or Gears 5 itself, the original feels like wading through molasses. You can’t vault over cover while shooting. You can’t cancel out of an animation. When you rev that Lancer chainsaw, you are committed to that animation, and if a Locust sneezes on you, you stagger. This should feel archaic. And honestly, sometimes it does. The middle third of the campaign, dragging through the same gray-brown mine shafts, feels repetitive by 2006 standards, but by today’s standards, it’s almost meditative in its simplicity. There’s no open world checklist. No battle pass. No weapon skins to grind for. You just shoot, move up, and shoot again. For a retro palate cleanser, that linear focus is weirdly refreshing.

Visually, Gears of War is a museum piece for a very specific era of game design: the “Real is Brown” movement. When it launched, Unreal Engine 3 was a miracle. Today, those same textures look like wet concrete. The color palette is aggressively desaturated—mixing grays, browns, and the occasional blood splatter. Current games like Ratchet & Clank: Rift Apart or Horizon Forbidden West are explosions of neon and particle effects. Going back to Gears feels like turning off HDR and watching a DVD on a 4K TV. But here’s the retro magic: the art direction survives the technical decay. The ruined architecture, the massive Locust fortresses, the silhouette of a Berserker breaking through a wall—those aren’t reliant on high polygon counts. They’re reliant on good composition. Jerry O’Flaherty’s vision of “destroyed beauty” still holds up because modern horror-shooters like Scorn or Remnant II are essentially borrowing that same heavy, bio-mechanical aesthetic. You can see the pixelation, sure, but you can also see the blueprint for an entire decade of gaming.

Gameplay is where the retro vs. modern debate gets interesting. The cover system—sticky, magnetic, and automatic—was revolutionary in 2006. By 2024, it’s considered “sticky” in a bad way. Modern shooters prefer contextual cover or manual crouch systems because we hate being glued to walls. Yet, playing Gears today reveals that its combat rhythm is actually more tactical than most modern cover shooters. In The Division 2 or Outriders, you can tank a few hits, heal, and move. In retro Gears on Hardcore difficulty, three bullets kill you. You have to respect the geometry. You have to wait for the Locust to reload. That “stop-and-pop” gameplay feels slow, but it also feels deliberate. Current games are terrified of boring the player, so they constantly throw movement abilities at you. Gears forces you to breathe. It’s almost a horror game in disguise—especially the Berserker fight, where you can’t hurt her from the front. A modern game would put a waypoint marker on her head. Gears just lets you panic and run to the next door. That’s retro charm at its finest: trusting the player to figure it out without a glowing UI.

The weapon design remains timeless, even after all these years. The Lancer with the chainsaw bayonet is one of the few mechanics from the 2000s that still feels fresh because no one else has successfully copied it. Pulling off a saw execution in 2024—even with the stiff animation and the camera glitch—is still cathartic in a way that modern “finishing moves” in Warzone aren’t. The Gnasher shotgun, infamous for its inconsistent pellet spread, is a retro nightmare. Veterans will argue that “host advantage” and “wall bouncing” were skill gaps. New players will argue it just feels broken. Both are correct. That’s the beauty of this game as a retro artifact: the multiplayer is janky, unbalanced, and ruled by veteran roadies who never stopped playing. The active reload mini-game—pressing R to stop a moving bar for a damage boost—remains a tiny stroke of genius that modern games like State of Decay borrowed but never improved.

Now, let’s talk about something that happened outside the actual game but became just as legendary as anything Marcus Fenix did with a shotgun. Before Gears of War even launched, Microsoft and Epic set out to make a commercial that would break every rule of game advertising. They initially approached legendary director David Fincher (Fight Club, Zodiac, Se7en) to helm the project—a massive get for a video game tie-in. But when Fincher had to bow out due to a scheduling conflict, a relatively unknown young director named Joseph Kosinski stepped in. You know Kosinski now as the guy who directed Top Gun: Maverick, the $1.5 billion sequel that made the world fall in love with fighter jets again, as well as Tron: Legacy and the Formula One film F1. But back in 2006, he was a visual effects artist and commercial director taking his first big swing. And boy, did he connect. The resulting sixty-second spot fundamentally rewrote the rules of game advertising. Instead of loud rock and explosion montages—the tired template of every shooter ad before 2006—Kosinski showed Marcus Fenix walking alone through a ruined city in the rain, set to Gary Jules’ haunting, melancholy cover of “Mad World.” The ad barely showed coherent gameplay, yet it sold grief, loneliness, and the weight of a lost world. A commercial for a rated-M shooter about chainsaw guns had no catchphrase, no high-fives, no announcer yelling “Are you ready?” Just a broken man trudging through the rain while a piano played.

It was a gamble that paid off so massively that it broke the industry’s advertising brain. Within a year, Halo 3’s “Believe” diorama ads—also influenced by Kosinski’s work—traded action for elderly veterans remembering a war. Dead Island’s infamous reverse-trailer showed a child’s death set to a mournful song. The Last of Us Part II, Cyberpunk 2077, and Death Stranding all followed with slow, emotional piano or vocal covers over solitary heroes walking through beautiful desolation. Even today, when a new trailer drops with a slowed-down pop cover and a hero looking sad in the rain, you’re watching the ghost of Joseph Kosinski’s twenty-year-old masterpiece. The actual game itself is full of cheesy banter and over-the-top gore—Cole Train yelling “Wooooo!”—but that ad sold a tone the game only occasionally delivered. And in doing so, it proved that video games could be marketed as art, not just adrenaline. You don’t just remember the headshots. You remember the rain. And you remember the name of the director who made that rain matter.

So, how does Gears of War hold up as a retro recommendation in 2024? You have to adjust your expectations. This is not a pick-up-and-play title. It’s a history lesson. The story is still barebones (Locust bad, blow up resonator, Dom’s wife is in another castle), but the vibe is immaculate. The lack of a mission select screen is annoying by modern standards, and the vehicle sections (yes, the infamous “sitting on a turret while riding a train” finale) feel painfully scripted. But the co-op? That’s the secret sauce. Playing split-screen Gears today with a friend is arguably better than playing most modern co-op shooters because the game isn’t trying to sell you anything. No loot boxes. No battle pass. Just two beefy space marines sharing one box of ammo and a lot of terrible one-liners. The influence this game had—and it’s impossible to overstate—is the DNA you see in Uncharted, The Last of Us, and even God of War (2018)’s over-the-shoulder camera. Every AAA third-person shooter from the last fifteen years owes its cover mechanic to this clunky, brown, brilliant fossil.

In the end, calling Gears of War “retro” isn’t an insult. It’s a badge of honor. It is the perfect representation of the Xbox 360 era: ambitious, janky, gray-brown, and completely unwilling to apologize for its weight. A modern shooter would buff your movement speed, add a grappling hook, and turn the Locust into loot piñatas. Gears doesn’t care. It wants you to struggle against the controls for a minute, then laugh as you chainsaw a Grub in half. And somewhere in the back of your mind, as you do it, you might hear a soft piano cover. That contrast—grief and gore, slowness and spectacle—is what makes revisiting Gears of War in 2024 so weirdly worthwhile. It is a slow, heavy, dated, and utterly essential piece of gaming history. Take cover. Wait for the reload. And for the love of God, remember to pick up the Torque Bow. You’ll be fine. Just don’t expect to sprint.