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                            <title><![CDATA[ Latest from GamesRadar+ UK in Survival-horror ]]></title>
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        <description><![CDATA[ All the latest survival-horror content from the GamesRadar+  UK team ]]></description>
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                                                            <title><![CDATA[ How to solve the Sinking City 2 trident puzzle ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Sinking City 2 trident is part of a puzzle in the Church area that involves the nearby obelisk. It's not very clear though, and even if you find and read the various notes relating to it, it can be unclear what you're meant to do with any of it. </p><p>I've solved it all already and have explained the process fully in my in-depth <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough</a> covering the flooded city section. However, if you just want the short version, here it is. </p><p>Unlike the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-printing-press/">Sinking City 2 printing press puzzle</a>, which involves several locations, this can actually be solved the first time you find it, as long as you know how. </p><h3 class="article-body__section" id="section-what-to-do-with-the-trident"><span>What to do with the Trident? </span></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="Qg4fMvdf3cRwcKjdPKgYRB" name="sinking city 2 trident" alt="The trident being added to your inventory" src="https://cdn.mos.cms.futurecdn.net/Qg4fMvdf3cRwcKjdPKgYRB.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: Frogwares)</span></figcaption></figure><p>You'll find the Trident in the Church behind the Star locked door, once you have the Star key. But it's not clear what you need to do with it. </p><p>You'll actually want to take the Trident and place it on the Obelisk to start things off. Once you've done that, you'll want to rotate the Obelisk symbols using the information found on the "Call Upon Believers" note which lists four gods (found on the altar when you first enter the Church), and the First Vision note which lists their symbols (found in the Star locked crypt in the graveyard). </p><p>Matching up the gods and symbols gives you the the order you need to arrange Obelisk sections, while the mention of 'from the depth to the heights' in one note means this order is from top to bottom and looks like 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="iQYUm8GE69ECkbVAYXXanS" name="sinking city 2 walkthrough" alt="obelisk solution" src="https://cdn.mos.cms.futurecdn.net/iQYUm8GE69ECkbVAYXXanS.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: Frogwares)</span></figcaption></figure><ol start="1"><li><strong>Yig: </strong>Serpent Form</li><li><strong>Tsog-Nar: </strong>Crooked Cross</li><li><strong>Gyrh: </strong>Spearhead</li><li><strong>Cthylla: </strong>Splayed Womb</li></ol><p>Once you have the symbols in the right place, lightning will start hitting the Trident at regular intervals so get clear. Some enemies will also appear, so have fun kiting them into the electricity. A tip will light up each time the Trident is hit, and when all three are lit, nip in and grab it. </p><p>Now take the Trident and place it back where you found it. When you leave this small room, you'll be in another dimension and the Church will be full of statues. Go to the altar and take the dagger from the statue right in front of it. Place the dagger into the slot in the altar and you'll be lowered into a basement area for a small boss fight. When that's done, you'll find some Dream Essence upgrade points on the altar as you leave. </p><p>You'll be at best about halfway through the flooded city area if you're dealing with this as you find it. However, you might be closer to the end if you're backtracking. Either way, my <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 Hospital walkthrough</a> is likely to be useful real soon. </p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-trident-obelisk-puzzle-solution/</link>
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                            <![CDATA[ If you don't know what to do with the Trident then this guide will help ]]>
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                                                                        <pubDate>Thu, 20 Aug 2026 15:28:18 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 15:28:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[sinking city 2 trident]]></media:description>                                                            <media:text><![CDATA[sinking city 2 trident]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>The Sinking City 2 trident is part of a puzzle in the Church area that involves the nearby obelisk. It's not very clear though, and even if you find and read the various notes relating to it, it can be unclear what you're meant to do with any of it. </p><p>I've solved it all already and have explained the process fully in my in-depth <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough</a> covering the flooded city section. However, if you just want the short version, here it is. </p><p>Unlike the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-printing-press/">Sinking City 2 printing press puzzle</a>, which involves several locations, this can actually be solved the first time you find it, as long as you know how. </p><h3 class="article-body__section" id="section-what-to-do-with-the-trident"><span>What to do with the Trident? </span></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="Qg4fMvdf3cRwcKjdPKgYRB" name="sinking city 2 trident" alt="The trident being added to your inventory" src="https://cdn.mos.cms.futurecdn.net/Qg4fMvdf3cRwcKjdPKgYRB.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: Frogwares)</span></figcaption></figure><p>You'll find the Trident in the Church behind the Star locked door, once you have the Star key. But it's not clear what you need to do with it. </p><p>You'll actually want to take the Trident and place it on the Obelisk to start things off. Once you've done that, you'll want to rotate the Obelisk symbols using the information found on the "Call Upon Believers" note which lists four gods (found on the altar when you first enter the Church), and the First Vision note which lists their symbols (found in the Star locked crypt in the graveyard). </p><p>Matching up the gods and symbols gives you the the order you need to arrange Obelisk sections, while the mention of 'from the depth to the heights' in one note means this order is from top to bottom and looks like 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="iQYUm8GE69ECkbVAYXXanS" name="sinking city 2 walkthrough" alt="obelisk solution" src="https://cdn.mos.cms.futurecdn.net/iQYUm8GE69ECkbVAYXXanS.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: Frogwares)</span></figcaption></figure><ol start="1"><li><strong>Yig: </strong>Serpent Form</li><li><strong>Tsog-Nar: </strong>Crooked Cross</li><li><strong>Gyrh: </strong>Spearhead</li><li><strong>Cthylla: </strong>Splayed Womb</li></ol><p>Once you have the symbols in the right place, lightning will start hitting the Trident at regular intervals so get clear. Some enemies will also appear, so have fun kiting them into the electricity. A tip will light up each time the Trident is hit, and when all three are lit, nip in and grab it. </p><p>Now take the Trident and place it back where you found it. When you leave this small room, you'll be in another dimension and the Church will be full of statues. Go to the altar and take the dagger from the statue right in front of it. Place the dagger into the slot in the altar and you'll be lowered into a basement area for a small boss fight. When that's done, you'll find some Dream Essence upgrade points on the altar as you leave. </p><p>You'll be at best about halfway through the flooded city area if you're dealing with this as you find it. However, you might be closer to the end if you're backtracking. Either way, my <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 Hospital walkthrough</a> is likely to be useful real soon. </p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ The Sinking City 2 Printing Press puzzle solution ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Sinking City 2 printing press is an optional objective that will get you one of two upgrades, if you can find the three printing plates it needs scattered around the flooded opening area. Because it requires a lot of exploring and backtracking to find all the parts, and the lore is buried in notes you night not have read, it might just appear as a strange object you don't know what to do with.<br><br>The entire process is covered in depth in my first <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough</a>, that covers the flooded city section of the game. That outlines everything though, so if you just need need help finding it, the bits you need, or solving the final puzzle, here's the fast track version.</p><h3 class="article-body__section" id="section-where-to-find-the-printing-press"><span>Where to find the Printing Press </span></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="6tWUnJfeUHrRa8QdK6eEuk" name="sinking city 2 printing house" alt="The sinking city 2 printing house on a map" src="https://cdn.mos.cms.futurecdn.net/6tWUnJfeUHrRa8QdK6eEuk.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: Frogwares)</span></figcaption></figure><p>The Printing Press is found in the Printing House near the Church. You can only access this once you reach the Saloon during the Move the Whale objective, where you'll find the Graveyard Key. This opens the locked gate in the Church area, and lets you reach the Printing House. </p><p>You'll have to work your way through most of the Printing House, as you'll only find the Printing Press itself once you find the secret room in the Director's Office by taking the APH Key. Unlike the<a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-trident-obelisk-puzzle-solution/"> Sinking City 2 Trident puzzle</a> that can be solved there and then when you find it, this needs three other items - Printing Plate A, B and C - found in different places around the flooded city.</p><h3 class="article-body__section" id="section-where-to-find-all-printing-plates"><span>Where to find all Printing Plates </span></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="3JbGtJpn6vRG2MRWnxsJF3" name="sinking city 2 printing press" alt="sinking city 2 printing press" src="https://cdn.mos.cms.futurecdn.net/3JbGtJpn6vRG2MRWnxsJF3.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: Frogwares)</span></figcaption></figure><p>There are three printing plates to find in the flooded city area, which can be found in the following places, in the order you're most likely to find them: </p><ol start="1"><li><strong>Printing Plate C - found at the Church in the Star Locked tomb. </strong></li><li><strong>Printing Plate A - found in the Printing House as you pass through an apartment.</strong></li><li><strong>Printing Plate B - found in the Academic's Apartment next to the Fire Dept. Accessible only once you've taken the claw to move the Whale. </strong></li></ol><p>Getting all three plates will involve clearing most of the flooded city area and, by the time you have plate B from moving the whale, you'll only have one area left. </p><h3 class="article-body__section" id="section-how-to-solve-the-printing-press-puzzle"><span>How to solve the printing press puzzle</span></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="7yrrPwpqkQefbsGqCkA28n" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/7yrrPwpqkQefbsGqCkA28n.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: Frogwares)</span></figcaption></figure><p>To solve the Printing Press puzzle you need to place all three plates in it and then rotate the faces to make them all one color, depending on what reward you want: </p><ul><li><strong>All Silver - Two Dream essence upgrade points </strong></li><li><strong>All Gold - Cutter's Study Stock for the shotgun, which increases damage to enemies shot in the back</strong></li></ul><p>It's up to you what you pick, but personally I think the extra shotgun damage is the most valuable. You can only have one as the press will break after use. <br><br>Whichever one you want, the solution to solving the printing press puzzle is the same. Whenever you rotate a piece the pieces around it on the top, bottom, left and right also turn. The easiest way I've found to solve it is to get the corners the color you want first: </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="uidjuur8kjPGNT6ztgWczm" name="Sinking City 2 walkthrough" alt="printing press solution with all the faces the right color" src="https://cdn.mos.cms.futurecdn.net/uidjuur8kjPGNT6ztgWczm.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: Frogwares)</span></figcaption></figure><p>Dealing with just the corners reduces the bits that interfere with each other so should make it easier to get them where you want. When you've done that you just have to flip the middle pieces to get it all the same color. </p><p>Once you have the color you want, use the printing press to get your reward. And, as you're likely nearing the end of the flooded city by the time you complete this, you might be wanting the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 Hospital walkthrough</a> next. </p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-printing-press/</link>
                                                                            <description>
                            <![CDATA[ How to solve the Printing Press in The Sinking City 2 ]]>
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                                                                        <pubDate>Thu, 20 Aug 2026 14:38:28 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 15:30:52 +0000</updated>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                <p>The Sinking City 2 printing press is an optional objective that will get you one of two upgrades, if you can find the three printing plates it needs scattered around the flooded opening area. Because it requires a lot of exploring and backtracking to find all the parts, and the lore is buried in notes you night not have read, it might just appear as a strange object you don't know what to do with.<br><br>The entire process is covered in depth in my first <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough</a>, that covers the flooded city section of the game. That outlines everything though, so if you just need need help finding it, the bits you need, or solving the final puzzle, here's the fast track version.</p><h3 class="article-body__section" id="section-where-to-find-the-printing-press"><span>Where to find the Printing Press </span></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="6tWUnJfeUHrRa8QdK6eEuk" name="sinking city 2 printing house" alt="The sinking city 2 printing house on a map" src="https://cdn.mos.cms.futurecdn.net/6tWUnJfeUHrRa8QdK6eEuk.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: Frogwares)</span></figcaption></figure><p>The Printing Press is found in the Printing House near the Church. You can only access this once you reach the Saloon during the Move the Whale objective, where you'll find the Graveyard Key. This opens the locked gate in the Church area, and lets you reach the Printing House. </p><p>You'll have to work your way through most of the Printing House, as you'll only find the Printing Press itself once you find the secret room in the Director's Office by taking the APH Key. Unlike the<a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-trident-obelisk-puzzle-solution/"> Sinking City 2 Trident puzzle</a> that can be solved there and then when you find it, this needs three other items - Printing Plate A, B and C - found in different places around the flooded city.</p><h3 class="article-body__section" id="section-where-to-find-all-printing-plates"><span>Where to find all Printing Plates </span></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="3JbGtJpn6vRG2MRWnxsJF3" name="sinking city 2 printing press" alt="sinking city 2 printing press" src="https://cdn.mos.cms.futurecdn.net/3JbGtJpn6vRG2MRWnxsJF3.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: Frogwares)</span></figcaption></figure><p>There are three printing plates to find in the flooded city area, which can be found in the following places, in the order you're most likely to find them: </p><ol start="1"><li><strong>Printing Plate C - found at the Church in the Star Locked tomb. </strong></li><li><strong>Printing Plate A - found in the Printing House as you pass through an apartment.</strong></li><li><strong>Printing Plate B - found in the Academic's Apartment next to the Fire Dept. Accessible only once you've taken the claw to move the Whale. </strong></li></ol><p>Getting all three plates will involve clearing most of the flooded city area and, by the time you have plate B from moving the whale, you'll only have one area left. </p><h3 class="article-body__section" id="section-how-to-solve-the-printing-press-puzzle"><span>How to solve the printing press puzzle</span></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="7yrrPwpqkQefbsGqCkA28n" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/7yrrPwpqkQefbsGqCkA28n.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: Frogwares)</span></figcaption></figure><p>To solve the Printing Press puzzle you need to place all three plates in it and then rotate the faces to make them all one color, depending on what reward you want: </p><ul><li><strong>All Silver - Two Dream essence upgrade points </strong></li><li><strong>All Gold - Cutter's Study Stock for the shotgun, which increases damage to enemies shot in the back</strong></li></ul><p>It's up to you what you pick, but personally I think the extra shotgun damage is the most valuable. You can only have one as the press will break after use. <br><br>Whichever one you want, the solution to solving the printing press puzzle is the same. Whenever you rotate a piece the pieces around it on the top, bottom, left and right also turn. The easiest way I've found to solve it is to get the corners the color you want first: </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="uidjuur8kjPGNT6ztgWczm" name="Sinking City 2 walkthrough" alt="printing press solution with all the faces the right color" src="https://cdn.mos.cms.futurecdn.net/uidjuur8kjPGNT6ztgWczm.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: Frogwares)</span></figcaption></figure><p>Dealing with just the corners reduces the bits that interfere with each other so should make it easier to get them where you want. When you've done that you just have to flip the middle pieces to get it all the same color. </p><p>Once you have the color you want, use the printing press to get your reward. And, as you're likely nearing the end of the flooded city by the time you complete this, you might be wanting the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 Hospital walkthrough</a> next. </p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ The Sinking City 2 Hospital walkthrough ]]></title>
                                                                                                <dc:content><![CDATA[ <p>This Sinking City 2 hospital walkthrough deals with the second area - Akeley Memorial Hospital - and the objective to Find Faye's body. This contains all the puzzles and solutions, as well as the best route to get through it all. This follows on from the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough Part 1</a> that takes you through the opening city area of the game.  </p><p>When you first arrive in this new area, head up the path, checking the left fork for a view and some dialogue before carrying on to Akeley Memorial Hospital. Before you go in, look for an <strong>item</strong> box in a tent by a green bus. Now head into the Hospital and use the <strong>Safe Room</strong> where you'll also find an <strong>item</strong> box. Directly opposite when you come out of the<strong> Safe Room</strong> there will be an <strong>ERC crate</strong> to note for later.</p><p>Ignore the door with a floating head on it for now and take the other door, picking up the <strong>Eye Technology note</strong> from the notice board as you pass it. Inside you'll find a door with a medical symbol on the handle that you can't open yet, so take the stairs up instead. </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="ZD6itZBgVNoPexjgq4G7ne" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital walkthrough" src="https://cdn.mos.cms.futurecdn.net/ZD6itZBgVNoPexjgq4G7ne.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">What are the face doors?</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PbguQaavfvKEmKGuMpeKQ4" name="Sinking city 2 face doors" caption="" alt="Sinking city 2 face doors" src="https://cdn.mos.cms.futurecdn.net/PbguQaavfvKEmKGuMpeKQ4.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">You'll find a door with a strange glowing face on a screen as soon as you enter the hospital. These are basically locks that need a face to open them. It breaks the building into three sections, and if you follow the story you'll eventually find all the faces you need.</p></div></div><p>Once a cutscene has played to reveal Faye's body, investigate the room to find an <strong>item</strong> box on a table and another floating head door, so take the corridor out and climb through the window outside instead. </p><p>When you go through the door outside to get back in you'll be attacked, so deal with that and then grab the <strong>item</strong> box around the corner, immediately as you came in, and one more near another floating head door.</p><p>There are some stairs down, but check the balcony through the door for an <strong>item</strong> box (and an ambush) before you go down. At the bottom you'll find an <strong>item</strong> box and <strong>map</strong> next to a door you can unlock for a shortcut back to the <strong>Safe Room</strong> area. </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="L4x4J8TY79koRjDeJ7dNne" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital walkthrough" src="https://cdn.mos.cms.futurecdn.net/L4x4J8TY79koRjDeJ7dNne.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: Frogwares)</span></figcaption></figure><p>There's also a small locker room with an <strong>item</strong> in a locker and a <strong>Letter From Intern Dexter note</strong>. When you have everything, head through the double doors marked<strong> Anatomical Theater/Treatment room</strong>. </p><p>Go down the corridor until the door slams and then take the door you can use. Pick up the <strong>Station Manual + Occult Symbol note</strong> on the desk to get your first blue <strong>Symbol</strong>. You can't use the device here yet, so check the <strong>map </strong>on the wall nearby to get the <strong>Prism System Schematic note</strong> that mentions the <strong>Treatment Room</strong>, <strong>Chapel</strong>, and <strong>Basement</strong>.</p><p>Now duck under the partially opened shutter to find Faye's body and get a new objective.</p><h3 class="article-body__section" id="section-charge-the-prism-at-three-stations"><span>Charge the Prism at Three Stations </span></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="qxUaiwDaGjWhvrhwvp9wke" name="Sinking City 2 prism system" alt="Sinking City 2 prism system" src="https://cdn.mos.cms.futurecdn.net/qxUaiwDaGjWhvrhwvp9wke.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: Frogwares)</span></figcaption></figure><p>You can't reach the <strong>Prism</strong> through the shield yet, so head through the open door by the body in the chair and read the <strong>Prism Station Reset Protocol note then connect it to the Prism System Schematic note in Investigations to complete the group and earn an upgrade point</strong>, then pull the lever in the room to disengage the shield around the <strong>Prism</strong>. </p><p>Grab the <strong>Prism</strong> and then run out of the open door to escape the ambush. A cutscene will play and you'll fall into the <strong>Lower Yard</strong>. Grab the <strong>item</strong> box by the truck and then go in through the white door. </p><p>Pick up the <strong>On Mirror Doors note</strong> and then turn away from the <strong>Mirror Door</strong> and head down the corridor to get a tease for a new monster, then head through the gate. You'll find a <strong>Rusted Lock </strong>here to come back to later and see a <strong>Prism station</strong> through a window. </p><p>Squeeze through the gap and follow the corridor around. You'll be attacked, including another version of the Lorelei boss with pustules and back eggs, so shoot them in the legs and stomp the eggs when they're down to save your ammo. Get past them and you'll reach the <strong>Morgue</strong>.</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="U7zHqyAG7FHMbysPuwr5he" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 morgue" src="https://cdn.mos.cms.futurecdn.net/U7zHqyAG7FHMbysPuwr5he.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: Frogwares)</span></figcaption></figure><p>In the <strong>Morgue</strong>, pull out all the body trays for some items and then check the <strong>Morgue Worker's Memo note</strong> on the desk. There's also an <strong>ERC crate</strong> just around the corner, an <strong>item</strong> in the blue lockers, and some more body trays to pull out for more <strong>items</strong> and <strong>a face for the Mirror Doors</strong>. Pick it up and then rotate it around, finding various interaction points that will eventually open its case. Once it's open a cutscene will play.</p><p>After the cutscene you'll be attacked, so <strong>grab the face</strong>. You can run out of the door smashed open by one of the enemies, but it's probably better to deal with them now as you'll come back later. Whatever you choose, leave via the smashed open door to find a <strong>basement map</strong>, a <strong>Safe Room</strong>, and an <strong>item </strong>in the locker next to the <strong>Mirror Door</strong> you can't open.</p><p>Next to the <strong>Safe Room</strong> is a locked door, which you can open for a shortcut back to the Lower Yard you fell in before. Head through the white door there to find a <strong>Mirror Door </strong>matching the face you have, so open it and head upstairs.</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="gBb2NLmgPkuRrbjFAK3Pfe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 face door" src="https://cdn.mos.cms.futurecdn.net/gBb2NLmgPkuRrbjFAK3Pfe.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: Frogwares)</span></figcaption></figure><p>In the first door you reach at the top of the stairs, you'll find a yellow <strong>item</strong> crate and an <strong>ERC crate pen</strong> in the toilet. Grab that and head back through the <strong>Lower Yard</strong> to open the crate in the <strong>Morgue</strong> quickly while it's so close, for an <strong>Inventory Upgrade</strong> and an <strong>item</strong>.</p><p>Go back up the stairs and towards the poster to interact with the shimmering light, to reveal a blue <strong>Symbol. </strong></p><div class="product"><a data-dimension112="f270015e-9af0-11f1-aad2-efabb2b87a58" data-action="Deal Block" data-label="What are the symbols?" data-dimension48="What are the symbols?" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="Fnkpj3CDsNfFaPWA4PPCh5" name="Sinking city 2 hospital symbol" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Fnkpj3CDsNfFaPWA4PPCh5.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>When you find a charging station for the Prism, you'll need three symbols to dial in a code and charge one color on the device. There are three sets of three symbols and the entire hospital section is about finding these.</p></div><p>Now go up the stairs again, where you'll find an <strong>item</strong> in a chest of drawers near the windows. Go through the door surrounded by mannequins, then grab the <strong>items</strong> in the two yellow boxes and the <strong>Anti-Rust Acid</strong>.</p><p><strong>Now go back down the stairs and head out of the door to the left of the poster where you saw the symbol.</strong> On the left outside you'll find <strong>items </strong>in a blue drawer and a yellow box on a wheelchair, grab them and then go right into a large yard called the <strong>Therapeutic Garden</strong>. You'll have to deal with enemies here before you do anything - lure them into the bear traps if you can.</p><p>At the far end of the yard you'll find a yellow <strong>item </strong>box and a glowing bear trap you can examine to find another blue <strong>Symbol</strong>. There's also an <strong>item </strong>in the blue drawers near the door.<strong> You can now connect all the blue Symbols in your Investigation tab for an upgrade point. </strong></p><p><strong>Find the white door up the stairs with the sign for the 'Central Staircase' and the rusted handle, and use the acid on it to open it</strong>. Save the acid for the other rusted handle you found earlier, but you'll need a combination for what's inside so don't go there yet.</p><p>Head straight ahead towards the <strong>Anatomical Theater </strong>with Faye's body inside. You can't get in through these doors, but to the left is the <strong>purple/blue Prism Charging Station.</strong></p><h3 class="article-body__section" id="section-how-to-use-the-blue-prism-charging-station"><span>How to use the Blue Prism Charging station  </span></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="NWs3MqibBpojg9yp8nPHv9" name="sinking city 2 prism blue puzzle solutions" alt="sinking city 2 prism blue puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/NWs3MqibBpojg9yp8nPHv9.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: Frogwares)</span></figcaption></figure><p><strong>To charge the prism you need to rotate the three rings to display one of the three blue symbols you've found, so that they align between the blue arrow at the top of the machine and the one on the Prism, as shown in the images above</strong>. There doesn't seem to be any clear information as to which symbol goes where, but you'll only find one of each correct symbol per layer.</p><p>Once you have all the symbols lined up, you'll also need to hit 'validate' it to then charge it and receive a <strong>partially charged Prism</strong>.</p><p>When you head out of the room you'll see the Doctor walk past and be attacked. Deal with the enemies and then follow the Doctor into <strong>Reception</strong>, where a cutscene will reveal a new enemy you can't fight so run to the nearby <strong>Mirror Door</strong> and use the face to escape. At this point the black creature will patrol, appear, and pursue you at random points, so be prepared run away and lose it from time to time.</p><p>Through the smashed open double doors to the right you'll find another <strong>Mirror Door </strong>you can't open, an <strong>item </strong>box near a wheelchair, and an open door you can go through to find a<strong> Memo: Repairing the Key note</strong> and half a new <strong>Face</strong>. You'll have to rotate its case around again to find interaction points to open it and take it. Once you have it you'll be attacked <em>again, </em>so fight or dodge through them and head upstairs where you'll find a new <strong>map</strong>.</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="GzYjGXePevjNHVgwxrXLae" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 outpatients room" src="https://cdn.mos.cms.futurecdn.net/GzYjGXePevjNHVgwxrXLae.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: Frogwares)</span></figcaption></figure><p>Visit the <strong>Outpatient Room</strong>, where you'll find an item box and a <strong>Digit '3' note. </strong>Back out in the hall you'll find a <strong>Hasty Note note</strong> in the corner on the trolley that the 'Caduceus Key is in the West Wing'. This is the medical symbol you found on a door earlier and is also on the <strong>Isolation Wards</strong> door right by the note. Head out the open door that's hanging off its hinges to reach a small outside balcony. </p><p>Go though the open window to find a pink <strong>Symbol </strong>and an <strong>item </strong>box, before unbolting the door to get back to the hallway you were just in. You can either go through that door and back around to the little balcony area, or back through the window, and unbolt the door there for a shortcut back onto the <strong>Upper Hall</strong>.</p><p>At this point I was attacked by the black creature and had to run away, although I'm not sure if it was scripted or a random encounter. Whatever happens to you, head to the <strong>Prosthetics Workshop</strong> where you found the <strong>Anti-Rust Acid </strong>(the door with mannequins outside) and place the half face in the machine there.</p><p>Now go to the <strong>Staff Room</strong> on the 2F and get the <strong>Staff Memo Incursions note</strong> on a noticeboard, an <strong>item</strong> box on a chair, and a<strong> Folded Note note</strong> on a table. Pick them all up and head through the door onto the balcony to find the <strong>Caduceus Key</strong>, the medical symbol you've seen on a few doors. Predictably, you will be attacked, so run or fight as you see fit to get away.</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="7aoEuaeeGr9cBS96mEfsqe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 Caduceus Key" src="https://cdn.mos.cms.futurecdn.net/7aoEuaeeGr9cBS96mEfsqe.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: Frogwares)</span></figcaption></figure><p>Head to the <strong>Pharmacy </strong>on 1F and use the <strong>Caduceus Key</strong> to get in. Listen to the <strong>Radio </strong>and pick up an <strong>item</strong>, then look at the glowing book to get a new pink <strong>Symbol </strong>for the Prism.</p><p>Head out, take the stairs immediately on your left and make your way through the <strong>Founder's Hall, </strong>into the <strong>Upper Hall</strong>,<strong> </strong>and go through the <strong>Caduceus Key door</strong> you found earlier.</p><p>In the first room on the left you'll find a<strong> Lost Letters - the Coming Reign note</strong> on the wall and a yellow <strong>item </strong>box. In the door on the right you'll find a yellow <strong>item </strong>box and an <strong>item </strong>on a table. Further down the corridor is an open door to the left where you'll find a yellow <strong>item </strong>box and a glowing body you can interact with for a yellow <strong>Symbol</strong>.</p><p><em>At the end of the corridor you have a choice - you can either drop down a hole or go through the door and take a ladder down. Both more or less take you to the same place, just via slightly different routes. Take the hole for completion, take the ladder for a shortcut that misses a few important things. You can come back to either at any time, however.</em></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="dLi5FZXmgYSxPM5YzweXZe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital hole" src="https://cdn.mos.cms.futurecdn.net/dLi5FZXmgYSxPM5YzweXZe.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: Frogwares)</span></figcaption></figure><p>If you drop through the hole you'll end up in the <strong>Observation Ward</strong> and have a pretty horrible fight against multiple enemies, but it's worth doing it while you're here just to get it done, and will save some time for a few things. When it's over you'll find an <strong>ERC crate</strong>, an <strong>item </strong>in a cupboard, a <strong>Torn Page From a Diary note</strong>, and an <strong>item </strong>in a yellow box. When you have everything, leave and turn right to find a <strong>Letter with Digit 1 note</strong> on a table, then go left to find two <strong>item </strong>boxes before a bandstand.</p><p>Check the bandstand to find a <strong>Radio</strong>, an <strong>item </strong>box, and an <strong>Inventory Expansion</strong>. You can also unlock a gate by the bandstand to open a shortcut back to the <strong>Therapeutic Gardens</strong>. For now, however, go back the way you came in to the bandstand and turn right, where you can unlock another gate past the benches to reach the <strong>Asylum Gate</strong>. Here you'll find a couple of <strong>item </strong>boxes, see a monster in the distance, and the ladder you could have taken instead of jumping into the hole.</p><p>Go through the open gate and grab the <strong>Lost Letters - Goodbye Maria note</strong> immediately on the left by a body in the wall, then carry on to trigger a boss fight. </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="NZ6nvfwDRzsA3pgvZLkfce" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital boss fight" src="https://cdn.mos.cms.futurecdn.net/NZ6nvfwDRzsA3pgvZLkfce.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: Frogwares)</span></figcaption></figure><p><strong>To defeat this boss you'll need to avoid the yellow liquid it throws around, while shooting what look like red exposed lungs. </strong>The best time to land a hit is just as it's about to throw a ball of liquid, as even though you can't see the weak spot you'll still hit it. There are three regenerating <strong>item </strong>boxes that constantly refill around the area, so keep looping around to collect what's in them as you fight. </p><p>When it's dead, you'll get one last go on any unopened item boxes that will now no longer respawn. Then go through the <strong>Prosthetics Craft and Repair door</strong> to find an <strong>item </strong>box and the other side of the <strong>Face</strong> you already have. Interact with the case to get the face out, then unbolt the door and you'll be right at the bottom of the stairs you need to get back to where you left the other half of the face. Take the stairs up to the <strong>Prosthetic Workshop</strong> and fix the <strong>Face</strong>,<strong> </strong>and then use it on the <strong>Mirror Door</strong> nearby to leave, as the door you used to get in will lock.</p><p>Carry on into the next room and you'll find the <strong>Note with Digit 0 note </strong>and the <strong>Black Reef Longshot marksman rifle</strong>, as well as a yellow <strong>item </strong>box. Unbolt the door and leave, where you'll be attacked. Head down the stairs and out of the door straight ahead of you, dealing with or dodging enemies as you go. Turn right outside and then head through the <strong>Therapeutic Gardens</strong> so you can get back to <strong>Reception</strong>. You'll hear an announcement that will add the <strong>Wireless Room</strong> as an objective which, handily, is behind an Old Man Face lock.</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="8Wiji28ChHsQeJ2SgNxSYe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 old man face lock" src="https://cdn.mos.cms.futurecdn.net/8Wiji28ChHsQeJ2SgNxSYe.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: Frogwares)</span></figcaption></figure><p>Head to the <strong>Upper Hall</strong> and use the old man face on the <strong>Mirror Door </strong>to get into <strong>Medical Records</strong>. Grab the <strong>For Akeley's Widows, Questions Linger note</strong> and head through the hole. There will be an enemy in there to fight, and it's a tight space so be ready. When they're done, interact with the glowing spot for a new yellow <strong>Symbol</strong>. </p><p>Head out of the door, where you'll be right by a shortcut you can unlock back out into the balcony near the <strong>Upper Hall</strong>.</p><p><em>At this point you can skip the Wireless Room and go straight to the Chapel as it's an optional side objective. But you'll miss an ERC pen, and some Dream Essence upgrade points if you skip it.</em></p><p>Assuming you're heading to the <strong>Wireless Room</strong>, ignore the bolted shortcut door for now and instead go down around the corridor to it.</p><p>Inside there's an <strong>item</strong> in the drawers and an <strong>ERC pen</strong> on the desk and, obviously, three talking brains in a jar. Speak to all three brains in turn to get a clue and a note, then <strong>join up the notes you got from the brains to the Note about Wireless Room in Investigations to get an upgrade point. </strong></p><p>Now it's for the wireless room brain puzzle.</p><h3 class="article-body__section" id="section-how-to-solve-the-wireless-room-brain-puzzle"><span>How to solve the wireless room brain puzzle</span></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="4JW4JaAa3E6c98QHpXiuWe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 brain puzzle" src="https://cdn.mos.cms.futurecdn.net/4JW4JaAa3E6c98QHpXiuWe.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: Frogwares)</span></figcaption></figure><p>Each of the brains have a confusing clue, and some info on if the others are telling the truth. However, to solve the Wireless brain puzzle you just need these three pieces of information: </p><ol class="recipe-instruction-list" class="recipe-instruction-list" start="1"><li><strong>Start with Pence who says the primary frequency is bad luck on Fridays, so 13. </strong></li><li><strong>Now use Dunwich's clue to 'round the primary to the nearest ten and half it', giving you 5. </strong></li><li><strong>Finally Ambrose says the tertiary is double the sum of the first two, giving us 36</strong></li></ol><p><strong>That gives you the code: 13, 5, 36. Set the dials to each number in turn and press the central button to enter it and move on to the next. </strong>You'll see a green light each time you get it right, and when all three numbers are entered the brains will explode.</p><p>As a reward you'll get some <strong>Dream Essence</strong>. </p><p>Now unlock the shortcut or go back through <strong>Medical Records</strong> depending on which is safer, and go to <strong>Reception </strong>to open the <strong>ERC crate</strong> now you have the pen. Inside you'll find <strong>Cutter's Tomahawk, a melee upgrade for the shotgun. </strong> </p><p>Head towards the <strong>Waiting Area</strong> with the old man face <strong>Mirror door</strong>, and access the <strong>Chapel Courtyard</strong>. There are two <strong>item </strong>boxes on a bench to grab before you enter the <strong>Chapel</strong>. </p><p>Inside the Chapel you'll find a <strong>Lost Letters - Deja Vu </strong>note on the right next to some bodies and two <strong>item </strong>crates around to the left. There's another <strong>item </strong>box on the pulpit, as well as a glowing spot you can interact with to get another yellow Symbol. You can now join all the yellow Symbols in Investigations for an upgrade point.</p><p>Left of the pulpit is an <strong>item </strong>box on a bench to the right by the door. Go through the door and you'll find an <strong>Unsent Letter note</strong>, and another <strong>Prism charging station</strong> that you now have three yellow symbols for.</p><h3 class="article-body__section" id="section-how-to-use-the-yellow-prism-charging-station"><span>How to use the yellow Prism Charging station</span></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="RCcTzkVnc7o4E7sfg2mpw9" name="sinking city 2 prism puzzle solutions" alt="sinking city 2 prism yellow puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/RCcTzkVnc7o4E7sfg2mpw9.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: Frogwares)</span></figcaption></figure><p><strong>For the yellow Prism Charging station solution, insert the Prism and rotate the dials so the symbols you've found appear between the two yellow triangles, as show in the image above. Then validate the answer to complete it.  </strong></p><p>This is the same process as for the previous station so, while there's no obvious clues, there's only one correct symbol per layer. </p><p>When you leave the room you'll see the Doctor go past and open up a new door. Head in to find a lot of brains and a <strong>Local Residents note</strong> on a shelf. Keep going, through the gap in the shelves, and you'll find the final <strong>Face </strong>and trigger a cutscene. </p><p>Once the cutscene has played out there's an<strong> Exceptional Specimens note</strong>, and two <strong>items </strong>to grab before you head out. When you get back to the <strong>Chapel </strong>you'll be ambushed by several enemies, including the black phantom creature. Don't try and fight anything, just smash any obstacles blocking the exit and run.</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="yHvSJUfg3nZndLTpsY4hQe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital head surgeon face door" src="https://cdn.mos.cms.futurecdn.net/yHvSJUfg3nZndLTpsY4hQe.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: Frogwares)</span></figcaption></figure><p>For now go to the <strong>Head Surgeon's Office</strong> on 2F, which you can now access with the final <strong>Face</strong>. Inside you'll find an <strong>item </strong>box just as you go in, <strong>a Diary of Thedus Lowe note</strong>, and the <strong>Vertebrae Key</strong> on the desk. Grab them and then look for a cupboard you can push away to access the next room.</p><p><strong>Inside you'll find the Memo with Digit 8 note, which you can now connect to all the other number notes in Investigations to get an upgrade point</strong> and work out the combination for the lock in <strong>Storage</strong>. There's also the final <strong>ERC pen</strong> and an <strong>item </strong>in a cupboard. </p><p>Head to the <strong>ERC crate</strong> in the <strong>General Ward</strong> now you have the pen (the area where you dropped down the hole just before the boss fight) and you'll get some items and Dream Essence. </p><p>Now for the lock in Storage.</p><h3 class="article-body__section" id="section-the-storage-lock-code"><span>The storage lock code </span></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="UX9CEekZccCPVw3FJEkgV6" name="Sinking city 2 storage lock code" alt="Sinking city 2 storage lock code" src="https://cdn.mos.cms.futurecdn.net/UX9CEekZccCPVw3FJEkgV6.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: Frogwares)</span></figcaption></figure><p><strong>The locked Storage code is 1308.</strong> The Letter With Digits notes you've been finding list numbers and most of them have positions, with the exception of 0, which just goes in the slot not listed explicitly: </p><ul class="recipe-instruction-list"><li><strong>'One comes first'</strong></li><li><strong>'3 is the second digit'</strong></li><li><strong>0</strong></li><li><strong>'Eight comes last'</strong></li></ul><p>Inside you'll find a bunch of <strong>items</strong> and the <strong>Doyle's Cold Blood attachment for the Submachine gun that lets you continuous fire slow enemies</strong>. </p><p>Now it's time to get the final <strong>Symbols</strong>,<strong> </strong>so head back to the <strong>Locker Room</strong> near <strong>Reception </strong>and go down the stairs. Pick up the <strong>Access Restricted note</strong> near the door with the <strong>Vertebrae Lock </strong>that you now have the key for and go in. Just inside you'll see a glowing point on a pile of bodies that will now give you the final pink <strong>Symbol</strong>.<strong> Link them all up in Investigations for an upgrade point. </strong></p><p>Head through the hole in the wall, where you'll have another mini-boss fight with the lung monster. Once he's dead make sure you check the room thoroughly for <strong>items</strong>, and then push the trolley out of the way to get into the next room. Grab what's in the <strong>item </strong>box and listen to the <strong>Radio</strong>, then use the pink Prism charger to charge your prism one last time: </p><h3 class="article-body__section" id="section-how-to-use-the-pink-prism-charging-station-solution"><span>How to use the pink Prism Charging station solution </span></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="GdxYW4LjnTqp9CbU8Wr3u9" name="sinking city 2 prism puzzle solutions" alt="sinking city 2 prism puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/GdxYW4LjnTqp9CbU8Wr3u9.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: Frogwares)</span></figcaption></figure><p><strong>As with the previous two charging stations, the solution to the pink Prism charging station is to line up the three symbols you've found inbetween the two pink triangles by rotating each ring. </strong>As before, there's only one symbol per layer so it's just a case of finding them. When they're lined up, press validate to complete the puzzle and fully charge the <strong>Prism</strong>.</p><p>Now it's time to use the fully charged <strong>Prism</strong>, so head to the final surgeon's <strong>Mirror Door </strong>on 1F that opens the way back to the <strong>Anatomical Theater</strong> where Faye's body is. When you place the prism a monster will take Faye's body, so chase it. </p><p>There will be some <strong>item </strong>boxes in the area you reach with cars and trucks, and some blue drawers to search - but don't take too long as there will also be lots of monsters. Otherwise head down the path, keeping an eye out for some more <strong>item</strong> boxes as the path turns, then head through the hole in the fence and drop down.</p><p>Eventually the slither will rise up and block the way ahead, and you'll have to survive attack waves while Faye tries to open a door. At this point keep moving, fighting, and dipping into the refilling item boxes. There are three waves, ending in the lung monster boss you've fought twice already. The final stage is the worst, as it keeps spawning the little jumpy Stygians monsters while you're trying to deal with the boss. Just keep looping the area and taking what you can from the respawning <strong>item </strong>boxes. They'll usually spit out health when you're in real trouble, so just try to stay alive.</p><p>When the fight is over, push on to trigger a cutscene and when that's done you can make your way back to the boat and complete the hospital area.</p><p><strong>This guide is a work in progress and will continue. </strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/</link>
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                            <![CDATA[ Here's how to get through Akeley Memorial Hospital in The Sinking City 2 and solve all its puzzles. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 16:17:42 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 16:17:47 +0000</updated>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Sinking City 2 hospital walkthrough]]></media:description>                                                            <media:text><![CDATA[Sinking City 2 hospital walkthrough]]></media:text>
                                <media:title type="plain"><![CDATA[Sinking City 2 hospital walkthrough]]></media:title>
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                            <article>
                                <p>This Sinking City 2 hospital walkthrough deals with the second area - Akeley Memorial Hospital - and the objective to Find Faye's body. This contains all the puzzles and solutions, as well as the best route to get through it all. This follows on from the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/">Sinking City 2 walkthrough Part 1</a> that takes you through the opening city area of the game.  </p><p>When you first arrive in this new area, head up the path, checking the left fork for a view and some dialogue before carrying on to Akeley Memorial Hospital. Before you go in, look for an <strong>item</strong> box in a tent by a green bus. Now head into the Hospital and use the <strong>Safe Room</strong> where you'll also find an <strong>item</strong> box. Directly opposite when you come out of the<strong> Safe Room</strong> there will be an <strong>ERC crate</strong> to note for later.</p><p>Ignore the door with a floating head on it for now and take the other door, picking up the <strong>Eye Technology note</strong> from the notice board as you pass it. Inside you'll find a door with a medical symbol on the handle that you can't open yet, so take the stairs up instead. </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="ZD6itZBgVNoPexjgq4G7ne" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital walkthrough" src="https://cdn.mos.cms.futurecdn.net/ZD6itZBgVNoPexjgq4G7ne.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">What are the face doors?</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PbguQaavfvKEmKGuMpeKQ4" name="Sinking city 2 face doors" caption="" alt="Sinking city 2 face doors" src="https://cdn.mos.cms.futurecdn.net/PbguQaavfvKEmKGuMpeKQ4.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">You'll find a door with a strange glowing face on a screen as soon as you enter the hospital. These are basically locks that need a face to open them. It breaks the building into three sections, and if you follow the story you'll eventually find all the faces you need.</p></div></div><p>Once a cutscene has played to reveal Faye's body, investigate the room to find an <strong>item</strong> box on a table and another floating head door, so take the corridor out and climb through the window outside instead. </p><p>When you go through the door outside to get back in you'll be attacked, so deal with that and then grab the <strong>item</strong> box around the corner, immediately as you came in, and one more near another floating head door.</p><p>There are some stairs down, but check the balcony through the door for an <strong>item</strong> box (and an ambush) before you go down. At the bottom you'll find an <strong>item</strong> box and <strong>map</strong> next to a door you can unlock for a shortcut back to the <strong>Safe Room</strong> area. </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="L4x4J8TY79koRjDeJ7dNne" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital walkthrough" src="https://cdn.mos.cms.futurecdn.net/L4x4J8TY79koRjDeJ7dNne.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: Frogwares)</span></figcaption></figure><p>There's also a small locker room with an <strong>item</strong> in a locker and a <strong>Letter From Intern Dexter note</strong>. When you have everything, head through the double doors marked<strong> Anatomical Theater/Treatment room</strong>. </p><p>Go down the corridor until the door slams and then take the door you can use. Pick up the <strong>Station Manual + Occult Symbol note</strong> on the desk to get your first blue <strong>Symbol</strong>. You can't use the device here yet, so check the <strong>map </strong>on the wall nearby to get the <strong>Prism System Schematic note</strong> that mentions the <strong>Treatment Room</strong>, <strong>Chapel</strong>, and <strong>Basement</strong>.</p><p>Now duck under the partially opened shutter to find Faye's body and get a new objective.</p><h3 class="article-body__section" id="section-charge-the-prism-at-three-stations"><span>Charge the Prism at Three Stations </span></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="qxUaiwDaGjWhvrhwvp9wke" name="Sinking City 2 prism system" alt="Sinking City 2 prism system" src="https://cdn.mos.cms.futurecdn.net/qxUaiwDaGjWhvrhwvp9wke.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: Frogwares)</span></figcaption></figure><p>You can't reach the <strong>Prism</strong> through the shield yet, so head through the open door by the body in the chair and read the <strong>Prism Station Reset Protocol note then connect it to the Prism System Schematic note in Investigations to complete the group and earn an upgrade point</strong>, then pull the lever in the room to disengage the shield around the <strong>Prism</strong>. </p><p>Grab the <strong>Prism</strong> and then run out of the open door to escape the ambush. A cutscene will play and you'll fall into the <strong>Lower Yard</strong>. Grab the <strong>item</strong> box by the truck and then go in through the white door. </p><p>Pick up the <strong>On Mirror Doors note</strong> and then turn away from the <strong>Mirror Door</strong> and head down the corridor to get a tease for a new monster, then head through the gate. You'll find a <strong>Rusted Lock </strong>here to come back to later and see a <strong>Prism station</strong> through a window. </p><p>Squeeze through the gap and follow the corridor around. You'll be attacked, including another version of the Lorelei boss with pustules and back eggs, so shoot them in the legs and stomp the eggs when they're down to save your ammo. Get past them and you'll reach the <strong>Morgue</strong>.</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="U7zHqyAG7FHMbysPuwr5he" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 morgue" src="https://cdn.mos.cms.futurecdn.net/U7zHqyAG7FHMbysPuwr5he.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: Frogwares)</span></figcaption></figure><p>In the <strong>Morgue</strong>, pull out all the body trays for some items and then check the <strong>Morgue Worker's Memo note</strong> on the desk. There's also an <strong>ERC crate</strong> just around the corner, an <strong>item</strong> in the blue lockers, and some more body trays to pull out for more <strong>items</strong> and <strong>a face for the Mirror Doors</strong>. Pick it up and then rotate it around, finding various interaction points that will eventually open its case. Once it's open a cutscene will play.</p><p>After the cutscene you'll be attacked, so <strong>grab the face</strong>. You can run out of the door smashed open by one of the enemies, but it's probably better to deal with them now as you'll come back later. Whatever you choose, leave via the smashed open door to find a <strong>basement map</strong>, a <strong>Safe Room</strong>, and an <strong>item </strong>in the locker next to the <strong>Mirror Door</strong> you can't open.</p><p>Next to the <strong>Safe Room</strong> is a locked door, which you can open for a shortcut back to the Lower Yard you fell in before. Head through the white door there to find a <strong>Mirror Door </strong>matching the face you have, so open it and head upstairs.</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="gBb2NLmgPkuRrbjFAK3Pfe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 face door" src="https://cdn.mos.cms.futurecdn.net/gBb2NLmgPkuRrbjFAK3Pfe.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: Frogwares)</span></figcaption></figure><p>In the first door you reach at the top of the stairs, you'll find a yellow <strong>item</strong> crate and an <strong>ERC crate pen</strong> in the toilet. Grab that and head back through the <strong>Lower Yard</strong> to open the crate in the <strong>Morgue</strong> quickly while it's so close, for an <strong>Inventory Upgrade</strong> and an <strong>item</strong>.</p><p>Go back up the stairs and towards the poster to interact with the shimmering light, to reveal a blue <strong>Symbol. </strong></p><div class="product"><a data-dimension112="f270015e-9af0-11f1-aad2-efabb2b87a58" data-action="Deal Block" data-label="What are the symbols?" data-dimension48="What are the symbols?" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="Fnkpj3CDsNfFaPWA4PPCh5" name="Sinking city 2 hospital symbol" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Fnkpj3CDsNfFaPWA4PPCh5.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>When you find a charging station for the Prism, you'll need three symbols to dial in a code and charge one color on the device. There are three sets of three symbols and the entire hospital section is about finding these.</p></div><p>Now go up the stairs again, where you'll find an <strong>item</strong> in a chest of drawers near the windows. Go through the door surrounded by mannequins, then grab the <strong>items</strong> in the two yellow boxes and the <strong>Anti-Rust Acid</strong>.</p><p><strong>Now go back down the stairs and head out of the door to the left of the poster where you saw the symbol.</strong> On the left outside you'll find <strong>items </strong>in a blue drawer and a yellow box on a wheelchair, grab them and then go right into a large yard called the <strong>Therapeutic Garden</strong>. You'll have to deal with enemies here before you do anything - lure them into the bear traps if you can.</p><p>At the far end of the yard you'll find a yellow <strong>item </strong>box and a glowing bear trap you can examine to find another blue <strong>Symbol</strong>. There's also an <strong>item </strong>in the blue drawers near the door.<strong> You can now connect all the blue Symbols in your Investigation tab for an upgrade point. </strong></p><p><strong>Find the white door up the stairs with the sign for the 'Central Staircase' and the rusted handle, and use the acid on it to open it</strong>. Save the acid for the other rusted handle you found earlier, but you'll need a combination for what's inside so don't go there yet.</p><p>Head straight ahead towards the <strong>Anatomical Theater </strong>with Faye's body inside. You can't get in through these doors, but to the left is the <strong>purple/blue Prism Charging Station.</strong></p><h3 class="article-body__section" id="section-how-to-use-the-blue-prism-charging-station"><span>How to use the Blue Prism Charging station  </span></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="NWs3MqibBpojg9yp8nPHv9" name="sinking city 2 prism blue puzzle solutions" alt="sinking city 2 prism blue puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/NWs3MqibBpojg9yp8nPHv9.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: Frogwares)</span></figcaption></figure><p><strong>To charge the prism you need to rotate the three rings to display one of the three blue symbols you've found, so that they align between the blue arrow at the top of the machine and the one on the Prism, as shown in the images above</strong>. There doesn't seem to be any clear information as to which symbol goes where, but you'll only find one of each correct symbol per layer.</p><p>Once you have all the symbols lined up, you'll also need to hit 'validate' it to then charge it and receive a <strong>partially charged Prism</strong>.</p><p>When you head out of the room you'll see the Doctor walk past and be attacked. Deal with the enemies and then follow the Doctor into <strong>Reception</strong>, where a cutscene will reveal a new enemy you can't fight so run to the nearby <strong>Mirror Door</strong> and use the face to escape. At this point the black creature will patrol, appear, and pursue you at random points, so be prepared run away and lose it from time to time.</p><p>Through the smashed open double doors to the right you'll find another <strong>Mirror Door </strong>you can't open, an <strong>item </strong>box near a wheelchair, and an open door you can go through to find a<strong> Memo: Repairing the Key note</strong> and half a new <strong>Face</strong>. You'll have to rotate its case around again to find interaction points to open it and take it. Once you have it you'll be attacked <em>again, </em>so fight or dodge through them and head upstairs where you'll find a new <strong>map</strong>.</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="GzYjGXePevjNHVgwxrXLae" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 outpatients room" src="https://cdn.mos.cms.futurecdn.net/GzYjGXePevjNHVgwxrXLae.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: Frogwares)</span></figcaption></figure><p>Visit the <strong>Outpatient Room</strong>, where you'll find an item box and a <strong>Digit '3' note. </strong>Back out in the hall you'll find a <strong>Hasty Note note</strong> in the corner on the trolley that the 'Caduceus Key is in the West Wing'. This is the medical symbol you found on a door earlier and is also on the <strong>Isolation Wards</strong> door right by the note. Head out the open door that's hanging off its hinges to reach a small outside balcony. </p><p>Go though the open window to find a pink <strong>Symbol </strong>and an <strong>item </strong>box, before unbolting the door to get back to the hallway you were just in. You can either go through that door and back around to the little balcony area, or back through the window, and unbolt the door there for a shortcut back onto the <strong>Upper Hall</strong>.</p><p>At this point I was attacked by the black creature and had to run away, although I'm not sure if it was scripted or a random encounter. Whatever happens to you, head to the <strong>Prosthetics Workshop</strong> where you found the <strong>Anti-Rust Acid </strong>(the door with mannequins outside) and place the half face in the machine there.</p><p>Now go to the <strong>Staff Room</strong> on the 2F and get the <strong>Staff Memo Incursions note</strong> on a noticeboard, an <strong>item</strong> box on a chair, and a<strong> Folded Note note</strong> on a table. Pick them all up and head through the door onto the balcony to find the <strong>Caduceus Key</strong>, the medical symbol you've seen on a few doors. Predictably, you will be attacked, so run or fight as you see fit to get away.</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="7aoEuaeeGr9cBS96mEfsqe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 Caduceus Key" src="https://cdn.mos.cms.futurecdn.net/7aoEuaeeGr9cBS96mEfsqe.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: Frogwares)</span></figcaption></figure><p>Head to the <strong>Pharmacy </strong>on 1F and use the <strong>Caduceus Key</strong> to get in. Listen to the <strong>Radio </strong>and pick up an <strong>item</strong>, then look at the glowing book to get a new pink <strong>Symbol </strong>for the Prism.</p><p>Head out, take the stairs immediately on your left and make your way through the <strong>Founder's Hall, </strong>into the <strong>Upper Hall</strong>,<strong> </strong>and go through the <strong>Caduceus Key door</strong> you found earlier.</p><p>In the first room on the left you'll find a<strong> Lost Letters - the Coming Reign note</strong> on the wall and a yellow <strong>item </strong>box. In the door on the right you'll find a yellow <strong>item </strong>box and an <strong>item </strong>on a table. Further down the corridor is an open door to the left where you'll find a yellow <strong>item </strong>box and a glowing body you can interact with for a yellow <strong>Symbol</strong>.</p><p><em>At the end of the corridor you have a choice - you can either drop down a hole or go through the door and take a ladder down. Both more or less take you to the same place, just via slightly different routes. Take the hole for completion, take the ladder for a shortcut that misses a few important things. You can come back to either at any time, however.</em></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="dLi5FZXmgYSxPM5YzweXZe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital hole" src="https://cdn.mos.cms.futurecdn.net/dLi5FZXmgYSxPM5YzweXZe.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: Frogwares)</span></figcaption></figure><p>If you drop through the hole you'll end up in the <strong>Observation Ward</strong> and have a pretty horrible fight against multiple enemies, but it's worth doing it while you're here just to get it done, and will save some time for a few things. When it's over you'll find an <strong>ERC crate</strong>, an <strong>item </strong>in a cupboard, a <strong>Torn Page From a Diary note</strong>, and an <strong>item </strong>in a yellow box. When you have everything, leave and turn right to find a <strong>Letter with Digit 1 note</strong> on a table, then go left to find two <strong>item </strong>boxes before a bandstand.</p><p>Check the bandstand to find a <strong>Radio</strong>, an <strong>item </strong>box, and an <strong>Inventory Expansion</strong>. You can also unlock a gate by the bandstand to open a shortcut back to the <strong>Therapeutic Gardens</strong>. For now, however, go back the way you came in to the bandstand and turn right, where you can unlock another gate past the benches to reach the <strong>Asylum Gate</strong>. Here you'll find a couple of <strong>item </strong>boxes, see a monster in the distance, and the ladder you could have taken instead of jumping into the hole.</p><p>Go through the open gate and grab the <strong>Lost Letters - Goodbye Maria note</strong> immediately on the left by a body in the wall, then carry on to trigger a boss fight. </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="NZ6nvfwDRzsA3pgvZLkfce" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital boss fight" src="https://cdn.mos.cms.futurecdn.net/NZ6nvfwDRzsA3pgvZLkfce.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: Frogwares)</span></figcaption></figure><p><strong>To defeat this boss you'll need to avoid the yellow liquid it throws around, while shooting what look like red exposed lungs. </strong>The best time to land a hit is just as it's about to throw a ball of liquid, as even though you can't see the weak spot you'll still hit it. There are three regenerating <strong>item </strong>boxes that constantly refill around the area, so keep looping around to collect what's in them as you fight. </p><p>When it's dead, you'll get one last go on any unopened item boxes that will now no longer respawn. Then go through the <strong>Prosthetics Craft and Repair door</strong> to find an <strong>item </strong>box and the other side of the <strong>Face</strong> you already have. Interact with the case to get the face out, then unbolt the door and you'll be right at the bottom of the stairs you need to get back to where you left the other half of the face. Take the stairs up to the <strong>Prosthetic Workshop</strong> and fix the <strong>Face</strong>,<strong> </strong>and then use it on the <strong>Mirror Door</strong> nearby to leave, as the door you used to get in will lock.</p><p>Carry on into the next room and you'll find the <strong>Note with Digit 0 note </strong>and the <strong>Black Reef Longshot marksman rifle</strong>, as well as a yellow <strong>item </strong>box. Unbolt the door and leave, where you'll be attacked. Head down the stairs and out of the door straight ahead of you, dealing with or dodging enemies as you go. Turn right outside and then head through the <strong>Therapeutic Gardens</strong> so you can get back to <strong>Reception</strong>. You'll hear an announcement that will add the <strong>Wireless Room</strong> as an objective which, handily, is behind an Old Man Face lock.</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="8Wiji28ChHsQeJ2SgNxSYe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 old man face lock" src="https://cdn.mos.cms.futurecdn.net/8Wiji28ChHsQeJ2SgNxSYe.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: Frogwares)</span></figcaption></figure><p>Head to the <strong>Upper Hall</strong> and use the old man face on the <strong>Mirror Door </strong>to get into <strong>Medical Records</strong>. Grab the <strong>For Akeley's Widows, Questions Linger note</strong> and head through the hole. There will be an enemy in there to fight, and it's a tight space so be ready. When they're done, interact with the glowing spot for a new yellow <strong>Symbol</strong>. </p><p>Head out of the door, where you'll be right by a shortcut you can unlock back out into the balcony near the <strong>Upper Hall</strong>.</p><p><em>At this point you can skip the Wireless Room and go straight to the Chapel as it's an optional side objective. But you'll miss an ERC pen, and some Dream Essence upgrade points if you skip it.</em></p><p>Assuming you're heading to the <strong>Wireless Room</strong>, ignore the bolted shortcut door for now and instead go down around the corridor to it.</p><p>Inside there's an <strong>item</strong> in the drawers and an <strong>ERC pen</strong> on the desk and, obviously, three talking brains in a jar. Speak to all three brains in turn to get a clue and a note, then <strong>join up the notes you got from the brains to the Note about Wireless Room in Investigations to get an upgrade point. </strong></p><p>Now it's for the wireless room brain puzzle.</p><h3 class="article-body__section" id="section-how-to-solve-the-wireless-room-brain-puzzle"><span>How to solve the wireless room brain puzzle</span></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="4JW4JaAa3E6c98QHpXiuWe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 brain puzzle" src="https://cdn.mos.cms.futurecdn.net/4JW4JaAa3E6c98QHpXiuWe.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: Frogwares)</span></figcaption></figure><p>Each of the brains have a confusing clue, and some info on if the others are telling the truth. However, to solve the Wireless brain puzzle you just need these three pieces of information: </p><ol class="recipe-instruction-list" class="recipe-instruction-list" start="1"><li><strong>Start with Pence who says the primary frequency is bad luck on Fridays, so 13. </strong></li><li><strong>Now use Dunwich's clue to 'round the primary to the nearest ten and half it', giving you 5. </strong></li><li><strong>Finally Ambrose says the tertiary is double the sum of the first two, giving us 36</strong></li></ol><p><strong>That gives you the code: 13, 5, 36. Set the dials to each number in turn and press the central button to enter it and move on to the next. </strong>You'll see a green light each time you get it right, and when all three numbers are entered the brains will explode.</p><p>As a reward you'll get some <strong>Dream Essence</strong>. </p><p>Now unlock the shortcut or go back through <strong>Medical Records</strong> depending on which is safer, and go to <strong>Reception </strong>to open the <strong>ERC crate</strong> now you have the pen. Inside you'll find <strong>Cutter's Tomahawk, a melee upgrade for the shotgun. </strong> </p><p>Head towards the <strong>Waiting Area</strong> with the old man face <strong>Mirror door</strong>, and access the <strong>Chapel Courtyard</strong>. There are two <strong>item </strong>boxes on a bench to grab before you enter the <strong>Chapel</strong>. </p><p>Inside the Chapel you'll find a <strong>Lost Letters - Deja Vu </strong>note on the right next to some bodies and two <strong>item </strong>crates around to the left. There's another <strong>item </strong>box on the pulpit, as well as a glowing spot you can interact with to get another yellow Symbol. You can now join all the yellow Symbols in Investigations for an upgrade point.</p><p>Left of the pulpit is an <strong>item </strong>box on a bench to the right by the door. Go through the door and you'll find an <strong>Unsent Letter note</strong>, and another <strong>Prism charging station</strong> that you now have three yellow symbols for.</p><h3 class="article-body__section" id="section-how-to-use-the-yellow-prism-charging-station"><span>How to use the yellow Prism Charging station</span></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="RCcTzkVnc7o4E7sfg2mpw9" name="sinking city 2 prism puzzle solutions" alt="sinking city 2 prism yellow puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/RCcTzkVnc7o4E7sfg2mpw9.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: Frogwares)</span></figcaption></figure><p><strong>For the yellow Prism Charging station solution, insert the Prism and rotate the dials so the symbols you've found appear between the two yellow triangles, as show in the image above. Then validate the answer to complete it.  </strong></p><p>This is the same process as for the previous station so, while there's no obvious clues, there's only one correct symbol per layer. </p><p>When you leave the room you'll see the Doctor go past and open up a new door. Head in to find a lot of brains and a <strong>Local Residents note</strong> on a shelf. Keep going, through the gap in the shelves, and you'll find the final <strong>Face </strong>and trigger a cutscene. </p><p>Once the cutscene has played out there's an<strong> Exceptional Specimens note</strong>, and two <strong>items </strong>to grab before you head out. When you get back to the <strong>Chapel </strong>you'll be ambushed by several enemies, including the black phantom creature. Don't try and fight anything, just smash any obstacles blocking the exit and run.</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="yHvSJUfg3nZndLTpsY4hQe" name="Sinking City 2 hospital walkthrough" alt="Sinking City 2 hospital head surgeon face door" src="https://cdn.mos.cms.futurecdn.net/yHvSJUfg3nZndLTpsY4hQe.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: Frogwares)</span></figcaption></figure><p>For now go to the <strong>Head Surgeon's Office</strong> on 2F, which you can now access with the final <strong>Face</strong>. Inside you'll find an <strong>item </strong>box just as you go in, <strong>a Diary of Thedus Lowe note</strong>, and the <strong>Vertebrae Key</strong> on the desk. Grab them and then look for a cupboard you can push away to access the next room.</p><p><strong>Inside you'll find the Memo with Digit 8 note, which you can now connect to all the other number notes in Investigations to get an upgrade point</strong> and work out the combination for the lock in <strong>Storage</strong>. There's also the final <strong>ERC pen</strong> and an <strong>item </strong>in a cupboard. </p><p>Head to the <strong>ERC crate</strong> in the <strong>General Ward</strong> now you have the pen (the area where you dropped down the hole just before the boss fight) and you'll get some items and Dream Essence. </p><p>Now for the lock in Storage.</p><h3 class="article-body__section" id="section-the-storage-lock-code"><span>The storage lock code </span></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="UX9CEekZccCPVw3FJEkgV6" name="Sinking city 2 storage lock code" alt="Sinking city 2 storage lock code" src="https://cdn.mos.cms.futurecdn.net/UX9CEekZccCPVw3FJEkgV6.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: Frogwares)</span></figcaption></figure><p><strong>The locked Storage code is 1308.</strong> The Letter With Digits notes you've been finding list numbers and most of them have positions, with the exception of 0, which just goes in the slot not listed explicitly: </p><ul class="recipe-instruction-list"><li><strong>'One comes first'</strong></li><li><strong>'3 is the second digit'</strong></li><li><strong>0</strong></li><li><strong>'Eight comes last'</strong></li></ul><p>Inside you'll find a bunch of <strong>items</strong> and the <strong>Doyle's Cold Blood attachment for the Submachine gun that lets you continuous fire slow enemies</strong>. </p><p>Now it's time to get the final <strong>Symbols</strong>,<strong> </strong>so head back to the <strong>Locker Room</strong> near <strong>Reception </strong>and go down the stairs. Pick up the <strong>Access Restricted note</strong> near the door with the <strong>Vertebrae Lock </strong>that you now have the key for and go in. Just inside you'll see a glowing point on a pile of bodies that will now give you the final pink <strong>Symbol</strong>.<strong> Link them all up in Investigations for an upgrade point. </strong></p><p>Head through the hole in the wall, where you'll have another mini-boss fight with the lung monster. Once he's dead make sure you check the room thoroughly for <strong>items</strong>, and then push the trolley out of the way to get into the next room. Grab what's in the <strong>item </strong>box and listen to the <strong>Radio</strong>, then use the pink Prism charger to charge your prism one last time: </p><h3 class="article-body__section" id="section-how-to-use-the-pink-prism-charging-station-solution"><span>How to use the pink Prism Charging station solution </span></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="GdxYW4LjnTqp9CbU8Wr3u9" name="sinking city 2 prism puzzle solutions" alt="sinking city 2 prism puzzle solutions" src="https://cdn.mos.cms.futurecdn.net/GdxYW4LjnTqp9CbU8Wr3u9.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: Frogwares)</span></figcaption></figure><p><strong>As with the previous two charging stations, the solution to the pink Prism charging station is to line up the three symbols you've found inbetween the two pink triangles by rotating each ring. </strong>As before, there's only one symbol per layer so it's just a case of finding them. When they're lined up, press validate to complete the puzzle and fully charge the <strong>Prism</strong>.</p><p>Now it's time to use the fully charged <strong>Prism</strong>, so head to the final surgeon's <strong>Mirror Door </strong>on 1F that opens the way back to the <strong>Anatomical Theater</strong> where Faye's body is. When you place the prism a monster will take Faye's body, so chase it. </p><p>There will be some <strong>item </strong>boxes in the area you reach with cars and trucks, and some blue drawers to search - but don't take too long as there will also be lots of monsters. Otherwise head down the path, keeping an eye out for some more <strong>item</strong> boxes as the path turns, then head through the hole in the fence and drop down.</p><p>Eventually the slither will rise up and block the way ahead, and you'll have to survive attack waves while Faye tries to open a door. At this point keep moving, fighting, and dipping into the refilling item boxes. There are three waves, ending in the lung monster boss you've fought twice already. The final stage is the worst, as it keeps spawning the little jumpy Stygians monsters while you're trying to deal with the boss. Just keep looping the area and taking what you can from the respawning <strong>item </strong>boxes. They'll usually spit out health when you're in real trouble, so just try to stay alive.</p><p>When the fight is over, push on to trigger a cutscene and when that's done you can make your way back to the boat and complete the hospital area.</p><p><strong>This guide is a work in progress and will continue. </strong></p>
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                                                            <title><![CDATA[ The Sinking City 2 walkthrough and guide Part 1 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>This Sinking City 2 walkthrough is a complete guide to the opening act of the game, starting with the objective to <strong>Reach the Miskatonic Library Annex </strong>and ending once you've saved the woman at the Devil's Reef Hotel.<strong> </strong>It covers every code, puzzle and solution you need, as well as the best route to take. </p><p>This is a large open area that has you navigating between city locations via water to complete everything Once you've worked your way through this you'll need the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 hospital walkthrough</a>, so let's get started. </p><p>Once the opening intro is over, you'll be able to walk through the apartment and collect some notes - <strong>Excerpt From The Dream Realm</strong> on one desk and <strong>About The Mask</strong> on the other. There's also a <strong>Final Warning! note</strong> in the kitchen and a <strong>Restricted Section Inventory note </strong>in the room with the painting. </p><p>There's a few other things to find here that fill out the story, but nothing essential, so take your time or carry on. It's up to you. </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="LQaWkiZysEFqBB5xbFKASg" name="sinking city 2 walkthrough" alt="how to Reach the Miskatonic Library Annex" src="https://cdn.mos.cms.futurecdn.net/LQaWkiZysEFqBB5xbFKASg.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Collect all the notes!</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PnUL4AKb8LzcV6ds5nSSQg" name="sinking city 2 investigations" caption="" alt="sinking city 2 investigations" src="https://cdn.mos.cms.futurecdn.net/PnUL4AKb8LzcV6ds5nSSQg.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">Some of the notes you collect will appear in the Investigations tab in your menus. <strong>When you join up related things with matching symbols and complete the group you'll earn upgrade points, so it is very worth doing.  </strong></p></div></div><p><strong>When you leave the flat you'll see the Miskatonic Library from the balcony.</strong> Now head down the fire escapes to a boat and travel until you reach a closed gate. Turn right to find a jetty you can dock at and a window with a white sheet you can climb in. Head through the building to find a bridge to the gate side.<br><br>If you try to open the gate now, it won't work and you'll see a <strong>Fuse Box</strong> to the left and the message that you don't have any items, so move on to your first <strong>Safe Room</strong> where you can save, store items and unlock abilities. Leave the safe room when you're done via the other door and go down the stairs into a shop with a <strong>Gate Switchboard note</strong> on the counter saying you need to head across the street to find <strong>Fuses</strong> in another shop. Place this in your Investigation space when the prompt tells you.</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="EzR6kxGpsABjGH2obfwfRg" name="sinking city 2 walkthrough" alt="allen radio store" src="https://cdn.mos.cms.futurecdn.net/EzR6kxGpsABjGH2obfwfRg.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: Frogwares)</span></figcaption></figure><p>Head outside and you'll see the <strong>Allen Radio Store</strong>. Make a note of the 'Est 1908' bit, for later. You can't get in but trying will show you the <strong>Fuses</strong> you need. Leave them for now and instead head around the large hole in the road to reach an open white door.</p><div  class="fancy-box"><div class="fancy_box-title">Finding ammo, health and items in Sinking City 2</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pfg2sK4pAb3C2vDtfGjZJg" name="sinking city 2 items and ammo" caption="" alt="sinking city 2 items and ammo" src="https://cdn.mos.cms.futurecdn.net/Pfg2sK4pAb3C2vDtfGjZJg.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">You'll find a range of items like ammo and health scattered around, as well as inside things like yellow boxes, drawers, cupboards and lockers. <strong>Generally the game gives you things you need, meaning they aren't set and different each playthrough. </strong></p></div></div><p><strong>Immediately inside you'll see an office on the right with a Map on the wall so grab that. </strong>There will be an <strong>item</strong> in the draw behind you.</p><p><strong>Then head up the stairs and into Apartment 5</strong> where you'll find a <strong>Safe</strong> with a <strong>To Martin note</strong> saying the combination is 'my proudest, most miraculous moment'. Technically the clue for this comes later but you can also just solve it now.</p><h3 class="article-body__section" id="section-how-to-open-the-safe-in-apartment-5"><span>How to open the Safe in Apartment 5 </span></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="oUAgSzsrbhG592GL7cuyPg" name="sinking city 2 walkthrough" alt="sinking city 2 apartment 5 safe code" src="https://cdn.mos.cms.futurecdn.net/oUAgSzsrbhG592GL7cuyPg.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: Frogwares)</span></figcaption></figure><p><strong>The safe combination for Apartment 5 is 1908, the year the radio shop was established.</strong> You'll find in a note in the Radio Shop later but you can also just use it now to get some items. At this point some enemies appear but you can run away.</p><p><strong>Now head into Apartment 6</strong> where you'll find a hole into the room below. There's an <strong>item</strong> in the cupboard and a <strong>Gate Fuses and Wire note</strong> on a desk -<strong> connect that to the Gate Switchboard note in your Investigation space earn your first upgrade point</strong> and then pull the bolt on the white door to open a shortcut to the entrance you used to get in. Now head through the hole in the wall to reach the shop.</p><p>Once inside, grab the <strong>item</strong> in the yellow box, then head to the till and <strong>grab the "From a Sister" note and connect it to Martin in the Investigation space to complete it and get an upgrade point. </strong>When you grab the <strong>Fuses</strong> an enemy will appear near you and you'll have your first fight. Shoot the glowing parts for extra damage.</p><p>Once the enemy is dead, push the shelves blocking the door away to get out and deal with more enemies or, better, run away. <strong>Generally you get nothing for defeating monsters, so only do it you need to.</strong> If you haven't opened the <strong>Safe</strong> at this point go back to Apartment 5 where the safe is and use the 'proudest moment' as the combination - the date the store was established - 1908. </p><h3 class="article-body__section" id="section-how-to-solve-the-gate-fuse-box-puzzle"><span>How to solve the Gate Fuse Box puzzle</span></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="FJuF6BxFWto44ThS75gXRg" name="sinking city 2 walkthrough" alt="the Gate Fuse Box puzzle solution in sinking city 2" src="https://cdn.mos.cms.futurecdn.net/FJuF6BxFWto44ThS75gXRg.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: Frogwares)</span></figcaption></figure><p>Head back to the<strong> Gate Fuse Box</strong> and use the <strong>Fuses</strong> to connect the wires. Because there are different configurations you'll need to rotate some of the <strong>Fuses</strong>. <strong>This is the the Gate Fuse Box puzzle solution:</strong></p><ul class="recipe-instruction-list"><li><strong>Straight fuse: </strong>Join the two blue wires</li><li><strong>T-shaped Fuse: </strong>Join the three yellow and green wires</li><li><strong>Right-angle fuse: </strong>Join the two red and orange wires</li></ul><p><strong>Remember to 'validate' it once you're done or it won't work. </strong>Now pull the lever to open the gate. </p><p>Head back to the boat, dodging past the enemy that appears, and carry on until there's an explosion behind another gate. Dock on the jetty to the left and grab an <strong>item</strong> and the "<strong>Lost Letters - Death Awaits" note</strong> just to the right of the stairs , before heading into the building with a hole in it. </p><p>As you head up the stairs inside you'll trigger a chase, so run through the building until you jump and you'll be able to open the gate and carry on through it.</p><p>Travel a short distance until you reach another jetty, dock the boat and head towards the building, where you'll trigger a cutscene that ends this section. </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="6BE5XYaciHtCFfqBMuyii4" name="sinking city 2 walkthough" alt="Find the Ritual Book in the Annex" src="https://cdn.mos.cms.futurecdn.net/6BE5XYaciHtCFfqBMuyii4.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: Frogwares)</span></figcaption></figure><p><strong>Once docked, head towards the building and wait for the cutscene to play out. </strong>Then move on, getting an <strong>item</strong> from some drawers on the right by the 'Silence' noticeboard before heading through the door, and then through another door by the windows where you'll see the map in front of you. Behind you'll find an <strong>Emergency Relief Crate, or ERC</strong>, that you won't have a key for yet. </p><p>Leave the room via the partially-opened door into a corridor with a body hanging ahead of you. Head towards the body and, when you can, turn left to find a <strong>Lost Letters - Dominion note</strong> on a bench next to another body. </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="iJ97vVV3KPpRp58kkEu2LH" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/iJ97vVV3KPpRp58kkEu2LH.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: Frogwares)</span></figcaption></figure><p>Turn right from the bench, look for another large Silence notice and go through the door next to it. You'll see a creature run away, which is a problem for another time . Read the blackboard for the "<strong>Manifesto" Note</strong> and open the cupboard for an <strong>item</strong>. </p><p><strong>Go back out and follow the room left to reach the Restroom</strong>, go in and then through the red lit hole in the wall. You'll be attacked by an enemy, so kill them and then grab an <strong>item</strong> from the drawer at the back of the room, before you head out the other door into the main library annex. </p><p>There's an <strong>item</strong> in a drawer by the Gas Can. In the far right corner near the ramp up you'll find a door you can unbolt for shortcut back to the way in, while on a desk to the right just before the ramp you'll find the "<strong>Internal Memorandum" note</strong> and an <strong>item</strong> in a nearby cupboard. </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="wz6Jz9fw67YrS2bSnUbNUH" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/wz6Jz9fw67YrS2bSnUbNUH.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: Frogwares)</span></figcaption></figure><p><strong>Head up the ramp and follow the path to the back of the room where you'll find a handle you can turn</strong>. You'll be jumped by the creature you saw earlier and dropped back down to the floor below and attacked by more enemies. Now's a good time to use that Gas Can to take out multiple enemies at one. </p><p>Once the area is cleared go up the ramp again where you might be attacked by any leftovers. When everything is dead head to the back to find an <strong>item</strong> in some drawers. <strong>Now turn the second handle in the new area you've uncovered, and then turn the first wheel again to access the path you've just cleared to the Restricted Section. </strong></p><p>Go inside the Restricted Section and <strong>take the impossible to miss glowing red evil book</strong> to trigger a cutscene. Once that's done you'll hear some screaming and get a new objective. </p><h3 class="article-body__section" id="section-find-the-source-of-the-noise"><span>Find the Source of the Noise</span></h3><p>Push the drawers aside to open a new door and keep going past some red painted doors until you reach a lit, partially open door. Go through to trigger a cutscene and meet Corentin. </p><h2 class="article-body__section" id="section-save-the-woman-at-the-devil-s-reef-hotel"><span>Save the Woman at the Devil's Reef Hotel</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="cSdZBy7LPUYDFZzEcWcMTH" name="sinking city 2 walkthrough" alt="Save the Woman at the Devil's Reef Hotel" src="https://cdn.mos.cms.futurecdn.net/cSdZBy7LPUYDFZzEcWcMTH.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">ERC Crates</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ojxqdLgVg2DYAf8KTXbyQH" name="sinking city 2 walkthrough" caption="" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/ojxqdLgVg2DYAf8KTXbyQH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">ERC crates nearly always have useful items like weapon or inventory upgrades so you should always try and open on once you have the ERC Pen to do so. You'll nearly always find the crate early on in an area, and then it's just a matter of time to find the key.</p></div></div><p>Head past Corentin to find a <strong>Safe Room</strong> and an "<strong>ERC User Manual" note </strong>nearby with an <strong>ERC Activator Pen,</strong> which acts as a key. Unlock the other door and <strong>head back to the ERC Crates with the pen (now you have it) to get the Voss Compensator, which will make fully-focused shots slow enemies. </strong>It's probably best to deal with some of enemies you'll encounter now or they can easily bunch up on you. </p><p>Once you have the part, head back to the safe room and out the other exit to Corentin's boat, grabbing the <strong>item</strong> in a yellow box by the stairs. </p><p><strong>The path on the boat looks like it diverges, but it's just a square, so either direction will eventually take you to a Church and the sub-objective to Open the Floodgate just beyond it. </strong></p><h3 class="article-body__section" id="section-open-the-floodgate"><span>Open the Floodgate</span></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="485w8ig8RnRzdNxuengNaH" name="sinking city 2 walkthrough" alt="sinking city 2 floodgate and church" src="https://cdn.mos.cms.futurecdn.net/485w8ig8RnRzdNxuengNaH.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: Frogwares)</span></figcaption></figure><p>Dock at the church and grab the <strong>item</strong> in the yellow box immediately on your left and the <strong>Night Ore</strong> near the body right in front of you. When the time comes this is how you recharge the Nightshade Mask you took at the start, which can revive you when you die. There's also "<strong>A Balm for Flash and Relic" note</strong> that explains the ore. </p><div class="product"><a data-dimension112="e218600a-9ae4-11f1-9f86-effa9a5e1b67" data-action="Deal Block" data-label="Night Ore" data-dimension48="Night Ore" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="CDyuBCzdnkNhQMSaBHGkka" name="Sinking City Night ore" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/CDyuBCzdnkNhQMSaBHGkka.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>Night Ore charges the Nightshade mask, giving you one revive if you die. You can craft it with the right resources but generally it won't take long to find some in the world if you need it. Use it in the inventory to charge the mask. </p></div><p>Head to the Church, avoiding the traps so that A) they don't hurt you and B) you can use them on enemies later. </p><p>Go past the white door when you reach it, as it's locked. If you take the left turn you'll find an <strong>Obelisk</strong> to note for later. Head right instead where you'll find a flooded area.</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="iwTF4JDccMYitcWzou8bzS" name="sinking city 2 walkthrough" alt="sinking city 2 church area" src="https://cdn.mos.cms.futurecdn.net/iwTF4JDccMYitcWzou8bzS.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: Frogwares)</span></figcaption></figure><p>Take the left turn in the water and you'll find a "<strong>Stained Note"</strong> that mentions a <strong>Trident</strong> and a <strong>Dagger</strong>, plus an <strong>item</strong> in a yellow box. </p><p>Take the turn to the right and you'll go past a <strong>locked Graveyard Gate</strong> and find your way to a statue covered in red vines, where you'll<strong> find the Church Key</strong> near a body. There are a lot of enemies here, so <strong>use the traps and the Gas Can to help take them out. </strong>There are also two yellow item boxes near the Statue with <strong>items</strong> in, and a <strong>Star Locked Door</strong> you can't do anything with yet. </p><p><strong>Take the Church Key to the white door.</strong> Inside you'll find the a<strong> "Call Upon Believers" note</strong> on the altar, and "<strong>Origins of the Redemption Church" note </strong>at the back near a ladder. There's also an <strong>item</strong> in the cupboard in the corner and, up the ladder, you'll find a <strong>Radio</strong> you can listen to and another<strong> Star Door.</strong></p><div  class="fancy-box"><div class="fancy_box-title">Dream Essence explained</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FVG4HoKyM3rCpcsNu22LxS" name="sinking city 2 Dream Essence" caption="" alt="sinking city 2 Dream Essence" src="https://cdn.mos.cms.futurecdn.net/FVG4HoKyM3rCpcsNu22LxS.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">Dream Essence is essentially XP, giving you upgrade points you can use to unlock talents. The main way you'll get it is from joining up investigations, which is why it's important to hoover up every note you can find. You'll also get it as rewards here and there for puzzles.</p></div></div><p>Now head into the <strong>Safe Room,</strong> where you'll find the "<strong>Look for Dream Essence!" note</strong> and some <strong>Dream Essence</strong> you can now use to upgrade Talents at the Talent Table. You can only equip one for now, so I'd recommend either Carapace of the Damned to reduce damage, or Profane Reload to reload quicker. </p><p>Head out the other door into a new area. Get the <strong>item</strong> in a yellow box on the coffins, then head past the big statue to the <strong>Gate Lever</strong>. However, <strong>the Gate Lever has a combination lock on it and there's a "Floodgate Lock" note by a body explaining the combination is the year of the bell.</strong></p><h3 class="article-body__section" id="section-the-floodgate-lock-combination"><span>The Floodgate Lock combination  </span></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="pGhYHD95DdTEbkdH8X3HsS" name="sinking city 2 walkthrough" alt="sinking city 2 Floodgate Lock combination" src="https://cdn.mos.cms.futurecdn.net/pGhYHD95DdTEbkdH8X3HsS.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: Frogwares)</span></figcaption></figure><p><strong>The Floodgate lock can be opened with the code 1672.</strong></p><p>The "Floodgate" Lock note explains the combination is the year of the bell, and while the "Origins of the Redemption Church" note you found earlier says the church was founded in 1667, the "Report on the Bell" note you'll find later says 'it took another half decade to craft and install the bell'. This gives you the combination 1672. </p><p>You can open the gate now, but there's a lot more to do at the Church before you go,<strong> DON'T LEAVE YET.</strong></p><p><strong>Grab the Star Key on the body</strong> and the <strong>item</strong> in the yellow box. Leave and you'll be attacked by a couple of enemies. </p><p><strong>Use the Star Key to open the Star Door above the ladder in the church, </strong>where you'll find and take the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-trident-obelisk-puzzle-solution/"><strong>Trident</strong> </a>and a "<strong>Report on the Bell" note</strong> that says 'it took another half decade to craft and install the bell. This finally gives you the Floodgate Lock combination: 1672, as I mentioned earlier.</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="dcW6MkNfyZvcVhqGckBAvS" name="sinking city 2 walkthrough" alt="sinking city 2 star key" src="https://cdn.mos.cms.futurecdn.net/dcW6MkNfyZvcVhqGckBAvS.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: Frogwares)</span></figcaption></figure><p><strong>Link the "Origins of the Redemption Church" note to the "Floodgate Lock" note and the "Report on the Bell" note in Investigations to complete it and get an upgrade point. </strong></p><p>Go into the <strong>Safe Room</strong>, out the other side and around the corner where you'll find a "<strong>Lost Letters - The Conduit" note</strong> and an <strong>item</strong> near a red vine-covered wall. Follow the building around past an open window, where you'll be jumped by two enemies. Deal with them and you'll have opened up a shortcut back to the <strong>Obelisk</strong>. There's also an <strong>item</strong> in a yellow box. Now go back to the window you can climb in where you'll find a "<strong>Notes on the Path" note, an ERC pen</strong> and you can also unlock the door for a shortcut back to the Church. </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="kMCbFpSpkbUvsoHwrcGRqS" name="sinking city 2 walkthrough" alt="sinking city 2 star lock" src="https://cdn.mos.cms.futurecdn.net/kMCbFpSpkbUvsoHwrcGRqS.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: Frogwares)</span></figcaption></figure><p><strong>Now go back to the Star lock in the Graveyard and open it to get the ERC crate for an inventory upgrade,</strong> grab the <strong>Printing Plate C</strong> for later, and a <strong>First Vision Note</strong> and a "<strong>Letter to Boss" note.</strong> </p><p><strong>Go to Investigations to link the "The First Vision" note with the "A Call Upon Believers" note and the "Notes on the Path" note for an upgrade point.</strong> An enemy will appear when you leave but you can run past and get back to the church and the Obelisk.</p><div class="product"><a data-dimension112="e2186596-9ae4-11f1-a3c9-fb25832c594f" data-action="Deal Block" data-label="printing press" data-dimension48="printing press" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="cgcZtxs5yfRegPEgeknjkj" name="Sinking City 2 Printing Plate" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/cgcZtxs5yfRegPEgeknjkj.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>Printing Plate C is the first of three plates you'll find in the next few areas. When you have them all, you can take them to a <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-printing-press/" data-dimension112="e2186596-9ae4-11f1-a3c9-fb25832c594f" data-action="Deal Block" data-label="printing press" data-dimension48="printing press" data-dimension25="">printing press</a> to get one of two upgrades - either a melee stock for the shotgun or some Dream Essence. This is a completely optional side quest.</p></div><h3 class="article-body__section" id="section-how-to-solve-the-obelisk-puzzle-at-the-church"><span>How to solve the Obelisk puzzle at the church</span></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="iQYUm8GE69ECkbVAYXXanS" name="sinking city 2 walkthrough" alt="sinking city 2 Obelisk puzzle solution" src="https://cdn.mos.cms.futurecdn.net/iQYUm8GE69ECkbVAYXXanS.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: Frogwares)</span></figcaption></figure><p><strong>This is the Obelisk puzzle solution, showing all the correct symbols. </strong>This comes from using the "<strong>Call Upon Believers" note</strong> which lists gods 'from the depth to the heights', while the <strong>First Vision note</strong> lists their symbols, giving you this: </p><ul><li><strong>Cthylla: </strong>Splayed Womb</li><li><strong>Gyrh: </strong>Spearhead</li><li><strong>Tsog-Nar: </strong>Crooked Cross</li><li><strong>Yig: </strong>Serpent Form</li></ul><p><strong>With that info you need to rotate the Obelisk symbols to display these symbols in order starting from the </strong><em><strong>bottom</strong></em><strong> (the depths) and moving to the top (the heights). </strong></p><p>When you get it right the <strong>Obelisk</strong> will start crackling and lightening will keep striking every few seconds, so get out the way. Each time the lightning hits, one of the <strong>Trident</strong> tips will light up, so wait for that while dodging or dealing with the enemies as you do. <strong>When all three tips are lit, grab the Trident between blasts to end the process. </strong></p><p><strong>Take this charged Trident back to the room you found it in and place it back on the stand. </strong>This will transport you to another dimension where you'll find the church full of statues worshipping a star-shaped god. <strong>Head to the altar, picking up the Dagger on the way, and place it in the altar slot.</strong> This will take you down to a basement where you'll have a small boss fight. When that's over there will be two pieces of <strong>Dream Essence</strong> on the alter when you go back up. </p><p><strong>Now you can use the Floodgate combination 1672 to open the gate if you haven't already. </strong>You'll be attacked but you can just dodge past everyone and get back to the boat. Follow the water until you reach a whale and the new objective 'Move the Whale'.</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="Fs35VRCfura5czZLTLYC8n" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough Move the Whale" src="https://cdn.mos.cms.futurecdn.net/Fs35VRCfura5czZLTLYC8n.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: Frogwares)</span></figcaption></figure><p>Dock by the whale and move on to find a ladder up to some crane controls that aren't working yet. <strong>Follow the platform around where you'll see an engine that's missing gasoline and a gear. </strong>Interact with it to get the sub-objectives to fix the crane, and to find gasoline and a gear. </p><p>A creature will appear and smash a hole in the Saloon door you just passed, but before you go in keep going around the corner to get an <strong>item </strong>from a yellow box. </p><p>Head into the Saloon and pick up the<strong> "Soggy Note" </strong>and the <strong>Graveyard Key</strong>. There's also a Shotgun you can't reach yet and an <strong>item </strong>box on the far right as you go in. <strong>Go into Investigations and join the "Soggy Note" and the "Broken Crane" note for an upgrade point.</strong> </p><p>Head inside the <strong>Safe Room</strong> where's there's an <strong>item</strong> in a yellow box then head out the other door to get the <strong>Shotgun</strong>, listen to the <strong>Radio</strong> and then go back the way you came. </p><p><em>At this point you have choice: </em><em><strong>the Gear is at a Printing House, reached via the Church using the Graveyard Key, while the</strong></em><em> </em><em><strong>gasoline is ahead in the Fire Station</strong></em><em>. You can do them in any order. However, you'll get a </em><em><strong>Printing Plate </strong></em><em>from each location, which you can use back at the Printing House, when you have all three, for an upgrade. </em></p><p><em>I'm going to do the Printing House first and then the Fire Station, because at that point you can continue the story with no more backtracking. However, it's worth doubling back to the Printing House then to collect a useful upgrade. </em></p><h3 class="article-body__section" id="section-how-to-get-the-gear-in-sinking-city-2"><span>How to get the gear in Sinking City 2</span></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="YoZ6TKbPeQCWcPEcAz6npm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough where to get the gear" src="https://cdn.mos.cms.futurecdn.net/YoZ6TKbPeQCWcPEcAz6npm.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: Frogwares)</span></figcaption></figure><p><strong>Head back to the Church and use the key at the locked gate in the Graveyard.</strong> Follow the path through a bus where you'll be attacked as you pass through. Take a left out of the bus to find two yellow <strong>item</strong> boxes on the back of a truck, then go back the other way and up the ramp. </p><p>Ignore the first turn up to find a yellow <strong>item</strong> box head, and then go back and up. Keep going until you duck under a hole and follow a fire escape to get inside a building. You'll fall through the floor as soon as you do.</p><p>Inside that room you fall into, you'll find a yellow <strong>item</strong> box and an <strong>ECR crate</strong>. Follow the room round, grabbing some <strong>items</strong> from a blue drawer near a white door, where you can see a <strong>Gear</strong> if you look through.  </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="LKhcP34gcGxEYBGFELkywm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough gear location" src="https://cdn.mos.cms.futurecdn.net/LKhcP34gcGxEYBGFELkywm.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: Frogwares)</span></figcaption></figure><p>Keep going until you enter a large flooded room and see something move in the distance. There's a <strong>item</strong> in some blue drawers in the far right corner and <strong>a door on the right to the room where you saw the Gear with a knob marked APH that you can't open yet. </strong>To the left are some stairs that lead up to a locked door and a hole in the wall. </p><p>Head through the hole where you'll see something moving again. You'll be attacked by two enemies as soon as you start heading forward so take them out. There's another enemy around the corner before some stairs but before you take the stairs check the other side for an <strong>item</strong> in a yellow box. </p><p>As you head up the stairs you'll find a room on your right. Inside is the "<strong>Adventure Awaits for Arkham's Academics" note</strong> and a yellow box with an <strong>item</strong> inside. There's also<strong> a locked gate marked APH again</strong>. </p><p>Leave that for now and head up until you reach a window you can climb in. Inside there's a "<strong>Lost Letters - Staying With You" note</strong> and an <strong>item</strong> in a drawer in the next room, with an enemy. You'll also find a<strong> Printing Plate A</strong> on a desk and an "<strong>Incident During Study" note</strong> that explains the last plate is in a head librarian's apartment near the <strong>Fire Dept.</strong> </p><p>Once you have everything, head out the other window and down a blue pipe. At the end of the blue pipe you can head up to find an <strong>item</strong> and then back down and across to reach the next room. </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="kqqZagqapAPjaDxCLQBY7n" name="Sinking City 2 walkthrough" alt="Sinking City 2 Printing house route" src="https://cdn.mos.cms.futurecdn.net/kqqZagqapAPjaDxCLQBY7n.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: Frogwares)</span></figcaption></figure><p>The new room is actually where you first came in, before you fell through the floor, only with the hole now covered up. Inside you'll find the "<strong>Floodwaters Rise!" note</strong> on the desk and an <strong>item</strong> directly behind you after that. In front of the desk you'll find some <strong>items </strong>in some more drawers and a door you can unlock for a shortcut back to the large flooded room from before. </p><p>Through the white door you'll find an <strong>item </strong>in a cupboard, something in some drawers, a save room<strong> and the APH key on the wall</strong>. Taking that will cause a secret room to open.<strong> Inside you'll find a printing table where you can place the two printing tablets you currently have. </strong></p><p>The window will take you back out to the bus and the way you came out but ignore that for now and <strong>go through the door you unlocked to get back to the large flooded room from before.</strong> When you go back down there are new enemies that shoot at you from glowing holes in their face. Shoot the glowing holes at the brightest for the most damage. </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="zrU5yx9kUeEjzXZfvo3Mvm" name="Sinking City 2 walkthrough" alt="Sinking City 2 Gear room and APH door" src="https://cdn.mos.cms.futurecdn.net/zrU5yx9kUeEjzXZfvo3Mvm.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: Frogwares)</span></figcaption></figure><p>Deal with them, then <strong>head back to the Gear room and open it with the APH key to take it. </strong>When you leave a lot of enemies will appear, so run back up the stairs to the room you were just in. </p><p><strong>If you take the window out the way you originally reached this room you can drop a ladder back down to the gate that was also marked APH</strong> and <strong>use the key to open it.</strong> Inside you'll find an <strong>item</strong> in a yellow box and an <strong>ERC pen key</strong>.</p><p>At this point you can <strong>head back to the big flooded room to try and get the ERC crate for an Inventory Increase</strong>. I'd dodge and run as best you can to avoid a fight or you'll likely use up all your ammo and health. Whether you do that or not you can leave via the window in this room to get to a fire escape that will lead you back to the Church.</p><h3 class="article-body__section" id="section-how-to-get-gasoline-in-sinking-city-2"><span>How to get gasoline in Sinking City 2</span></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="mdnzCLKF2xw8PvuBAJtEum" name="Sinking City 2 walkthrough" alt="Sinking City 2 how to get the gasoline" src="https://cdn.mos.cms.futurecdn.net/mdnzCLKF2xw8PvuBAJtEum.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: Frogwares)</span></figcaption></figure><p><strong>Head out of the saloon towards the Fire Department and follow the path left. </strong>You'll be attacked by a Stygian once past the bus, and once that's dealt with then head up the stairs in the corner to find a 'Rescue Zone' and an <strong>item</strong> in a yellow box. You'll be attacked again by a Stygian on the way out. </p><p>Follow the path to the Fire Station entrance. There's an <strong>item</strong> in a yellow box by the red car (you'll be attacked by a Stygian) and a ladder you can't reach in the corner. Grab everything you can and and head through the white doors.</p><p>Inside there's an <strong>item</strong> in some blue drawers and another <strong>item</strong> in a yellow box hidden hidden around the side of the fire truck on the left and an item in the locker by the electrified floor. <strong>The gasoline is inside the room the electricity is blocking.</strong> Head up the stairs and grab two <strong>items</strong> from the lockers at the top. In the corner to the right of the lockers you'll <strong>find a switch you can pull to stop the alarm bell and electricity </strong>but don't do it yet, as it triggers a large attack. </p><p>There is also an <strong>ERC crate</strong> in this area and an <strong>item</strong> in a drawer on the other side of the room between some beds. <strong>When you're ready, pull the lever and then run into the middle of the room to use the fire pole to get down before the enemies overwhelm you. Run into the now </strong><em><strong>non</strong></em><strong>-Electrified room and grab the Fuel. </strong>An enemy will burst through the closed white door in the corner (there's an <strong>item </strong>in a drawer in the small space this opens up). </p><p>Get out of the fire station, as not only will more enemies attack you outside, but the ones inside will smash their way out as well. Run around the fire and back to the <strong>Safe Room</strong> in the Saloon. Save and get organised then run out and out the hole in the door.</p><p>Refuel the crane, fit the gear and use it - turn left first to find the big red claw (and open up a new path you'll use in a moment) then take the crane with the claw attached to the Whale to move it. </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="QUieHXNssMq8Qk346AK4sm" name="Sinking City 2 walkthrough" alt="Moving the whale in Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/QUieHXNssMq8Qk346AK4sm.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: Frogwares)</span></figcaption></figure><p><strong>If you want the final Printing Plate, you're now going to want to head back into the Fire Station area to access the ladder you can now reach after moving the claw. If you don't the upgrade that gives you you can just carry on to the hotel. </strong></p><p>If you want the Printing Plate, run and dodge your way to the ladder by the Fire Dept and grab the <strong>item</strong> in a yellow box before you head up. Deal with the enemy inside and on a desk you'll find <strong>Printing Plate B</strong> and the "<strong>About the Custom Red Franklin" note</strong> that explains the red printing press you placed the other plates in. We'll get to that later. </p><p><strong>Go into your Investigations to link the "Red Franklin" note with the "Incident During Study" and the "Letter to Boss" note to complete it and get a upgrade point. </strong>Another zombie will attack you. In the other room you'll find an <strong>item</strong> and an <strong>ERC pen</strong> for the crate in the Fire Dept. If you go back into the fire station at this point you'll an <strong>item</strong> and some <strong>Dream Essence upgrade points</strong> from it. </p><p>Now you have to final Printing Plate it's time to head back to the Printing House and the red press. This is entirely optional, but the upgrade is useful.  </p><h3 class="article-body__section" id="section-the-sinking-city-2-printing-press-puzzle-solution"><span>The Sinking City 2 Printing Press puzzle solution </span></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="7yrrPwpqkQefbsGqCkA28n" name="Sinking City 2 walkthrough" alt="Sinking City 2 Printing Press puzzle solution" src="https://cdn.mos.cms.futurecdn.net/7yrrPwpqkQefbsGqCkA28n.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: Frogwares)</span></figcaption></figure><p>When you get to the red Printing Press in the Print House, place the final Printing Plate and you're ready to solve the puzzle. </p><p><strong>You need to flip the plates until they're all silver or all gold, with each side unlocking a different reward when you use the press: </strong></p><ul><li><strong>Silver side</strong> - Two Dream essence</li><li><strong>Gold side</strong> - Cutter's Study Stock, which lets you shoot enemies in the back for more damage</li></ul><p><strong>You can only pick one, as the press breaks after you use it. </strong></p><p>Rotating any tile flips all the tiles above, below, left and right of it. You'll want to get them in a position where flipping the last one makes everything the color you want. </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="uidjuur8kjPGNT6ztgWczm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/uidjuur8kjPGNT6ztgWczm.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: Frogwares)</span></figcaption></figure><p><strong>The best way to solve the printing press puzzle is to get the </strong><em><strong>corners</strong></em><strong> to the color you want. </strong>That's fairly easy to do and, once you've done that, <strong>all you have to do is flip the middle one</strong> to get them all the same. </p><h4 class="article-body__section" id="section-what-s-the-best-printing-press-reward"><span>What's the best printing press reward? </span></h4><p>It doesn't feel like too much of a choice here - two <strong>Dream Essence</strong> upgrade points won't really change that much, but a shotgun with a backstab/sneak damage boost, while situational, will be useful through out the rest of the game. Whatever you choose, you'll be ambushed on the way out but you don't gain anything from fighting so dodge past and escape best you can.</p><p><strong>Once you've done the Printing Press you're done here so head to the Devil's Reef Hotel to carry on. </strong></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="ojfA9wRXJLuVBKt8MwyKYS" name="sinking city 2 walkthrough" alt="sinking city 2 Save the woman at the Devil's Reef Hotel" src="https://cdn.mos.cms.futurecdn.net/ojfA9wRXJLuVBKt8MwyKYS.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: Frogwares)</span></figcaption></figure><p><strong>Now head towards the Devil's Reef Hotel.</strong> You'll hit another floodgate so dock and head in through the open window, grabbing the <strong>item</strong> in the yellow box you pass. Head through the white door inside and then through another door into the ruined interior of the building.</p><p>There's a "<strong>Lost Letters - Meet Me At Dawn" note </strong>on the bed to the right, and an <strong>item</strong> in the pram just as you enter the large open area with the piano. The piano will fall in the water as you approach it and you'll be attacked by two Slither zombies. Once they're gone then grab the <strong>item </strong>from the drawer near the white door and head through it and up the stairs. </p><p>At the top of the stairs you'll be attacked by a Slither Zombie and Glowing Head that you'll need to deal with. Grab the <strong>item</strong> in the cupboard on the other side of the big hole, the "<strong>Gerda Lost Her Head" note </strong>through the door on the dresser with the big mirror and the <strong>item</strong> from the drawer next to it. </p><p>Now head back the way you came and out of the open window, where you can open the floodgate and kick down the ladder to reach your boat and finally go to the Devil's Reef.</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="5Z5ZAE7wA5w7o34TDhvzNS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Lorelei" src="https://cdn.mos.cms.futurecdn.net/5Z5ZAE7wA5w7o34TDhvzNS.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: Frogwares)</span></figcaption></figure><p><strong>Head through the hotel and up the stairs to find Lorelei.</strong> Go around the balcony to trigger a cutscene. Once she's explained everything, head through the nearby doorway and down the stairs to find a <strong>Safe Room,</strong> a <strong>Radio</strong> you can listen to, an <strong>item</strong> in a yellow box by a luggage trolley in the middle of the room, and a <strong>map</strong>. There's also a "<strong>Hotel Ledger" note</strong> by the map explaining where to find a <strong>Staff Key</strong> to access some <strong>Tokens</strong>. You can also unbolt the double doors to make a shortcut back to the boat.</p><p>Go into the <strong>Safe Room</strong> and do whatever you need to do, then head out the other door. Grab the <strong>items</strong> from the cupboard and the desk. If you take the door on the left you'll find some stairs down to the <strong>Lorelei Lock</strong> that needs three keys to open. The door on the right is locked for now. </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="PAAQhQcnJzYN9kvLSGKuMS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/PAAQhQcnJzYN9kvLSGKuMS.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: Frogwares)</span></figcaption></figure><p><strong>Once you're done, head back through the Safe Room and out, then up the red carpeted stairs to a blue corridor - ignore this first floor for now and keep going up the stairs again, where the door ahead will close as you approach.</strong></p><p>Open it and head inside. Here you'll find a <strong>Staff Room</strong> that needs a key, and a chest of drawers you can push away to access room 301 where you'll find a safe, a "<strong>Run For Your Life" note</strong>, as well as some <strong>items</strong> in a cupboard and a drawer. </p><h3 class="article-body__section" id="section-the-room-301-safe-code"><span>The Room 301 Safe code</span></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="ydVJzvSh8G9S56AcnoTKVS" name="sinking city 2 walkthrough" alt="The Room 301 Safe code in Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/ydVJzvSh8G9S56AcnoTKVS.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: Frogwares)</span></figcaption></figure><p><strong>The Room 301 safe combination is 2137, </strong>which you will find later from some notes but that should open it now and get you a <strong>Voss's Target Grip</strong> that will make perfectly timed shots deal more damage, as well as some ammo. Once the grip is equipped you'll see an extra marking on the crosshairs that will show the timing to deal more damage. </p><p>The combination comes from a "<strong>Safe Code Letter" note </strong>and <strong>a "Baby One More Tide" note </strong>you'll find later. They give you the<strong> </strong>clues that explain the safe combination from some song lyrics: </p><ul><li><strong>Spread my wings like a bat: </strong>2 (wings)</li><li><strong>Curl my tail in hate and spite: </strong>1 (tail<strong>)</strong></li><li><strong>Their octopus hearts beat in fear: </strong>3 (hearts)</li><li><strong>As the tide makes all sins clear: </strong>7 (deadly sins)</li></ul><p>Leave Room 301 and carry on to the end of the corridor, where you'll find a yellow box at the end of the room with a <strong>item</strong>. Head through the door next to this to find a hanging body with a <strong>key</strong> on it. </p><p>Trying to take it will trigger a cutscene where the body falls to a lower level and you'll then be attacked. If you try to run you'll be attacked in the corridor and, given that you'll need to spend time around this area, it's best to face up and kill all the enemies. </p><p>In the room where you're initially attacked, the door that was originally blocked by a chair is also opened and you'll find some <strong>items</strong> in two yellow boxes when it's safe. Once you're done head down to the floor below you ignored previously. </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="DsuGHSx9Dief9D555ZjrHS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/DsuGHSx9Dief9D555ZjrHS.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: Frogwares)</span></figcaption></figure><p>On the lower floor you'll find another <strong>locked Staff Room door</strong>. Left of that is <strong>Room 202</strong> which is locked and <strong>Room 201 </strong>you can enter. Inside <strong>201</strong> you'll find the "<strong>Your Last Game" note</strong> on a body. Go through the other door into a room full of bodies. Directly on your right is the "<strong>Lost Letter - An Artefact" note</strong>. Directly behind you is a drawer with an <strong>item</strong> in it and a door to a toilet with a yellow box containing an <strong>item</strong>. </p><p>The big <strong>Silver Box</strong> you can't do anything with yet so leave by the other door you haven't used yet and follow the path around to find another room, with a "<strong>Lorelei's Request" note</strong> on a desk as you enter. There's also an <strong>item</strong> in a drawer to the left of the desk. </p><p>Opening the door in here will get you ambushed by a enemy so be prepared. Once they're dead, use the crack in the wall past the door you just opened to reach the next room where there's a giant hole in the floor. </p><p><strong>Unlock the door in here to make a shortcut to the blue corridor before you jump down.</strong></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="dsHby3XRSpHfoY23cmZmKS" name="sinking city 2 walkthrough" alt="sinking city 2 Staff Key" src="https://cdn.mos.cms.futurecdn.net/dsHby3XRSpHfoY23cmZmKS.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: Frogwares)</span></figcaption></figure><p><strong>When you jump down you'll be in the area next to the Safe Room</strong> you couldn't access before where the body landed, letting you pick up the <strong>Staff Key</strong>. There's another <strong>Silver Box</strong> you can't use yet and an <strong>item </strong>in the far corner in a drawer. </p><p>Go around past the reception desk towards the open door with the light spilling from it. Inside you'll find the "<strong>Baby One More Tide" note</strong> with a code clue, and an <strong>item </strong>in a drawer. Now head through the closed door into the kitchen and unlock the other door to get back to the <strong>Safe Room</strong>. </p><p>Now make your way up to the <strong>Staff Room</strong> on the top floor to find an <strong>item </strong>in a yellow box and a<strong> "Safe Code Letter" note</strong>. <strong>Join that to the "Baby One More Tide" note in Investigations to earn an upgrade point.</strong> You'll also now have all the clues that explain the safe combination you opened earlier. </p><p>Now head dawn a floor to the other <strong>Staff Room</strong> where you'll find an enemy waiting. Deal with them and you'll find an <strong>item </strong>in a cupboard, three <strong>Lorelei Tokens</strong> and a "<strong>Lorelei Chests" note </strong>that explain you need to <strong>use the tokens to open the silver chests you've been finding to get the keys for the Lorelei Lock in the basement.</strong> </p><p><strong>You can now connect this "Lorelei Chests" note to the Hotel Ledger and "Lorelei Lock" note to complete that investigation and get an upgrade point.</strong></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="fxn95MMa5xm4hkauxCrcGS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Lorelei Tokens" src="https://cdn.mos.cms.futurecdn.net/fxn95MMa5xm4hkauxCrcGS.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: Frogwares)</span></figcaption></figure><p>Now it's time to use the <strong>Lorelei Tokens </strong>on the<strong> Silver Boxes </strong>to get the <strong>Lorelei Keys</strong>. Because the <strong>Lorelei Lock </strong>is in the basement I'm going to work from the top down. There's going to be a lot of enemies reanimating while you do this so I'd recommend avoiding them as best you can, as you'll likely be short on supplies at this point and you'll probably need some bullets for a trap on one of the boxes. </p><p>The top floor <strong>Silver Box</strong> you can just open and grab the <strong>Lorelei Tokens</strong>. However the middle floor <strong>Silver Box </strong>will trigger a several traps where gramophone-like devices play sound that damages you, and you'll need to break them all to stop it. Some you can stomp on but a couple need to be shot. </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="LJvDjKW976qY6f7CHvwcES" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/LJvDjKW976qY6f7CHvwcES.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: Frogwares)</span></figcaption></figure><p><strong>There are three traps in the room with you and one behind the closed door to the toilet.</strong> Once this box is done go to the hole in the floor, where you dropped down to reach the body before, to get to the final <strong>Silver Box</strong>. Grab the <strong>Lorelei Tokens </strong>here and run around to the Safe Room before you're attacked.</p><p>Now head to the basement and use the keys to open the <strong>Lorelei Lock</strong>. Through the door you'll find some growths on the wall that explode if you get too close, so don't, and be able to examine a door to see a <strong>Ventilation Machine</strong>. </p><p>Avoid the growths and move to the end of the corridor where you'll find a "<strong>Ventilation System Schematic" note</strong> and a white door you can head though. Follow the corridor, avoid the growths and you'll be attacked when you see some machines, so deal with them and you'll finds <strong>Carruthers The Crook note</strong>. Past that is a locker with an <strong>item</strong> in and door leading to the <strong>Ventilation Pump Room</strong>. </p><p>Inside the pump room you'll find a "<strong>Mustard Gas" note</strong>, a yellow <strong>item </strong>box, a locker with an <strong>item</strong> in and the <strong>Minuteman Submachine Gun</strong>. Grab all that first before you touch the pump. </p><h3 class="article-body__section" id="section-ventilation-pump-puzzle-solution"><span>Ventilation Pump puzzle solution </span></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="ZUDQkqeAFCH6ruQZZJgfDS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Ventilation Pump puzzle solution" src="https://cdn.mos.cms.futurecdn.net/ZUDQkqeAFCH6ruQZZJgfDS.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: Frogwares)</span></figcaption></figure><p><strong>The Ventilation Pump Puzzle solution needs you to position four arrows to certain marks by pressing buttons, with the lever switching the buttons between moving things up or down.</strong> </p><p>The third button just moves the fourth arrow on its own, so just press that button while the lever is set to blue blue to get it in position. However, button one moves arrow one <em>and </em>two up and down, while button two moves arrows three <em>and </em>four up and down. </p><p>To get them all in position you'll need to use the lever to switch between up and down while using button two to move arrow two and three up, and using button one to pull arrow one and two down again. You're aiming to get arrow three in position while two is one notch below so that pressing button one in the up configuration will then move the final arrows into the correct position. </p><p><strong>From the starting configuration Ventilation Pump Puzzle solution is this: </strong></p><ol class="recipe-instruction-list" class="recipe-instruction-list" start="1"><li>With the lever set to blue press the third button to move the forth arrow <strong>up</strong>, onto its mark.</li><li>With the lever still set to blue press the middle button so that second and third arrows move <strong>up </strong>to the top - placing the third arrow on its mark and the second above it.</li><li>Set the lever to red and press the first button to move the second <strong>down </strong>arrow so it's one notch below its mark (the first arrow won't move as it's as far down as it goes).</li><li>Set the lever to blue and press the first button to move the first and second arrows <strong>up </strong>position.</li></ol><p>When the pump activates the gas will clear and you can now move ahead to reach an elevator but before you use it<strong> head back out the Lorelei Lock door to find a previously gas filled doorway now clear</strong>. </p><p>You'll find a door you can't open to Linen Storage, so keep going until you reach a wine cellar with a crack in the wall (you'll be attacked along the way). The crack will get you inside the Linen Storage where there are several yellow <strong>item </strong>boxes and other resources, making this a valuable detour. You will be attacked again on the way out but you can just dodge past and run back to the lift. </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="zdCQiLCaiDEQohJRFX5kAS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/zdCQiLCaiDEQohJRFX5kAS.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: Frogwares)</span></figcaption></figure><p><em>Now </em>take the lift up and release <strong>Lorelei</strong>. She will now move incredibly slowly to the boat while a variety of enemies attack you. <strong>You'll need to find and pull sparking levers around the room to keep her moving. </strong>Fortunately, the yellow <strong>item </strong>boxes here keep refilling so you can top up as you run about. </p><p><strong>You don't need to kill everyone yet, just kite them around until you see a sparking lever with a red light to pull. </strong>Keep grabbing <strong>item </strong>boxes as you pass them.<strong> </strong></p><p><strong>When Lorelei reaches the water a boss will appear who you </strong><em><strong>will </strong></em><strong>have to kill. </strong>Hit their pulsating weak points to knock them to the ground and then shoot/stomp the eggs on their back to kill them. When they're dead the boxes will stop respawning but you will get one last go on them, so sweep the room to grab what you can before you leave via the door that appears. </p><p>Once you have <strong>Lorelei </strong>in the boat (use the handle with a bow over it nearby to lower her in) you'll get a new sub-objective to Bring Lorelei to Corentin. Do that and some cutscenes will play to end this section. </p><p>Now it's time for <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/"><strong>the Sinking City 2 Hospital walkthrough</strong></a><strong>. </strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-walkthrough/</link>
                                                                            <description>
                            <![CDATA[ Jump in your boat and reach Reach the Miskatonic Library Annex in our  first walkthrough for The Sinking City 2 ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 09:12:25 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 15:29:38 +0000</updated>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[sinking city 2 walkthrough]]></media:description>                                                            <media:text><![CDATA[sinking city 2 walkthrough]]></media:text>
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                                <p>This Sinking City 2 walkthrough is a complete guide to the opening act of the game, starting with the objective to <strong>Reach the Miskatonic Library Annex </strong>and ending once you've saved the woman at the Devil's Reef Hotel.<strong> </strong>It covers every code, puzzle and solution you need, as well as the best route to take. </p><p>This is a large open area that has you navigating between city locations via water to complete everything Once you've worked your way through this you'll need the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/">Sinking City 2 hospital walkthrough</a>, so let's get started. </p><p>Once the opening intro is over, you'll be able to walk through the apartment and collect some notes - <strong>Excerpt From The Dream Realm</strong> on one desk and <strong>About The Mask</strong> on the other. There's also a <strong>Final Warning! note</strong> in the kitchen and a <strong>Restricted Section Inventory note </strong>in the room with the painting. </p><p>There's a few other things to find here that fill out the story, but nothing essential, so take your time or carry on. It's up to you. </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="LQaWkiZysEFqBB5xbFKASg" name="sinking city 2 walkthrough" alt="how to Reach the Miskatonic Library Annex" src="https://cdn.mos.cms.futurecdn.net/LQaWkiZysEFqBB5xbFKASg.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Collect all the notes!</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PnUL4AKb8LzcV6ds5nSSQg" name="sinking city 2 investigations" caption="" alt="sinking city 2 investigations" src="https://cdn.mos.cms.futurecdn.net/PnUL4AKb8LzcV6ds5nSSQg.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">Some of the notes you collect will appear in the Investigations tab in your menus. <strong>When you join up related things with matching symbols and complete the group you'll earn upgrade points, so it is very worth doing.  </strong></p></div></div><p><strong>When you leave the flat you'll see the Miskatonic Library from the balcony.</strong> Now head down the fire escapes to a boat and travel until you reach a closed gate. Turn right to find a jetty you can dock at and a window with a white sheet you can climb in. Head through the building to find a bridge to the gate side.<br><br>If you try to open the gate now, it won't work and you'll see a <strong>Fuse Box</strong> to the left and the message that you don't have any items, so move on to your first <strong>Safe Room</strong> where you can save, store items and unlock abilities. Leave the safe room when you're done via the other door and go down the stairs into a shop with a <strong>Gate Switchboard note</strong> on the counter saying you need to head across the street to find <strong>Fuses</strong> in another shop. Place this in your Investigation space when the prompt tells you.</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="EzR6kxGpsABjGH2obfwfRg" name="sinking city 2 walkthrough" alt="allen radio store" src="https://cdn.mos.cms.futurecdn.net/EzR6kxGpsABjGH2obfwfRg.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: Frogwares)</span></figcaption></figure><p>Head outside and you'll see the <strong>Allen Radio Store</strong>. Make a note of the 'Est 1908' bit, for later. You can't get in but trying will show you the <strong>Fuses</strong> you need. Leave them for now and instead head around the large hole in the road to reach an open white door.</p><div  class="fancy-box"><div class="fancy_box-title">Finding ammo, health and items in Sinking City 2</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pfg2sK4pAb3C2vDtfGjZJg" name="sinking city 2 items and ammo" caption="" alt="sinking city 2 items and ammo" src="https://cdn.mos.cms.futurecdn.net/Pfg2sK4pAb3C2vDtfGjZJg.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">You'll find a range of items like ammo and health scattered around, as well as inside things like yellow boxes, drawers, cupboards and lockers. <strong>Generally the game gives you things you need, meaning they aren't set and different each playthrough. </strong></p></div></div><p><strong>Immediately inside you'll see an office on the right with a Map on the wall so grab that. </strong>There will be an <strong>item</strong> in the draw behind you.</p><p><strong>Then head up the stairs and into Apartment 5</strong> where you'll find a <strong>Safe</strong> with a <strong>To Martin note</strong> saying the combination is 'my proudest, most miraculous moment'. Technically the clue for this comes later but you can also just solve it now.</p><h3 class="article-body__section" id="section-how-to-open-the-safe-in-apartment-5"><span>How to open the Safe in Apartment 5 </span></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="oUAgSzsrbhG592GL7cuyPg" name="sinking city 2 walkthrough" alt="sinking city 2 apartment 5 safe code" src="https://cdn.mos.cms.futurecdn.net/oUAgSzsrbhG592GL7cuyPg.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: Frogwares)</span></figcaption></figure><p><strong>The safe combination for Apartment 5 is 1908, the year the radio shop was established.</strong> You'll find in a note in the Radio Shop later but you can also just use it now to get some items. At this point some enemies appear but you can run away.</p><p><strong>Now head into Apartment 6</strong> where you'll find a hole into the room below. There's an <strong>item</strong> in the cupboard and a <strong>Gate Fuses and Wire note</strong> on a desk -<strong> connect that to the Gate Switchboard note in your Investigation space earn your first upgrade point</strong> and then pull the bolt on the white door to open a shortcut to the entrance you used to get in. Now head through the hole in the wall to reach the shop.</p><p>Once inside, grab the <strong>item</strong> in the yellow box, then head to the till and <strong>grab the "From a Sister" note and connect it to Martin in the Investigation space to complete it and get an upgrade point. </strong>When you grab the <strong>Fuses</strong> an enemy will appear near you and you'll have your first fight. Shoot the glowing parts for extra damage.</p><p>Once the enemy is dead, push the shelves blocking the door away to get out and deal with more enemies or, better, run away. <strong>Generally you get nothing for defeating monsters, so only do it you need to.</strong> If you haven't opened the <strong>Safe</strong> at this point go back to Apartment 5 where the safe is and use the 'proudest moment' as the combination - the date the store was established - 1908. </p><h3 class="article-body__section" id="section-how-to-solve-the-gate-fuse-box-puzzle"><span>How to solve the Gate Fuse Box puzzle</span></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="FJuF6BxFWto44ThS75gXRg" name="sinking city 2 walkthrough" alt="the Gate Fuse Box puzzle solution in sinking city 2" src="https://cdn.mos.cms.futurecdn.net/FJuF6BxFWto44ThS75gXRg.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: Frogwares)</span></figcaption></figure><p>Head back to the<strong> Gate Fuse Box</strong> and use the <strong>Fuses</strong> to connect the wires. Because there are different configurations you'll need to rotate some of the <strong>Fuses</strong>. <strong>This is the the Gate Fuse Box puzzle solution:</strong></p><ul class="recipe-instruction-list"><li><strong>Straight fuse: </strong>Join the two blue wires</li><li><strong>T-shaped Fuse: </strong>Join the three yellow and green wires</li><li><strong>Right-angle fuse: </strong>Join the two red and orange wires</li></ul><p><strong>Remember to 'validate' it once you're done or it won't work. </strong>Now pull the lever to open the gate. </p><p>Head back to the boat, dodging past the enemy that appears, and carry on until there's an explosion behind another gate. Dock on the jetty to the left and grab an <strong>item</strong> and the "<strong>Lost Letters - Death Awaits" note</strong> just to the right of the stairs , before heading into the building with a hole in it. </p><p>As you head up the stairs inside you'll trigger a chase, so run through the building until you jump and you'll be able to open the gate and carry on through it.</p><p>Travel a short distance until you reach another jetty, dock the boat and head towards the building, where you'll trigger a cutscene that ends this section. </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="6BE5XYaciHtCFfqBMuyii4" name="sinking city 2 walkthough" alt="Find the Ritual Book in the Annex" src="https://cdn.mos.cms.futurecdn.net/6BE5XYaciHtCFfqBMuyii4.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: Frogwares)</span></figcaption></figure><p><strong>Once docked, head towards the building and wait for the cutscene to play out. </strong>Then move on, getting an <strong>item</strong> from some drawers on the right by the 'Silence' noticeboard before heading through the door, and then through another door by the windows where you'll see the map in front of you. Behind you'll find an <strong>Emergency Relief Crate, or ERC</strong>, that you won't have a key for yet. </p><p>Leave the room via the partially-opened door into a corridor with a body hanging ahead of you. Head towards the body and, when you can, turn left to find a <strong>Lost Letters - Dominion note</strong> on a bench next to another body. </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="iJ97vVV3KPpRp58kkEu2LH" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/iJ97vVV3KPpRp58kkEu2LH.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: Frogwares)</span></figcaption></figure><p>Turn right from the bench, look for another large Silence notice and go through the door next to it. You'll see a creature run away, which is a problem for another time . Read the blackboard for the "<strong>Manifesto" Note</strong> and open the cupboard for an <strong>item</strong>. </p><p><strong>Go back out and follow the room left to reach the Restroom</strong>, go in and then through the red lit hole in the wall. You'll be attacked by an enemy, so kill them and then grab an <strong>item</strong> from the drawer at the back of the room, before you head out the other door into the main library annex. </p><p>There's an <strong>item</strong> in a drawer by the Gas Can. In the far right corner near the ramp up you'll find a door you can unbolt for shortcut back to the way in, while on a desk to the right just before the ramp you'll find the "<strong>Internal Memorandum" note</strong> and an <strong>item</strong> in a nearby cupboard. </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="wz6Jz9fw67YrS2bSnUbNUH" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/wz6Jz9fw67YrS2bSnUbNUH.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: Frogwares)</span></figcaption></figure><p><strong>Head up the ramp and follow the path to the back of the room where you'll find a handle you can turn</strong>. You'll be jumped by the creature you saw earlier and dropped back down to the floor below and attacked by more enemies. Now's a good time to use that Gas Can to take out multiple enemies at one. </p><p>Once the area is cleared go up the ramp again where you might be attacked by any leftovers. When everything is dead head to the back to find an <strong>item</strong> in some drawers. <strong>Now turn the second handle in the new area you've uncovered, and then turn the first wheel again to access the path you've just cleared to the Restricted Section. </strong></p><p>Go inside the Restricted Section and <strong>take the impossible to miss glowing red evil book</strong> to trigger a cutscene. Once that's done you'll hear some screaming and get a new objective. </p><h3 class="article-body__section" id="section-find-the-source-of-the-noise"><span>Find the Source of the Noise</span></h3><p>Push the drawers aside to open a new door and keep going past some red painted doors until you reach a lit, partially open door. Go through to trigger a cutscene and meet Corentin. </p><h2 class="article-body__section" id="section-save-the-woman-at-the-devil-s-reef-hotel"><span>Save the Woman at the Devil's Reef Hotel</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="cSdZBy7LPUYDFZzEcWcMTH" name="sinking city 2 walkthrough" alt="Save the Woman at the Devil's Reef Hotel" src="https://cdn.mos.cms.futurecdn.net/cSdZBy7LPUYDFZzEcWcMTH.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">ERC Crates</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ojxqdLgVg2DYAf8KTXbyQH" name="sinking city 2 walkthrough" caption="" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/ojxqdLgVg2DYAf8KTXbyQH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">ERC crates nearly always have useful items like weapon or inventory upgrades so you should always try and open on once you have the ERC Pen to do so. You'll nearly always find the crate early on in an area, and then it's just a matter of time to find the key.</p></div></div><p>Head past Corentin to find a <strong>Safe Room</strong> and an "<strong>ERC User Manual" note </strong>nearby with an <strong>ERC Activator Pen,</strong> which acts as a key. Unlock the other door and <strong>head back to the ERC Crates with the pen (now you have it) to get the Voss Compensator, which will make fully-focused shots slow enemies. </strong>It's probably best to deal with some of enemies you'll encounter now or they can easily bunch up on you. </p><p>Once you have the part, head back to the safe room and out the other exit to Corentin's boat, grabbing the <strong>item</strong> in a yellow box by the stairs. </p><p><strong>The path on the boat looks like it diverges, but it's just a square, so either direction will eventually take you to a Church and the sub-objective to Open the Floodgate just beyond it. </strong></p><h3 class="article-body__section" id="section-open-the-floodgate"><span>Open the Floodgate</span></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="485w8ig8RnRzdNxuengNaH" name="sinking city 2 walkthrough" alt="sinking city 2 floodgate and church" src="https://cdn.mos.cms.futurecdn.net/485w8ig8RnRzdNxuengNaH.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: Frogwares)</span></figcaption></figure><p>Dock at the church and grab the <strong>item</strong> in the yellow box immediately on your left and the <strong>Night Ore</strong> near the body right in front of you. When the time comes this is how you recharge the Nightshade Mask you took at the start, which can revive you when you die. There's also "<strong>A Balm for Flash and Relic" note</strong> that explains the ore. </p><div class="product"><a data-dimension112="e218600a-9ae4-11f1-9f86-effa9a5e1b67" data-action="Deal Block" data-label="Night Ore" data-dimension48="Night Ore" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="CDyuBCzdnkNhQMSaBHGkka" name="Sinking City Night ore" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/CDyuBCzdnkNhQMSaBHGkka.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>Night Ore charges the Nightshade mask, giving you one revive if you die. You can craft it with the right resources but generally it won't take long to find some in the world if you need it. Use it in the inventory to charge the mask. </p></div><p>Head to the Church, avoiding the traps so that A) they don't hurt you and B) you can use them on enemies later. </p><p>Go past the white door when you reach it, as it's locked. If you take the left turn you'll find an <strong>Obelisk</strong> to note for later. Head right instead where you'll find a flooded area.</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="iwTF4JDccMYitcWzou8bzS" name="sinking city 2 walkthrough" alt="sinking city 2 church area" src="https://cdn.mos.cms.futurecdn.net/iwTF4JDccMYitcWzou8bzS.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: Frogwares)</span></figcaption></figure><p>Take the left turn in the water and you'll find a "<strong>Stained Note"</strong> that mentions a <strong>Trident</strong> and a <strong>Dagger</strong>, plus an <strong>item</strong> in a yellow box. </p><p>Take the turn to the right and you'll go past a <strong>locked Graveyard Gate</strong> and find your way to a statue covered in red vines, where you'll<strong> find the Church Key</strong> near a body. There are a lot of enemies here, so <strong>use the traps and the Gas Can to help take them out. </strong>There are also two yellow item boxes near the Statue with <strong>items</strong> in, and a <strong>Star Locked Door</strong> you can't do anything with yet. </p><p><strong>Take the Church Key to the white door.</strong> Inside you'll find the a<strong> "Call Upon Believers" note</strong> on the altar, and "<strong>Origins of the Redemption Church" note </strong>at the back near a ladder. There's also an <strong>item</strong> in the cupboard in the corner and, up the ladder, you'll find a <strong>Radio</strong> you can listen to and another<strong> Star Door.</strong></p><div  class="fancy-box"><div class="fancy_box-title">Dream Essence explained</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FVG4HoKyM3rCpcsNu22LxS" name="sinking city 2 Dream Essence" caption="" alt="sinking city 2 Dream Essence" src="https://cdn.mos.cms.futurecdn.net/FVG4HoKyM3rCpcsNu22LxS.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">Dream Essence is essentially XP, giving you upgrade points you can use to unlock talents. The main way you'll get it is from joining up investigations, which is why it's important to hoover up every note you can find. You'll also get it as rewards here and there for puzzles.</p></div></div><p>Now head into the <strong>Safe Room,</strong> where you'll find the "<strong>Look for Dream Essence!" note</strong> and some <strong>Dream Essence</strong> you can now use to upgrade Talents at the Talent Table. You can only equip one for now, so I'd recommend either Carapace of the Damned to reduce damage, or Profane Reload to reload quicker. </p><p>Head out the other door into a new area. Get the <strong>item</strong> in a yellow box on the coffins, then head past the big statue to the <strong>Gate Lever</strong>. However, <strong>the Gate Lever has a combination lock on it and there's a "Floodgate Lock" note by a body explaining the combination is the year of the bell.</strong></p><h3 class="article-body__section" id="section-the-floodgate-lock-combination"><span>The Floodgate Lock combination  </span></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="pGhYHD95DdTEbkdH8X3HsS" name="sinking city 2 walkthrough" alt="sinking city 2 Floodgate Lock combination" src="https://cdn.mos.cms.futurecdn.net/pGhYHD95DdTEbkdH8X3HsS.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: Frogwares)</span></figcaption></figure><p><strong>The Floodgate lock can be opened with the code 1672.</strong></p><p>The "Floodgate" Lock note explains the combination is the year of the bell, and while the "Origins of the Redemption Church" note you found earlier says the church was founded in 1667, the "Report on the Bell" note you'll find later says 'it took another half decade to craft and install the bell'. This gives you the combination 1672. </p><p>You can open the gate now, but there's a lot more to do at the Church before you go,<strong> DON'T LEAVE YET.</strong></p><p><strong>Grab the Star Key on the body</strong> and the <strong>item</strong> in the yellow box. Leave and you'll be attacked by a couple of enemies. </p><p><strong>Use the Star Key to open the Star Door above the ladder in the church, </strong>where you'll find and take the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-trident-obelisk-puzzle-solution/"><strong>Trident</strong> </a>and a "<strong>Report on the Bell" note</strong> that says 'it took another half decade to craft and install the bell. This finally gives you the Floodgate Lock combination: 1672, as I mentioned earlier.</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="dcW6MkNfyZvcVhqGckBAvS" name="sinking city 2 walkthrough" alt="sinking city 2 star key" src="https://cdn.mos.cms.futurecdn.net/dcW6MkNfyZvcVhqGckBAvS.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: Frogwares)</span></figcaption></figure><p><strong>Link the "Origins of the Redemption Church" note to the "Floodgate Lock" note and the "Report on the Bell" note in Investigations to complete it and get an upgrade point. </strong></p><p>Go into the <strong>Safe Room</strong>, out the other side and around the corner where you'll find a "<strong>Lost Letters - The Conduit" note</strong> and an <strong>item</strong> near a red vine-covered wall. Follow the building around past an open window, where you'll be jumped by two enemies. Deal with them and you'll have opened up a shortcut back to the <strong>Obelisk</strong>. There's also an <strong>item</strong> in a yellow box. Now go back to the window you can climb in where you'll find a "<strong>Notes on the Path" note, an ERC pen</strong> and you can also unlock the door for a shortcut back to the Church. </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="kMCbFpSpkbUvsoHwrcGRqS" name="sinking city 2 walkthrough" alt="sinking city 2 star lock" src="https://cdn.mos.cms.futurecdn.net/kMCbFpSpkbUvsoHwrcGRqS.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: Frogwares)</span></figcaption></figure><p><strong>Now go back to the Star lock in the Graveyard and open it to get the ERC crate for an inventory upgrade,</strong> grab the <strong>Printing Plate C</strong> for later, and a <strong>First Vision Note</strong> and a "<strong>Letter to Boss" note.</strong> </p><p><strong>Go to Investigations to link the "The First Vision" note with the "A Call Upon Believers" note and the "Notes on the Path" note for an upgrade point.</strong> An enemy will appear when you leave but you can run past and get back to the church and the Obelisk.</p><div class="product"><a data-dimension112="e2186596-9ae4-11f1-a3c9-fb25832c594f" data-action="Deal Block" data-label="printing press" data-dimension48="printing press" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="cgcZtxs5yfRegPEgeknjkj" name="Sinking City 2 Printing Plate" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/cgcZtxs5yfRegPEgeknjkj.jpg" mos="" align="middle" fullscreen="" width="800" height="800" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p>Printing Plate C is the first of three plates you'll find in the next few areas. When you have them all, you can take them to a <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-printing-press/" data-dimension112="e2186596-9ae4-11f1-a3c9-fb25832c594f" data-action="Deal Block" data-label="printing press" data-dimension48="printing press" data-dimension25="">printing press</a> to get one of two upgrades - either a melee stock for the shotgun or some Dream Essence. This is a completely optional side quest.</p></div><h3 class="article-body__section" id="section-how-to-solve-the-obelisk-puzzle-at-the-church"><span>How to solve the Obelisk puzzle at the church</span></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="iQYUm8GE69ECkbVAYXXanS" name="sinking city 2 walkthrough" alt="sinking city 2 Obelisk puzzle solution" src="https://cdn.mos.cms.futurecdn.net/iQYUm8GE69ECkbVAYXXanS.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: Frogwares)</span></figcaption></figure><p><strong>This is the Obelisk puzzle solution, showing all the correct symbols. </strong>This comes from using the "<strong>Call Upon Believers" note</strong> which lists gods 'from the depth to the heights', while the <strong>First Vision note</strong> lists their symbols, giving you this: </p><ul><li><strong>Cthylla: </strong>Splayed Womb</li><li><strong>Gyrh: </strong>Spearhead</li><li><strong>Tsog-Nar: </strong>Crooked Cross</li><li><strong>Yig: </strong>Serpent Form</li></ul><p><strong>With that info you need to rotate the Obelisk symbols to display these symbols in order starting from the </strong><em><strong>bottom</strong></em><strong> (the depths) and moving to the top (the heights). </strong></p><p>When you get it right the <strong>Obelisk</strong> will start crackling and lightening will keep striking every few seconds, so get out the way. Each time the lightning hits, one of the <strong>Trident</strong> tips will light up, so wait for that while dodging or dealing with the enemies as you do. <strong>When all three tips are lit, grab the Trident between blasts to end the process. </strong></p><p><strong>Take this charged Trident back to the room you found it in and place it back on the stand. </strong>This will transport you to another dimension where you'll find the church full of statues worshipping a star-shaped god. <strong>Head to the altar, picking up the Dagger on the way, and place it in the altar slot.</strong> This will take you down to a basement where you'll have a small boss fight. When that's over there will be two pieces of <strong>Dream Essence</strong> on the alter when you go back up. </p><p><strong>Now you can use the Floodgate combination 1672 to open the gate if you haven't already. </strong>You'll be attacked but you can just dodge past everyone and get back to the boat. Follow the water until you reach a whale and the new objective 'Move the Whale'.</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="Fs35VRCfura5czZLTLYC8n" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough Move the Whale" src="https://cdn.mos.cms.futurecdn.net/Fs35VRCfura5czZLTLYC8n.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: Frogwares)</span></figcaption></figure><p>Dock by the whale and move on to find a ladder up to some crane controls that aren't working yet. <strong>Follow the platform around where you'll see an engine that's missing gasoline and a gear. </strong>Interact with it to get the sub-objectives to fix the crane, and to find gasoline and a gear. </p><p>A creature will appear and smash a hole in the Saloon door you just passed, but before you go in keep going around the corner to get an <strong>item </strong>from a yellow box. </p><p>Head into the Saloon and pick up the<strong> "Soggy Note" </strong>and the <strong>Graveyard Key</strong>. There's also a Shotgun you can't reach yet and an <strong>item </strong>box on the far right as you go in. <strong>Go into Investigations and join the "Soggy Note" and the "Broken Crane" note for an upgrade point.</strong> </p><p>Head inside the <strong>Safe Room</strong> where's there's an <strong>item</strong> in a yellow box then head out the other door to get the <strong>Shotgun</strong>, listen to the <strong>Radio</strong> and then go back the way you came. </p><p><em>At this point you have choice: </em><em><strong>the Gear is at a Printing House, reached via the Church using the Graveyard Key, while the</strong></em><em> </em><em><strong>gasoline is ahead in the Fire Station</strong></em><em>. You can do them in any order. However, you'll get a </em><em><strong>Printing Plate </strong></em><em>from each location, which you can use back at the Printing House, when you have all three, for an upgrade. </em></p><p><em>I'm going to do the Printing House first and then the Fire Station, because at that point you can continue the story with no more backtracking. However, it's worth doubling back to the Printing House then to collect a useful upgrade. </em></p><h3 class="article-body__section" id="section-how-to-get-the-gear-in-sinking-city-2"><span>How to get the gear in Sinking City 2</span></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="YoZ6TKbPeQCWcPEcAz6npm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough where to get the gear" src="https://cdn.mos.cms.futurecdn.net/YoZ6TKbPeQCWcPEcAz6npm.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: Frogwares)</span></figcaption></figure><p><strong>Head back to the Church and use the key at the locked gate in the Graveyard.</strong> Follow the path through a bus where you'll be attacked as you pass through. Take a left out of the bus to find two yellow <strong>item</strong> boxes on the back of a truck, then go back the other way and up the ramp. </p><p>Ignore the first turn up to find a yellow <strong>item</strong> box head, and then go back and up. Keep going until you duck under a hole and follow a fire escape to get inside a building. You'll fall through the floor as soon as you do.</p><p>Inside that room you fall into, you'll find a yellow <strong>item</strong> box and an <strong>ECR crate</strong>. Follow the room round, grabbing some <strong>items</strong> from a blue drawer near a white door, where you can see a <strong>Gear</strong> if you look through.  </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="LKhcP34gcGxEYBGFELkywm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough gear location" src="https://cdn.mos.cms.futurecdn.net/LKhcP34gcGxEYBGFELkywm.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: Frogwares)</span></figcaption></figure><p>Keep going until you enter a large flooded room and see something move in the distance. There's a <strong>item</strong> in some blue drawers in the far right corner and <strong>a door on the right to the room where you saw the Gear with a knob marked APH that you can't open yet. </strong>To the left are some stairs that lead up to a locked door and a hole in the wall. </p><p>Head through the hole where you'll see something moving again. You'll be attacked by two enemies as soon as you start heading forward so take them out. There's another enemy around the corner before some stairs but before you take the stairs check the other side for an <strong>item</strong> in a yellow box. </p><p>As you head up the stairs you'll find a room on your right. Inside is the "<strong>Adventure Awaits for Arkham's Academics" note</strong> and a yellow box with an <strong>item</strong> inside. There's also<strong> a locked gate marked APH again</strong>. </p><p>Leave that for now and head up until you reach a window you can climb in. Inside there's a "<strong>Lost Letters - Staying With You" note</strong> and an <strong>item</strong> in a drawer in the next room, with an enemy. You'll also find a<strong> Printing Plate A</strong> on a desk and an "<strong>Incident During Study" note</strong> that explains the last plate is in a head librarian's apartment near the <strong>Fire Dept.</strong> </p><p>Once you have everything, head out the other window and down a blue pipe. At the end of the blue pipe you can head up to find an <strong>item</strong> and then back down and across to reach the next room. </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="kqqZagqapAPjaDxCLQBY7n" name="Sinking City 2 walkthrough" alt="Sinking City 2 Printing house route" src="https://cdn.mos.cms.futurecdn.net/kqqZagqapAPjaDxCLQBY7n.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: Frogwares)</span></figcaption></figure><p>The new room is actually where you first came in, before you fell through the floor, only with the hole now covered up. Inside you'll find the "<strong>Floodwaters Rise!" note</strong> on the desk and an <strong>item</strong> directly behind you after that. In front of the desk you'll find some <strong>items </strong>in some more drawers and a door you can unlock for a shortcut back to the large flooded room from before. </p><p>Through the white door you'll find an <strong>item </strong>in a cupboard, something in some drawers, a save room<strong> and the APH key on the wall</strong>. Taking that will cause a secret room to open.<strong> Inside you'll find a printing table where you can place the two printing tablets you currently have. </strong></p><p>The window will take you back out to the bus and the way you came out but ignore that for now and <strong>go through the door you unlocked to get back to the large flooded room from before.</strong> When you go back down there are new enemies that shoot at you from glowing holes in their face. Shoot the glowing holes at the brightest for the most damage. </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="zrU5yx9kUeEjzXZfvo3Mvm" name="Sinking City 2 walkthrough" alt="Sinking City 2 Gear room and APH door" src="https://cdn.mos.cms.futurecdn.net/zrU5yx9kUeEjzXZfvo3Mvm.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: Frogwares)</span></figcaption></figure><p>Deal with them, then <strong>head back to the Gear room and open it with the APH key to take it. </strong>When you leave a lot of enemies will appear, so run back up the stairs to the room you were just in. </p><p><strong>If you take the window out the way you originally reached this room you can drop a ladder back down to the gate that was also marked APH</strong> and <strong>use the key to open it.</strong> Inside you'll find an <strong>item</strong> in a yellow box and an <strong>ERC pen key</strong>.</p><p>At this point you can <strong>head back to the big flooded room to try and get the ERC crate for an Inventory Increase</strong>. I'd dodge and run as best you can to avoid a fight or you'll likely use up all your ammo and health. Whether you do that or not you can leave via the window in this room to get to a fire escape that will lead you back to the Church.</p><h3 class="article-body__section" id="section-how-to-get-gasoline-in-sinking-city-2"><span>How to get gasoline in Sinking City 2</span></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="mdnzCLKF2xw8PvuBAJtEum" name="Sinking City 2 walkthrough" alt="Sinking City 2 how to get the gasoline" src="https://cdn.mos.cms.futurecdn.net/mdnzCLKF2xw8PvuBAJtEum.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: Frogwares)</span></figcaption></figure><p><strong>Head out of the saloon towards the Fire Department and follow the path left. </strong>You'll be attacked by a Stygian once past the bus, and once that's dealt with then head up the stairs in the corner to find a 'Rescue Zone' and an <strong>item</strong> in a yellow box. You'll be attacked again by a Stygian on the way out. </p><p>Follow the path to the Fire Station entrance. There's an <strong>item</strong> in a yellow box by the red car (you'll be attacked by a Stygian) and a ladder you can't reach in the corner. Grab everything you can and and head through the white doors.</p><p>Inside there's an <strong>item</strong> in some blue drawers and another <strong>item</strong> in a yellow box hidden hidden around the side of the fire truck on the left and an item in the locker by the electrified floor. <strong>The gasoline is inside the room the electricity is blocking.</strong> Head up the stairs and grab two <strong>items</strong> from the lockers at the top. In the corner to the right of the lockers you'll <strong>find a switch you can pull to stop the alarm bell and electricity </strong>but don't do it yet, as it triggers a large attack. </p><p>There is also an <strong>ERC crate</strong> in this area and an <strong>item</strong> in a drawer on the other side of the room between some beds. <strong>When you're ready, pull the lever and then run into the middle of the room to use the fire pole to get down before the enemies overwhelm you. Run into the now </strong><em><strong>non</strong></em><strong>-Electrified room and grab the Fuel. </strong>An enemy will burst through the closed white door in the corner (there's an <strong>item </strong>in a drawer in the small space this opens up). </p><p>Get out of the fire station, as not only will more enemies attack you outside, but the ones inside will smash their way out as well. Run around the fire and back to the <strong>Safe Room</strong> in the Saloon. Save and get organised then run out and out the hole in the door.</p><p>Refuel the crane, fit the gear and use it - turn left first to find the big red claw (and open up a new path you'll use in a moment) then take the crane with the claw attached to the Whale to move it. </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="QUieHXNssMq8Qk346AK4sm" name="Sinking City 2 walkthrough" alt="Moving the whale in Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/QUieHXNssMq8Qk346AK4sm.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: Frogwares)</span></figcaption></figure><p><strong>If you want the final Printing Plate, you're now going to want to head back into the Fire Station area to access the ladder you can now reach after moving the claw. If you don't the upgrade that gives you you can just carry on to the hotel. </strong></p><p>If you want the Printing Plate, run and dodge your way to the ladder by the Fire Dept and grab the <strong>item</strong> in a yellow box before you head up. Deal with the enemy inside and on a desk you'll find <strong>Printing Plate B</strong> and the "<strong>About the Custom Red Franklin" note</strong> that explains the red printing press you placed the other plates in. We'll get to that later. </p><p><strong>Go into your Investigations to link the "Red Franklin" note with the "Incident During Study" and the "Letter to Boss" note to complete it and get a upgrade point. </strong>Another zombie will attack you. In the other room you'll find an <strong>item</strong> and an <strong>ERC pen</strong> for the crate in the Fire Dept. If you go back into the fire station at this point you'll an <strong>item</strong> and some <strong>Dream Essence upgrade points</strong> from it. </p><p>Now you have to final Printing Plate it's time to head back to the Printing House and the red press. This is entirely optional, but the upgrade is useful.  </p><h3 class="article-body__section" id="section-the-sinking-city-2-printing-press-puzzle-solution"><span>The Sinking City 2 Printing Press puzzle solution </span></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="7yrrPwpqkQefbsGqCkA28n" name="Sinking City 2 walkthrough" alt="Sinking City 2 Printing Press puzzle solution" src="https://cdn.mos.cms.futurecdn.net/7yrrPwpqkQefbsGqCkA28n.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: Frogwares)</span></figcaption></figure><p>When you get to the red Printing Press in the Print House, place the final Printing Plate and you're ready to solve the puzzle. </p><p><strong>You need to flip the plates until they're all silver or all gold, with each side unlocking a different reward when you use the press: </strong></p><ul><li><strong>Silver side</strong> - Two Dream essence</li><li><strong>Gold side</strong> - Cutter's Study Stock, which lets you shoot enemies in the back for more damage</li></ul><p><strong>You can only pick one, as the press breaks after you use it. </strong></p><p>Rotating any tile flips all the tiles above, below, left and right of it. You'll want to get them in a position where flipping the last one makes everything the color you want. </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="uidjuur8kjPGNT6ztgWczm" name="Sinking City 2 walkthrough" alt="Sinking City 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/uidjuur8kjPGNT6ztgWczm.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: Frogwares)</span></figcaption></figure><p><strong>The best way to solve the printing press puzzle is to get the </strong><em><strong>corners</strong></em><strong> to the color you want. </strong>That's fairly easy to do and, once you've done that, <strong>all you have to do is flip the middle one</strong> to get them all the same. </p><h4 class="article-body__section" id="section-what-s-the-best-printing-press-reward"><span>What's the best printing press reward? </span></h4><p>It doesn't feel like too much of a choice here - two <strong>Dream Essence</strong> upgrade points won't really change that much, but a shotgun with a backstab/sneak damage boost, while situational, will be useful through out the rest of the game. Whatever you choose, you'll be ambushed on the way out but you don't gain anything from fighting so dodge past and escape best you can.</p><p><strong>Once you've done the Printing Press you're done here so head to the Devil's Reef Hotel to carry on. </strong></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="ojfA9wRXJLuVBKt8MwyKYS" name="sinking city 2 walkthrough" alt="sinking city 2 Save the woman at the Devil's Reef Hotel" src="https://cdn.mos.cms.futurecdn.net/ojfA9wRXJLuVBKt8MwyKYS.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: Frogwares)</span></figcaption></figure><p><strong>Now head towards the Devil's Reef Hotel.</strong> You'll hit another floodgate so dock and head in through the open window, grabbing the <strong>item</strong> in the yellow box you pass. Head through the white door inside and then through another door into the ruined interior of the building.</p><p>There's a "<strong>Lost Letters - Meet Me At Dawn" note </strong>on the bed to the right, and an <strong>item</strong> in the pram just as you enter the large open area with the piano. The piano will fall in the water as you approach it and you'll be attacked by two Slither zombies. Once they're gone then grab the <strong>item </strong>from the drawer near the white door and head through it and up the stairs. </p><p>At the top of the stairs you'll be attacked by a Slither Zombie and Glowing Head that you'll need to deal with. Grab the <strong>item</strong> in the cupboard on the other side of the big hole, the "<strong>Gerda Lost Her Head" note </strong>through the door on the dresser with the big mirror and the <strong>item</strong> from the drawer next to it. </p><p>Now head back the way you came and out of the open window, where you can open the floodgate and kick down the ladder to reach your boat and finally go to the Devil's Reef.</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="5Z5ZAE7wA5w7o34TDhvzNS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Lorelei" src="https://cdn.mos.cms.futurecdn.net/5Z5ZAE7wA5w7o34TDhvzNS.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: Frogwares)</span></figcaption></figure><p><strong>Head through the hotel and up the stairs to find Lorelei.</strong> Go around the balcony to trigger a cutscene. Once she's explained everything, head through the nearby doorway and down the stairs to find a <strong>Safe Room,</strong> a <strong>Radio</strong> you can listen to, an <strong>item</strong> in a yellow box by a luggage trolley in the middle of the room, and a <strong>map</strong>. There's also a "<strong>Hotel Ledger" note</strong> by the map explaining where to find a <strong>Staff Key</strong> to access some <strong>Tokens</strong>. You can also unbolt the double doors to make a shortcut back to the boat.</p><p>Go into the <strong>Safe Room</strong> and do whatever you need to do, then head out the other door. Grab the <strong>items</strong> from the cupboard and the desk. If you take the door on the left you'll find some stairs down to the <strong>Lorelei Lock</strong> that needs three keys to open. The door on the right is locked for now. </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="PAAQhQcnJzYN9kvLSGKuMS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/PAAQhQcnJzYN9kvLSGKuMS.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: Frogwares)</span></figcaption></figure><p><strong>Once you're done, head back through the Safe Room and out, then up the red carpeted stairs to a blue corridor - ignore this first floor for now and keep going up the stairs again, where the door ahead will close as you approach.</strong></p><p>Open it and head inside. Here you'll find a <strong>Staff Room</strong> that needs a key, and a chest of drawers you can push away to access room 301 where you'll find a safe, a "<strong>Run For Your Life" note</strong>, as well as some <strong>items</strong> in a cupboard and a drawer. </p><h3 class="article-body__section" id="section-the-room-301-safe-code"><span>The Room 301 Safe code</span></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="ydVJzvSh8G9S56AcnoTKVS" name="sinking city 2 walkthrough" alt="The Room 301 Safe code in Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/ydVJzvSh8G9S56AcnoTKVS.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: Frogwares)</span></figcaption></figure><p><strong>The Room 301 safe combination is 2137, </strong>which you will find later from some notes but that should open it now and get you a <strong>Voss's Target Grip</strong> that will make perfectly timed shots deal more damage, as well as some ammo. Once the grip is equipped you'll see an extra marking on the crosshairs that will show the timing to deal more damage. </p><p>The combination comes from a "<strong>Safe Code Letter" note </strong>and <strong>a "Baby One More Tide" note </strong>you'll find later. They give you the<strong> </strong>clues that explain the safe combination from some song lyrics: </p><ul><li><strong>Spread my wings like a bat: </strong>2 (wings)</li><li><strong>Curl my tail in hate and spite: </strong>1 (tail<strong>)</strong></li><li><strong>Their octopus hearts beat in fear: </strong>3 (hearts)</li><li><strong>As the tide makes all sins clear: </strong>7 (deadly sins)</li></ul><p>Leave Room 301 and carry on to the end of the corridor, where you'll find a yellow box at the end of the room with a <strong>item</strong>. Head through the door next to this to find a hanging body with a <strong>key</strong> on it. </p><p>Trying to take it will trigger a cutscene where the body falls to a lower level and you'll then be attacked. If you try to run you'll be attacked in the corridor and, given that you'll need to spend time around this area, it's best to face up and kill all the enemies. </p><p>In the room where you're initially attacked, the door that was originally blocked by a chair is also opened and you'll find some <strong>items</strong> in two yellow boxes when it's safe. Once you're done head down to the floor below you ignored previously. </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="DsuGHSx9Dief9D555ZjrHS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/DsuGHSx9Dief9D555ZjrHS.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: Frogwares)</span></figcaption></figure><p>On the lower floor you'll find another <strong>locked Staff Room door</strong>. Left of that is <strong>Room 202</strong> which is locked and <strong>Room 201 </strong>you can enter. Inside <strong>201</strong> you'll find the "<strong>Your Last Game" note</strong> on a body. Go through the other door into a room full of bodies. Directly on your right is the "<strong>Lost Letter - An Artefact" note</strong>. Directly behind you is a drawer with an <strong>item</strong> in it and a door to a toilet with a yellow box containing an <strong>item</strong>. </p><p>The big <strong>Silver Box</strong> you can't do anything with yet so leave by the other door you haven't used yet and follow the path around to find another room, with a "<strong>Lorelei's Request" note</strong> on a desk as you enter. There's also an <strong>item</strong> in a drawer to the left of the desk. </p><p>Opening the door in here will get you ambushed by a enemy so be prepared. Once they're dead, use the crack in the wall past the door you just opened to reach the next room where there's a giant hole in the floor. </p><p><strong>Unlock the door in here to make a shortcut to the blue corridor before you jump down.</strong></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="dsHby3XRSpHfoY23cmZmKS" name="sinking city 2 walkthrough" alt="sinking city 2 Staff Key" src="https://cdn.mos.cms.futurecdn.net/dsHby3XRSpHfoY23cmZmKS.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: Frogwares)</span></figcaption></figure><p><strong>When you jump down you'll be in the area next to the Safe Room</strong> you couldn't access before where the body landed, letting you pick up the <strong>Staff Key</strong>. There's another <strong>Silver Box</strong> you can't use yet and an <strong>item </strong>in the far corner in a drawer. </p><p>Go around past the reception desk towards the open door with the light spilling from it. Inside you'll find the "<strong>Baby One More Tide" note</strong> with a code clue, and an <strong>item </strong>in a drawer. Now head through the closed door into the kitchen and unlock the other door to get back to the <strong>Safe Room</strong>. </p><p>Now make your way up to the <strong>Staff Room</strong> on the top floor to find an <strong>item </strong>in a yellow box and a<strong> "Safe Code Letter" note</strong>. <strong>Join that to the "Baby One More Tide" note in Investigations to earn an upgrade point.</strong> You'll also now have all the clues that explain the safe combination you opened earlier. </p><p>Now head dawn a floor to the other <strong>Staff Room</strong> where you'll find an enemy waiting. Deal with them and you'll find an <strong>item </strong>in a cupboard, three <strong>Lorelei Tokens</strong> and a "<strong>Lorelei Chests" note </strong>that explain you need to <strong>use the tokens to open the silver chests you've been finding to get the keys for the Lorelei Lock in the basement.</strong> </p><p><strong>You can now connect this "Lorelei Chests" note to the Hotel Ledger and "Lorelei Lock" note to complete that investigation and get an upgrade point.</strong></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="fxn95MMa5xm4hkauxCrcGS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Lorelei Tokens" src="https://cdn.mos.cms.futurecdn.net/fxn95MMa5xm4hkauxCrcGS.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: Frogwares)</span></figcaption></figure><p>Now it's time to use the <strong>Lorelei Tokens </strong>on the<strong> Silver Boxes </strong>to get the <strong>Lorelei Keys</strong>. Because the <strong>Lorelei Lock </strong>is in the basement I'm going to work from the top down. There's going to be a lot of enemies reanimating while you do this so I'd recommend avoiding them as best you can, as you'll likely be short on supplies at this point and you'll probably need some bullets for a trap on one of the boxes. </p><p>The top floor <strong>Silver Box</strong> you can just open and grab the <strong>Lorelei Tokens</strong>. However the middle floor <strong>Silver Box </strong>will trigger a several traps where gramophone-like devices play sound that damages you, and you'll need to break them all to stop it. Some you can stomp on but a couple need to be shot. </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="LJvDjKW976qY6f7CHvwcES" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/LJvDjKW976qY6f7CHvwcES.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: Frogwares)</span></figcaption></figure><p><strong>There are three traps in the room with you and one behind the closed door to the toilet.</strong> Once this box is done go to the hole in the floor, where you dropped down to reach the body before, to get to the final <strong>Silver Box</strong>. Grab the <strong>Lorelei Tokens </strong>here and run around to the Safe Room before you're attacked.</p><p>Now head to the basement and use the keys to open the <strong>Lorelei Lock</strong>. Through the door you'll find some growths on the wall that explode if you get too close, so don't, and be able to examine a door to see a <strong>Ventilation Machine</strong>. </p><p>Avoid the growths and move to the end of the corridor where you'll find a "<strong>Ventilation System Schematic" note</strong> and a white door you can head though. Follow the corridor, avoid the growths and you'll be attacked when you see some machines, so deal with them and you'll finds <strong>Carruthers The Crook note</strong>. Past that is a locker with an <strong>item</strong> in and door leading to the <strong>Ventilation Pump Room</strong>. </p><p>Inside the pump room you'll find a "<strong>Mustard Gas" note</strong>, a yellow <strong>item </strong>box, a locker with an <strong>item</strong> in and the <strong>Minuteman Submachine Gun</strong>. Grab all that first before you touch the pump. </p><h3 class="article-body__section" id="section-ventilation-pump-puzzle-solution"><span>Ventilation Pump puzzle solution </span></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="ZUDQkqeAFCH6ruQZZJgfDS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough Ventilation Pump puzzle solution" src="https://cdn.mos.cms.futurecdn.net/ZUDQkqeAFCH6ruQZZJgfDS.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: Frogwares)</span></figcaption></figure><p><strong>The Ventilation Pump Puzzle solution needs you to position four arrows to certain marks by pressing buttons, with the lever switching the buttons between moving things up or down.</strong> </p><p>The third button just moves the fourth arrow on its own, so just press that button while the lever is set to blue blue to get it in position. However, button one moves arrow one <em>and </em>two up and down, while button two moves arrows three <em>and </em>four up and down. </p><p>To get them all in position you'll need to use the lever to switch between up and down while using button two to move arrow two and three up, and using button one to pull arrow one and two down again. You're aiming to get arrow three in position while two is one notch below so that pressing button one in the up configuration will then move the final arrows into the correct position. </p><p><strong>From the starting configuration Ventilation Pump Puzzle solution is this: </strong></p><ol class="recipe-instruction-list" class="recipe-instruction-list" start="1"><li>With the lever set to blue press the third button to move the forth arrow <strong>up</strong>, onto its mark.</li><li>With the lever still set to blue press the middle button so that second and third arrows move <strong>up </strong>to the top - placing the third arrow on its mark and the second above it.</li><li>Set the lever to red and press the first button to move the second <strong>down </strong>arrow so it's one notch below its mark (the first arrow won't move as it's as far down as it goes).</li><li>Set the lever to blue and press the first button to move the first and second arrows <strong>up </strong>position.</li></ol><p>When the pump activates the gas will clear and you can now move ahead to reach an elevator but before you use it<strong> head back out the Lorelei Lock door to find a previously gas filled doorway now clear</strong>. </p><p>You'll find a door you can't open to Linen Storage, so keep going until you reach a wine cellar with a crack in the wall (you'll be attacked along the way). The crack will get you inside the Linen Storage where there are several yellow <strong>item </strong>boxes and other resources, making this a valuable detour. You will be attacked again on the way out but you can just dodge past and run back to the lift. </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="zdCQiLCaiDEQohJRFX5kAS" name="sinking city 2 walkthrough" alt="sinking city 2 walkthrough" src="https://cdn.mos.cms.futurecdn.net/zdCQiLCaiDEQohJRFX5kAS.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: Frogwares)</span></figcaption></figure><p><em>Now </em>take the lift up and release <strong>Lorelei</strong>. She will now move incredibly slowly to the boat while a variety of enemies attack you. <strong>You'll need to find and pull sparking levers around the room to keep her moving. </strong>Fortunately, the yellow <strong>item </strong>boxes here keep refilling so you can top up as you run about. </p><p><strong>You don't need to kill everyone yet, just kite them around until you see a sparking lever with a red light to pull. </strong>Keep grabbing <strong>item </strong>boxes as you pass them.<strong> </strong></p><p><strong>When Lorelei reaches the water a boss will appear who you </strong><em><strong>will </strong></em><strong>have to kill. </strong>Hit their pulsating weak points to knock them to the ground and then shoot/stomp the eggs on their back to kill them. When they're dead the boxes will stop respawning but you will get one last go on them, so sweep the room to grab what you can before you leave via the door that appears. </p><p>Once you have <strong>Lorelei </strong>in the boat (use the handle with a bow over it nearby to lower her in) you'll get a new sub-objective to Bring Lorelei to Corentin. Do that and some cutscenes will play to end this section. </p><p>Now it's time for <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-hospital-walkthrough/"><strong>the Sinking City 2 Hospital walkthrough</strong></a><strong>. </strong></p>
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                                                            <title><![CDATA[ The Sinking City 2 review: "A Lovecraftian fusion of Resident Evil and Silent Hill that boasts its own delightfully gruesome pleasures" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've unwisely let my inventory fill up, even as The Sinking City 2 bleeds my ammunition. I'm back-tracking, but the road back to the safe room is long, and more writhing, water-logged, bloated undead lunge at me through half-flooded spaces than were there previously. Before I can make it to safety and combine resources from my item box to concoct more ammunition or healing items, a new enemy type unceremoniously appears and throws me across the room. Screaming, I unload any remaining bullets into whichever part of its fishy skin looks to be a weak spot. The Sinking City 2 truly has the survival horror juice to be in conversation with modern Resident Evil and Silent Hill entries.</p><p>The Sinking City 2 is clearly influenced by both those horror series. At times, it feels like a love letter to iconic survival horror moments, and it wisely lifts some of their best features – from <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a>'s color-coded maps for the item-hungry, to an early section set in the flooded streets of Arkham that reminds me of wandering through <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a>'s urban early hours. Inventory management, safe rooms, and item boxes are present – including crafting recipes that share resources between ammo and health, meaning you have to make agonizing decisions about what you most need to press further into the unknown. Yet, The Sinking City 2 uses its Lovecraftian, cosmic horror theming to push beyond its contemporaries.</p><h2 id="sinking-feeling">Sinking feeling</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="hejfp5MtGNarwzakgVJxja" name="SS_The Sinking City 2_20260807110340_1080" alt="Calvin pilots his boat through flooded Arkham streets in The Sinking City 2, approaching a whale corpse and a half-sunken party boat" src="https://cdn.mos.cms.futurecdn.net/hejfp5MtGNarwzakgVJxja.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>August 18, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> In-house<br><strong>Publisher: </strong>Frogwares</p></div></div><p>So much of what makes the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games</u></a> great, after all – is the <em>not </em>knowing. It's what made <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-gives-you-its-best-gun-first-smartly-making-the-urge-to-horde-magnum-bullets-vital-for-the-whole-game/"><u>considering when to use the titular gun in Resident Evil Requiem such a thrill</u></a> in its early hours, after all. Yet, I'm now so familiar with Resident Evil and Silent Hill games that even in new entries I largely know what to expect.</p><p>The beauty of The Sinking City 2 on a first playthrough is that <em>I don't</em>, despite the familiar genre touchstones. This may be a sequel, but its predecessor was an open world detective game that mechanically shares very little with this one. In fact, for all of that game's neat ideas it was rather clunky – especially whenever it forced you into combat. While The Sinking City 2 has a respect for classic survival horror, it feels wonderfully modern to play, with reactive movement and solid gunplay that makes it easy to jump from other genre contemporaries to this – more of a Resident Evil 2 remake-like than a Resident Evil 2-like.</p><p>The set-up is simple. When <em>something</em> goes wrong during a dream ritual conducted by occultist partners and lovers Calvin Rafferty and Faye Bennett, only Cal wakes up. Searching for a cure for his slumbering love thrusts him into probing the dark corners of Arkham as it's gripped by a supernatural flood that brings horrors from the depths. The only non-evacuees sticking around, Cal included, have some serious issues.</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="W3kQy2QSRJfmg8yJLKiohY" name="SS_The Sinking City 2_20260806171848_1080" alt="Calvin and Faye have dinner in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/W3kQy2QSRJfmg8yJLKiohY.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: Frogwares)</span></figcaption></figure><p>Faye still has a strong presence on the story, and the pair's largely positive devotion to one another almost feels subversive for survival horror –  closer to Rick and Evelyn from the '90s Mummy than any relationship in Silent Hill. It also means that despite the cosmic weirdness haunting Arkham, Calvin is gung-ho and ready to accept whatever new threats appear with a sort of morbid curiosity. These bodies alive now? They alive now.</p><p>The Slither – a gross cross between big slugs and eels – power the many base zombie-ish foes Calvin will have to navigate through on his quest for forbidden knowledge. Worming their way into dead bodies, they re-animate them and then stumble, sprint, and tumble towards you, with even basic enemies able to cause devastating damage if you fall into their clutches.</p><p>Headshots are not the way forward here. Instead, once active, The Slither will form up as pus-filled mounds on flesh, meaning weak spots can appear on any part of an enemy. On normal difficulty, they twitch around enough where it can be quite hard to take out even a couple of Slither, let alone a group. This is a great mechanic for the most part, though at times waiting for a new pus boil to emerge can feel a bit artificially annoying. Plenty of moments throughout The Sinking City 2, ammo and health feels scarce enough to the point I have to seriously consider which enemies are worth blasting out of my way or simply trying to dodge my way around.</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="7be43PiALDpT6yqispCrta" name="SS_The Sinking City 2_20260806200659_1080" alt="A Slither Pawn approaches Calvin in The Sinking City 2 as he aims at it with a handgun" src="https://cdn.mos.cms.futurecdn.net/7be43PiALDpT6yqispCrta.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: Frogwares)</span></figcaption></figure><p>Because, even when felled, The Slither can keep coming. Even now, I don't fully understand how this works, but the wormy abominations that burst forth from a defeated enemy can dart across to a new corpse to animate, making some areas feel like slaughterhouses with how many Slither keep coming. A stomping melee attack can be used on enemies who fall to the ground (shooting their legs is always an option), but can also crush Slither, potentially stopping them from continuing to find new hosts.</p><p>But, there's also so many Slither writhing on the floor of some areas that the active ones can be hard to spot. Does crushing inactive Slither before enemies appear help at all, or is only the ones already in bodies that are a problem? Joyously, I don't know for sure, and while exploring some of The Sinking City 2's denser areas which have plenty of item-juggling back-tracking I was always delightfully on edge. I probably screamed more at this than playing <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 remake</u></a> or <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/"><u>Silent Hill f</u></a>. I wouldn't consider this better than either in totality – but good old fashioned survival horror squealing certainly means something.</p><h2 id="maze-runner">Maze runner</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="UTLUFyaxEZn4bf7wwFFEna" name="SS_The Sinking City 2_20260808160923_1080" alt="Calvin looks a door sealed by a strange device that has a screen with a woman's face on it in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/UTLUFyaxEZn4bf7wwFFEna.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: Frogwares)</span></figcaption></figure><p>The bulk of The Sinking City 2 revolves around exploring a sequence of big areas that pleasingly spiral into complicated spaces filled with themed keys, puzzles, and a large amount of optional upgrades to find. Some of these tip the fedora to its predecessor, a detective mind-map allowing you to pin clues obtained from written notes in order to suss out, say, how to activate a mysterious obelisk behind a church, or how a collection of stuffed fish relates to a safe code.</p><div><blockquote><p>The well-timed dialing up of pressure is wonderful.</p></blockquote></div><p>It's always worth going out of your way to fully explore each side-area and obtain upgrades, from precious inventory expansions to whole new weapons. But, they often involve well-designed moments of back-tracking.</p><p>Almost every moment spent retreading steps throws something new at you, from spooking you with exploding bulbs or lightly forcing you to re-navigate around new rubble, to new waves of enemies emerging that you'll likely want to duck past as you make one final sprint to nab your goodies from an area you know you can leave behind you once the deed is done. If there's nothing in the way, you can be sure there will be something on the way back. Rather than rote, the well-timed dialing up of pressure is wonderful, and often audacious enough to have solid horror impact rather than feel annoying.</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="TAM2JnbWvhZDRxz2YbTUEa" name="SS_The Sinking City 2_20260806193807_1080" alt="A map of Arkham streets in The Sinking City 2, centering on some apartments near a garrison" src="https://cdn.mos.cms.futurecdn.net/TAM2JnbWvhZDRxz2YbTUEa.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Real world</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Efs4TC5g8Fr6HBWuKgK5eZ" name="SS_The Sinking City 2_20260806171912_1080" caption="" alt="A close-up of Calvin Rafferty in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/Efs4TC5g8Fr6HBWuKgK5eZ.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">The main story might be somewhat lightweight, but Frogwares is clear about how the Russo-Ukrainian War has affected its studio. It casts additional light on some of its themes as I explore the Arkham ruins, and one moment in the hospital spotlights some harrowing real-world war experiences.</p></div></div><p>By the time you near the end of The Sinking City 2's largest areas in the middle of the game, each one teems with ridiculous threats snapping at your heels. I'd definitely recommend finding a difficulty where this works for you rather than gunning your way through (after all, that's what the many Resident Evil-like post-game unlocks can be used for – allowing unlimited ammo for certain weapons and the like).</p><p>The Sinking City 2's zones feel quite delineated, each spotlighting its own ideas <a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><u>more distinctly than I'd imagined during my early hours playing</u></a>. Cal's boat, used to navigate flooded streets throughout which he has to investigate small areas to raise floodgates, a mechanical nod to the first game, is only used in the very first area of the game. A later hospital, meanwhile, adds biopunk-style face locks to explore a different theme beyond just horrors from the deep. For the most part this works well, though areas can at times feel a bit divorced from what came before, and I'd like to have seen a bit more wrung out of some of these ideas – especially the boat. But, perhaps that's better than overstaying its welcome.</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="pa4QYh82EaskVb3Yo68LCa" name="SS_The Sinking City 2_20260808160157_1080" alt="Calvin looks at a body suspended in a red orb of energy in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/pa4QYh82EaskVb3Yo68LCa.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: Frogwares)</span></figcaption></figure><p>The Sinking City 2 works less well whenever it throws you into a mandatory gauntlet of enemies or a boss battle. These moments can feel deadly at first, but you quickly get used to cruising for constantly appearing item boxes for more resources and filling enemies with lead – and they almost take the sting out of the tail of some of these otherwise intimidating foes. I understand Frogwares wouldn't want to risk players softlocking like in <a href="https://www.gamesradar.com/uk/resident-evil-code-veronica/"><u>Resident Evil: Code Veronica</u></a>, but I wish there was a way for these narratively dangerous moments to feel as dangerous as the, well, regular bits where I'm huffing and puffing through hallways as monsters moan and gurgle down my neck.</p><p>They're not problems suffered by The Sinking City 2 alone, though. Most survival horror games struggle with power curves and sticking the landing. But, it's the terrific moments of unease that'll stick with me, nervously pushing through Arkham's ruins as I struggle to understand what Cal is even trying to survive. Considering I really did not like its predecessor's combat sections, I was nervous when Frogwares announced it was pivoting to full survival horror here. But, my dark dreams have been answered – despite the odd misstep The Sinking City 2 works phenomenally well, bursting with forbidden ideas that its survival horror contemporaries could do with learning from. I have a new favorite survival horror series to follow.</p><p>The Sinking City 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>Want more horror? Check out the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em> and the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> for more to keep you up at night!</em></p><h3 class="article-body__section" id="section-should-you-play-the-sinking-city-2"><span>Should you play The Sinking City 2?</span></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="VCa48qLtTX7Zgdq926Rq2o" name="SS_The Sinking City 2_20260811143453_1080" alt="Calvin aims his gun at strange starfish monsters in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VCa48qLtTX7Zgdq926Rq2o.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: Frogwares)</span></figcaption></figure><h4 class="article-body__section" id="section-play-it-if"><span>Play it if...</span></h4><p><strong>You love modern-style survival horror</strong></p><p>Definitely in conversation with recent Resident Evil and Silent Hill games, The Sinking City 2's dense maps filled with locks and puzzles feel great to work through in much the same way as the genre's latest and greatest.</p><p><strong>You're a cosmic horror fan</strong></p><p>While blasting back at the unknowable isn't 100% in-keeping with Lovecraft literature, the unsettling vibes of cosmic horror remain intact here. If you know your stuff, there's plenty of neat references to the lore throughout, as well as fresh twists.</p><h4 class="article-body__section" id="section-don-t-play-it-if"><span>Don't play it if…</span></h4><p><strong>You like detective games, not survival horror</strong></p><p>Considering its predecessor is all about open world detective work, you'd be forgiven for expecting that here. Instead, The Sinking City 2 centers on playing through a sequence of survival horror areas, with very light detective theming compared to the original.</p><p><strong>You don't like Lovecraftian-style, eldritch horror</strong></p><p>The Sinking City 2 has its own spin on Lovecraftian lore, but it still centers on unknowable, watery abominations from the deep. If slippery, watery slug things re-animating dead bodies doesn't vibe with you, this is unlikely to change your mind.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-the-first-game-and-other-frogwares-games"><span>How does The Sinking City 2 compare to the first game, and other Frogwares games?</span></h4><p>The Sinking City 2 gameplay is very different to The Sinking City and Frogwares' Sherlock Holmes games, but there are some similarities. Both this sequel and its predecessor, for instance, are set in cities dealing with a supernatural flood. But, while The Sinking City 2 has a detective theme for puzzle solving, it's only a side activity, and the bulk of the game revolves around traditional Resident Evil-style survival horror set within a sequence of levels.</p><p>With that said, this feels like the developer's most polished and confident work to date. The Sinking City 2 feeling different isn't a bad thing at all, but it's worth keeping in mind if you are looking for something more in-line with their previous titles.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-other-survival-horror-games"><span>How does The Sinking City 2 compare to other survival horror games?</span></h4><p>The Sinking City 2 has a lot of its own twists on survival horror that come through its Lovecraftian theme, but largely the game feels like a fusion of modern Resident Evil and Silent Hill games, close in action to Resident Evil 2 remake and Silent Hill 2 remake respectively. At times this feels a bit lower budget, but for the most part it stands strong against those other great games, as The Sinking City 2 is a slick game to play through.</p><p>With blue and red color coded rooms on the map with in-character annotations, limited inventory space, safe rooms, and item boxes, previous survival horror game knowledge will serve you well here. But, enough feels fresh that The Sinking City 2 doesn't feel like a genre retread, either.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/the-sinking-city-2-review/</link>
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                            <![CDATA[ Lovecraftian twists on survival horror work so well to deliver some unsettling, unexpected moments of terror ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ oscar.taylor-kent@futurenet.com (Oscar Taylor-Kent) ]]></author>                    <dc:creator><![CDATA[ Oscar Taylor-Kent ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tAGBsLp6arrjDpz7yUPZyX.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Games Editor Oscar Taylor-Kent brings his years of Official PlayStation Magazine and PLAY knowledge to the fore. A noted PS Vita apologist, he&#039;s also written for Edge, PC Gamer, SFX, Official Xbox Magazine, Kotaku, Waypoint, and more. When not dishing out deadly combos in Ninja Gaiden 4, he&#039;s a fan of platformers, RPGs, mysteries, and narrative games. A lover of retro games as well, he&#039;s always up for a quick evening speed through Sonic 3 &amp; Knuckles or yet another Jakathon through Naughty Dog&#039;s PS2 masterpieces.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:description>                                                            <media:text><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:text>
                                <media:title type="plain"><![CDATA[Calvin holds up his handgun near jarred brains in The Sinking City 2]]></media:title>
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                                <p>I've unwisely let my inventory fill up, even as The Sinking City 2 bleeds my ammunition. I'm back-tracking, but the road back to the safe room is long, and more writhing, water-logged, bloated undead lunge at me through half-flooded spaces than were there previously. Before I can make it to safety and combine resources from my item box to concoct more ammunition or healing items, a new enemy type unceremoniously appears and throws me across the room. Screaming, I unload any remaining bullets into whichever part of its fishy skin looks to be a weak spot. The Sinking City 2 truly has the survival horror juice to be in conversation with modern Resident Evil and Silent Hill entries.</p><p>The Sinking City 2 is clearly influenced by both those horror series. At times, it feels like a love letter to iconic survival horror moments, and it wisely lifts some of their best features – from <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a>'s color-coded maps for the item-hungry, to an early section set in the flooded streets of Arkham that reminds me of wandering through <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a>'s urban early hours. Inventory management, safe rooms, and item boxes are present – including crafting recipes that share resources between ammo and health, meaning you have to make agonizing decisions about what you most need to press further into the unknown. Yet, The Sinking City 2 uses its Lovecraftian, cosmic horror theming to push beyond its contemporaries.</p><h2 id="sinking-feeling">Sinking feeling</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="hejfp5MtGNarwzakgVJxja" name="SS_The Sinking City 2_20260807110340_1080" alt="Calvin pilots his boat through flooded Arkham streets in The Sinking City 2, approaching a whale corpse and a half-sunken party boat" src="https://cdn.mos.cms.futurecdn.net/hejfp5MtGNarwzakgVJxja.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Fast facts</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Release date: </strong>August 18, 2026<br><strong>Platform(s): </strong>PC, PS5, Xbox Series X<br><strong>Developer:</strong> In-house<br><strong>Publisher: </strong>Frogwares</p></div></div><p>So much of what makes the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games</u></a> great, after all – is the <em>not </em>knowing. It's what made <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-gives-you-its-best-gun-first-smartly-making-the-urge-to-horde-magnum-bullets-vital-for-the-whole-game/"><u>considering when to use the titular gun in Resident Evil Requiem such a thrill</u></a> in its early hours, after all. Yet, I'm now so familiar with Resident Evil and Silent Hill games that even in new entries I largely know what to expect.</p><p>The beauty of The Sinking City 2 on a first playthrough is that <em>I don't</em>, despite the familiar genre touchstones. This may be a sequel, but its predecessor was an open world detective game that mechanically shares very little with this one. In fact, for all of that game's neat ideas it was rather clunky – especially whenever it forced you into combat. While The Sinking City 2 has a respect for classic survival horror, it feels wonderfully modern to play, with reactive movement and solid gunplay that makes it easy to jump from other genre contemporaries to this – more of a Resident Evil 2 remake-like than a Resident Evil 2-like.</p><p>The set-up is simple. When <em>something</em> goes wrong during a dream ritual conducted by occultist partners and lovers Calvin Rafferty and Faye Bennett, only Cal wakes up. Searching for a cure for his slumbering love thrusts him into probing the dark corners of Arkham as it's gripped by a supernatural flood that brings horrors from the depths. The only non-evacuees sticking around, Cal included, have some serious issues.</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="W3kQy2QSRJfmg8yJLKiohY" name="SS_The Sinking City 2_20260806171848_1080" alt="Calvin and Faye have dinner in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/W3kQy2QSRJfmg8yJLKiohY.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: Frogwares)</span></figcaption></figure><p>Faye still has a strong presence on the story, and the pair's largely positive devotion to one another almost feels subversive for survival horror –  closer to Rick and Evelyn from the '90s Mummy than any relationship in Silent Hill. It also means that despite the cosmic weirdness haunting Arkham, Calvin is gung-ho and ready to accept whatever new threats appear with a sort of morbid curiosity. These bodies alive now? They alive now.</p><p>The Slither – a gross cross between big slugs and eels – power the many base zombie-ish foes Calvin will have to navigate through on his quest for forbidden knowledge. Worming their way into dead bodies, they re-animate them and then stumble, sprint, and tumble towards you, with even basic enemies able to cause devastating damage if you fall into their clutches.</p><p>Headshots are not the way forward here. Instead, once active, The Slither will form up as pus-filled mounds on flesh, meaning weak spots can appear on any part of an enemy. On normal difficulty, they twitch around enough where it can be quite hard to take out even a couple of Slither, let alone a group. This is a great mechanic for the most part, though at times waiting for a new pus boil to emerge can feel a bit artificially annoying. Plenty of moments throughout The Sinking City 2, ammo and health feels scarce enough to the point I have to seriously consider which enemies are worth blasting out of my way or simply trying to dodge my way around.</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="7be43PiALDpT6yqispCrta" name="SS_The Sinking City 2_20260806200659_1080" alt="A Slither Pawn approaches Calvin in The Sinking City 2 as he aims at it with a handgun" src="https://cdn.mos.cms.futurecdn.net/7be43PiALDpT6yqispCrta.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: Frogwares)</span></figcaption></figure><p>Because, even when felled, The Slither can keep coming. Even now, I don't fully understand how this works, but the wormy abominations that burst forth from a defeated enemy can dart across to a new corpse to animate, making some areas feel like slaughterhouses with how many Slither keep coming. A stomping melee attack can be used on enemies who fall to the ground (shooting their legs is always an option), but can also crush Slither, potentially stopping them from continuing to find new hosts.</p><p>But, there's also so many Slither writhing on the floor of some areas that the active ones can be hard to spot. Does crushing inactive Slither before enemies appear help at all, or is only the ones already in bodies that are a problem? Joyously, I don't know for sure, and while exploring some of The Sinking City 2's denser areas which have plenty of item-juggling back-tracking I was always delightfully on edge. I probably screamed more at this than playing <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 remake</u></a> or <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-f-endings-explained-how-to/"><u>Silent Hill f</u></a>. I wouldn't consider this better than either in totality – but good old fashioned survival horror squealing certainly means something.</p><h2 id="maze-runner">Maze runner</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="UTLUFyaxEZn4bf7wwFFEna" name="SS_The Sinking City 2_20260808160923_1080" alt="Calvin looks a door sealed by a strange device that has a screen with a woman's face on it in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/UTLUFyaxEZn4bf7wwFFEna.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: Frogwares)</span></figcaption></figure><p>The bulk of The Sinking City 2 revolves around exploring a sequence of big areas that pleasingly spiral into complicated spaces filled with themed keys, puzzles, and a large amount of optional upgrades to find. Some of these tip the fedora to its predecessor, a detective mind-map allowing you to pin clues obtained from written notes in order to suss out, say, how to activate a mysterious obelisk behind a church, or how a collection of stuffed fish relates to a safe code.</p><div><blockquote><p>The well-timed dialing up of pressure is wonderful.</p></blockquote></div><p>It's always worth going out of your way to fully explore each side-area and obtain upgrades, from precious inventory expansions to whole new weapons. But, they often involve well-designed moments of back-tracking.</p><p>Almost every moment spent retreading steps throws something new at you, from spooking you with exploding bulbs or lightly forcing you to re-navigate around new rubble, to new waves of enemies emerging that you'll likely want to duck past as you make one final sprint to nab your goodies from an area you know you can leave behind you once the deed is done. If there's nothing in the way, you can be sure there will be something on the way back. Rather than rote, the well-timed dialing up of pressure is wonderful, and often audacious enough to have solid horror impact rather than feel annoying.</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="TAM2JnbWvhZDRxz2YbTUEa" name="SS_The Sinking City 2_20260806193807_1080" alt="A map of Arkham streets in The Sinking City 2, centering on some apartments near a garrison" src="https://cdn.mos.cms.futurecdn.net/TAM2JnbWvhZDRxz2YbTUEa.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Real world</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Efs4TC5g8Fr6HBWuKgK5eZ" name="SS_The Sinking City 2_20260806171912_1080" caption="" alt="A close-up of Calvin Rafferty in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/Efs4TC5g8Fr6HBWuKgK5eZ.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p class="fancy-box__body-text">The main story might be somewhat lightweight, but Frogwares is clear about how the Russo-Ukrainian War has affected its studio. It casts additional light on some of its themes as I explore the Arkham ruins, and one moment in the hospital spotlights some harrowing real-world war experiences.</p></div></div><p>By the time you near the end of The Sinking City 2's largest areas in the middle of the game, each one teems with ridiculous threats snapping at your heels. I'd definitely recommend finding a difficulty where this works for you rather than gunning your way through (after all, that's what the many Resident Evil-like post-game unlocks can be used for – allowing unlimited ammo for certain weapons and the like).</p><p>The Sinking City 2's zones feel quite delineated, each spotlighting its own ideas <a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><u>more distinctly than I'd imagined during my early hours playing</u></a>. Cal's boat, used to navigate flooded streets throughout which he has to investigate small areas to raise floodgates, a mechanical nod to the first game, is only used in the very first area of the game. A later hospital, meanwhile, adds biopunk-style face locks to explore a different theme beyond just horrors from the deep. For the most part this works well, though areas can at times feel a bit divorced from what came before, and I'd like to have seen a bit more wrung out of some of these ideas – especially the boat. But, perhaps that's better than overstaying its welcome.</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="pa4QYh82EaskVb3Yo68LCa" name="SS_The Sinking City 2_20260808160157_1080" alt="Calvin looks at a body suspended in a red orb of energy in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/pa4QYh82EaskVb3Yo68LCa.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: Frogwares)</span></figcaption></figure><p>The Sinking City 2 works less well whenever it throws you into a mandatory gauntlet of enemies or a boss battle. These moments can feel deadly at first, but you quickly get used to cruising for constantly appearing item boxes for more resources and filling enemies with lead – and they almost take the sting out of the tail of some of these otherwise intimidating foes. I understand Frogwares wouldn't want to risk players softlocking like in <a href="https://www.gamesradar.com/uk/resident-evil-code-veronica/"><u>Resident Evil: Code Veronica</u></a>, but I wish there was a way for these narratively dangerous moments to feel as dangerous as the, well, regular bits where I'm huffing and puffing through hallways as monsters moan and gurgle down my neck.</p><p>They're not problems suffered by The Sinking City 2 alone, though. Most survival horror games struggle with power curves and sticking the landing. But, it's the terrific moments of unease that'll stick with me, nervously pushing through Arkham's ruins as I struggle to understand what Cal is even trying to survive. Considering I really did not like its predecessor's combat sections, I was nervous when Frogwares announced it was pivoting to full survival horror here. But, my dark dreams have been answered – despite the odd misstep The Sinking City 2 works phenomenally well, bursting with forbidden ideas that its survival horror contemporaries could do with learning from. I have a new favorite survival horror series to follow.</p><p>The Sinking City 2 was reviewed on PS5, with a code provided by the publisher.</p><p><em>Want more horror? Check out the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em> and the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em> for more to keep you up at night!</em></p><h3 class="article-body__section" id="section-should-you-play-the-sinking-city-2"><span>Should you play The Sinking City 2?</span></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="VCa48qLtTX7Zgdq926Rq2o" name="SS_The Sinking City 2_20260811143453_1080" alt="Calvin aims his gun at strange starfish monsters in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VCa48qLtTX7Zgdq926Rq2o.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: Frogwares)</span></figcaption></figure><h4 class="article-body__section" id="section-play-it-if"><span>Play it if...</span></h4><p><strong>You love modern-style survival horror</strong></p><p>Definitely in conversation with recent Resident Evil and Silent Hill games, The Sinking City 2's dense maps filled with locks and puzzles feel great to work through in much the same way as the genre's latest and greatest.</p><p><strong>You're a cosmic horror fan</strong></p><p>While blasting back at the unknowable isn't 100% in-keeping with Lovecraft literature, the unsettling vibes of cosmic horror remain intact here. If you know your stuff, there's plenty of neat references to the lore throughout, as well as fresh twists.</p><h4 class="article-body__section" id="section-don-t-play-it-if"><span>Don't play it if…</span></h4><p><strong>You like detective games, not survival horror</strong></p><p>Considering its predecessor is all about open world detective work, you'd be forgiven for expecting that here. Instead, The Sinking City 2 centers on playing through a sequence of survival horror areas, with very light detective theming compared to the original.</p><p><strong>You don't like Lovecraftian-style, eldritch horror</strong></p><p>The Sinking City 2 has its own spin on Lovecraftian lore, but it still centers on unknowable, watery abominations from the deep. If slippery, watery slug things re-animating dead bodies doesn't vibe with you, this is unlikely to change your mind.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-the-first-game-and-other-frogwares-games"><span>How does The Sinking City 2 compare to the first game, and other Frogwares games?</span></h4><p>The Sinking City 2 gameplay is very different to The Sinking City and Frogwares' Sherlock Holmes games, but there are some similarities. Both this sequel and its predecessor, for instance, are set in cities dealing with a supernatural flood. But, while The Sinking City 2 has a detective theme for puzzle solving, it's only a side activity, and the bulk of the game revolves around traditional Resident Evil-style survival horror set within a sequence of levels.</p><p>With that said, this feels like the developer's most polished and confident work to date. The Sinking City 2 feeling different isn't a bad thing at all, but it's worth keeping in mind if you are looking for something more in-line with their previous titles.</p><h4 class="article-body__section" id="section-how-does-the-sinking-city-2-compare-to-other-survival-horror-games"><span>How does The Sinking City 2 compare to other survival horror games?</span></h4><p>The Sinking City 2 has a lot of its own twists on survival horror that come through its Lovecraftian theme, but largely the game feels like a fusion of modern Resident Evil and Silent Hill games, close in action to Resident Evil 2 remake and Silent Hill 2 remake respectively. At times this feels a bit lower budget, but for the most part it stands strong against those other great games, as The Sinking City 2 is a slick game to play through.</p><p>With blue and red color coded rooms on the map with in-character annotations, limited inventory space, safe rooms, and item boxes, previous survival horror game knowledge will serve you well here. But, enough feels fresh that The Sinking City 2 doesn't feel like a genre retread, either.</p>
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                                                            <title><![CDATA[ Resident Evil Requiem is selling just as many physical copies as digital globally, with near-50% splits according to analysts – except for in the US, that is ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Now that <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> has been out in the wild for nearly half a year, we can look at how Capcom's latest survival horror has performed in the market – and whether folks have opted to go physical or digital with it.</p><p>The topic of physical game copies and companies' choice to lean more into digital versions has been in the limelight recently following Sony's decision to <a href="https://www.gamesradar.com/platforms/playstation/playstation-is-ending-physical-disc-production-for-new-games-in-2028-as-sony-says-general-preference-for-digital-media-significantly-outpaces-physical-discs/">end disc production</a> for new titles on PlayStation consoles in 2028. <br><br>It's safe to say it's quite the hot topic, with game preservation experts predicting it'll just <a href="https://www.gamesradar.com/games/grand-theft-auto/game-preservation-expert-says-stop-killing-games-if-you-dont-want-piracy-because-companies-like-playstation-and-rockstar-refuse-to-offer-a-meaningful-alternative/" target="_blank">lead to more piracy</a> and folks in the industry speaking out against the move toward digital-only gaming.</p><p>How <em>are</em> physical copies performing in the market, though? Well, when it comes to <a href="https://www.gamesradar.com/video-game-release-dates/">new games</a> like Resident Evil Requiem, it seems they're doing good enough… except for in the United States, apparently. <br><br>According to The Game Business co-founder Christopher Dring (as per statistics from Ampere Analysis), the split between physical and digital copies is far more significant in the US than it is elsewhere – and, I mean by a lot.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2087528655312331129"><p lang="en" dir="ltr">In the US, just 22% of Resident Evil Requiem's sales were physical (to end of June), but it was over 55% physial in France, 51% in Japan, 43% in Australia and 40% in UK. This is according to Ampere. Not all markets are built the same when it comes to the digital transition<a href="https://twitter.com/cantworkitout/status/2087528655312331129">August 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As per Dring's roundup <a href="https://x.com/Chris_Dring/status/2087528655312331129" target="_blank">post</a> on the stats, the US market saw 22% of Resident Evil Requiem sales being physical, while a whopping 78% have been digital. <br><br>Overseas, it's quite a bit more even. In the United Kingdom, 60% of sales were digital and 40% physical. Over in Australia, 43% of copies sold have been physical, whereas 57% were digital. It's certainly balanced when compared to the US, anyway – but there's more.</p><p>France's Resident Evil Requiem sales have been 55% physical and 45% digital. The most balanced figures, however, come from Japan, where 51% were physical and 49% digital – that's nearly even, almost a 50/50 split. <br><br>It's an intriguing set of stats for sure, especially as it comes amid the huge physical versus digital debate. Will numbers like this affect companies' decisions moving forward? Maybe not, but it's all still informative.</p><p>I'm personally choosing to remain hopeful that we'll still see discs and other physical media prevail – even if it's on the way out. All we need to do is convince American consumers to opt for more physical copies, right? Right…?</p><p><a href="https://www.gamesradar.com/games/resident-evil/capcom-hopes-resident-evil-veronica-follows-requiems-lead-in-sparking-interest-in-the-wider-horror-series/"><em>Capcom hopes Resident Evil Veronica follows Requiem's lead in sparking interest in the wider horror series</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/resident-evil-requiem-is-selling-just-as-many-physical-copies-as-digital-globally-with-near-50-percent-splits-according-to-analysts-except-for-in-the-us-that-is/</link>
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                            <![CDATA[ There, only 22% of sales were physical ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 13:29:10 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:description>                                                            <media:text><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:title>
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                                <p>Now that <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> has been out in the wild for nearly half a year, we can look at how Capcom's latest survival horror has performed in the market – and whether folks have opted to go physical or digital with it.</p><p>The topic of physical game copies and companies' choice to lean more into digital versions has been in the limelight recently following Sony's decision to <a href="https://www.gamesradar.com/platforms/playstation/playstation-is-ending-physical-disc-production-for-new-games-in-2028-as-sony-says-general-preference-for-digital-media-significantly-outpaces-physical-discs/">end disc production</a> for new titles on PlayStation consoles in 2028. <br><br>It's safe to say it's quite the hot topic, with game preservation experts predicting it'll just <a href="https://www.gamesradar.com/games/grand-theft-auto/game-preservation-expert-says-stop-killing-games-if-you-dont-want-piracy-because-companies-like-playstation-and-rockstar-refuse-to-offer-a-meaningful-alternative/" target="_blank">lead to more piracy</a> and folks in the industry speaking out against the move toward digital-only gaming.</p><p>How <em>are</em> physical copies performing in the market, though? Well, when it comes to <a href="https://www.gamesradar.com/video-game-release-dates/">new games</a> like Resident Evil Requiem, it seems they're doing good enough… except for in the United States, apparently. <br><br>According to The Game Business co-founder Christopher Dring (as per statistics from Ampere Analysis), the split between physical and digital copies is far more significant in the US than it is elsewhere – and, I mean by a lot.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2087528655312331129"><p lang="en" dir="ltr">In the US, just 22% of Resident Evil Requiem's sales were physical (to end of June), but it was over 55% physial in France, 51% in Japan, 43% in Australia and 40% in UK. This is according to Ampere. Not all markets are built the same when it comes to the digital transition<a href="https://twitter.com/cantworkitout/status/2087528655312331129">August 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As per Dring's roundup <a href="https://x.com/Chris_Dring/status/2087528655312331129" target="_blank">post</a> on the stats, the US market saw 22% of Resident Evil Requiem sales being physical, while a whopping 78% have been digital. <br><br>Overseas, it's quite a bit more even. In the United Kingdom, 60% of sales were digital and 40% physical. Over in Australia, 43% of copies sold have been physical, whereas 57% were digital. It's certainly balanced when compared to the US, anyway – but there's more.</p><p>France's Resident Evil Requiem sales have been 55% physical and 45% digital. The most balanced figures, however, come from Japan, where 51% were physical and 49% digital – that's nearly even, almost a 50/50 split. <br><br>It's an intriguing set of stats for sure, especially as it comes amid the huge physical versus digital debate. Will numbers like this affect companies' decisions moving forward? Maybe not, but it's all still informative.</p><p>I'm personally choosing to remain hopeful that we'll still see discs and other physical media prevail – even if it's on the way out. All we need to do is convince American consumers to opt for more physical copies, right? Right…?</p><p><a href="https://www.gamesradar.com/games/resident-evil/capcom-hopes-resident-evil-veronica-follows-requiems-lead-in-sparking-interest-in-the-wider-horror-series/"><em>Capcom hopes Resident Evil Veronica follows Requiem's lead in sparking interest in the wider horror series</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script>
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                                                            <title><![CDATA[ Capcom hopes Resident Evil Veronica follows Requiem's lead in sparking interest in the wider horror series ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom credits the release of <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> for a surge in sales of previous games in the series.</p><p>In its <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_01.pdf" target="_blank"><u>latest financial results</u></a>, <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> confirms that Resident Evil Requiem has now sold 8.06 million copies since it was released back in February. However, the top 10 has revealed that the entire series has had a great year so far, with Resident Evil 2, 3, and 4 remakes coming out ahead of Requiem in sales over the last quarter, while Biohazard and Village also make an appearance in the top 10. Resident Evil is now the <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-beats-final-fantasy-to-become-the-best-selling-japanese-game-series-not-published-by-nintendo-with-resident-evil-2-remake-now-leading-the-pack/"><u>best-selling Japanese game series</u></a> not published by Nintendo, and Resident Evil 2 remake is the best-selling game in the series. </p><p>In an <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_02.pdf" target="_blank"><u>investor Q&A</u></a> alongside the results, Capcom is asked what the reason was behind the strong Resident Evil series sales, and whether it believes the next game will replicate this. Capcom responds, "sales of Resident Evil series titles grew amid rising interest in Resident Evil Requiem." </p><p>It explains, "We have also seen new users who encountered the series by purchasing past titles, creating a virtuous cycle in which sales of both new and past titles grow together." Capcom adds, "With Resident Evil Veronica, we will likewise work to further expand sales of the series."</p><p>Notably, Capcom has had major sales on the series' titles this year, with the biggest being a $3 sale of <a href="https://www.thegamer.com/resident-evil-3-original-more-expensive-than-remake-steam-sales/" target="_blank"><u>Resident Evil 3 remake back in April</u></a>. So that undoubtedly helped the series sales along. And, given that people are clearly very excited for <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronica-hype-sends-the-remake-to-2-million-steam-wishlists-capcom-reveals-despite-us-knowing-little-about-it/"><u>Resident Evil Veronica as it hits two million Steam wishlists</u></a>, it could definitely inspire a similar sales boost for the series at large. </p><p><em>Yet to play it? You can check out our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em> to see if it's worth your time, and our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through it.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/capcom-hopes-resident-evil-veronica-follows-requiems-lead-in-sparking-interest-in-the-wider-horror-series/</link>
                                                                            <description>
                            <![CDATA[ "Creating a virtuous cycle in which sales of both new and past titles grow together" ]]>
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                                                                        <pubDate>Thu, 06 Aug 2026 11:54:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil Requiem protagonist Grace Ashcroft looking down]]></media:description>                                                            <media:text><![CDATA[Resident Evil Requiem protagonist Grace Ashcroft looking down]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil Requiem protagonist Grace Ashcroft looking down]]></media:title>
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                            <article>
                                <p>Capcom credits the release of <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> for a surge in sales of previous games in the series.</p><p>In its <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_01.pdf" target="_blank"><u>latest financial results</u></a>, <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> confirms that Resident Evil Requiem has now sold 8.06 million copies since it was released back in February. However, the top 10 has revealed that the entire series has had a great year so far, with Resident Evil 2, 3, and 4 remakes coming out ahead of Requiem in sales over the last quarter, while Biohazard and Village also make an appearance in the top 10. Resident Evil is now the <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-beats-final-fantasy-to-become-the-best-selling-japanese-game-series-not-published-by-nintendo-with-resident-evil-2-remake-now-leading-the-pack/"><u>best-selling Japanese game series</u></a> not published by Nintendo, and Resident Evil 2 remake is the best-selling game in the series. </p><p>In an <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_02.pdf" target="_blank"><u>investor Q&A</u></a> alongside the results, Capcom is asked what the reason was behind the strong Resident Evil series sales, and whether it believes the next game will replicate this. Capcom responds, "sales of Resident Evil series titles grew amid rising interest in Resident Evil Requiem." </p><p>It explains, "We have also seen new users who encountered the series by purchasing past titles, creating a virtuous cycle in which sales of both new and past titles grow together." Capcom adds, "With Resident Evil Veronica, we will likewise work to further expand sales of the series."</p><p>Notably, Capcom has had major sales on the series' titles this year, with the biggest being a $3 sale of <a href="https://www.thegamer.com/resident-evil-3-original-more-expensive-than-remake-steam-sales/" target="_blank"><u>Resident Evil 3 remake back in April</u></a>. So that undoubtedly helped the series sales along. And, given that people are clearly very excited for <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronica-hype-sends-the-remake-to-2-million-steam-wishlists-capcom-reveals-despite-us-knowing-little-about-it/"><u>Resident Evil Veronica as it hits two million Steam wishlists</u></a>, it could definitely inspire a similar sales boost for the series at large. </p><p><em>Yet to play it? You can check out our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em> to see if it's worth your time, and our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through it.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Capcom isn't worried about PlayStation and Nintendo shrinking the physical games market: "90% of our unit sales are digital" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>PlayStation is preparing for a future without physical games on its platform and Nintendo is arguably devaluing physical media with the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/the-switch-2s-controversial-game-key-cards-prove-to-be-a-preservation-nightmare-as-japans-national-library-refuses-to-use-them/" target="_blank">controversial Switch 2 Game-Key cards</a>. But, Capcom isn't too worried about physical game sales shrinking (or being forced to shrink, depending on who you ask) since it sells most of its games online anyway.</p><p>Game sales have slowly been skewing digital for years now, but recent months have painted a dire outlook for physical media. Sony's planning to <a href="https://www.gamesradar.com/games/sony-knows-people-have-strong-views-about-it-killing-playstation-discs-but-thats-not-changing-its-mind-we-dont-see-that-there-will-be-any-negative-impact-on-our-business/">stop manufacturing new PlayStation discs</a> starting in 2028, high-profile blockbusters including <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-physical-copies-are-a-code-in-a-box-as-rockstar-confirms-they-wont-come-with-a-disk/">GTA 6 aren't bothering with discs</a> at all, and Nintendo's Game-Key cards now operate similarly to download codes (ones you can sell and share, sure, but not ones that let you properly own the game as you would with an in-hand cartridge).</p><p>Asked about what impact the shrinkage of physical game sales might have on the company, Capcom sort of just shrugged its shoulders in its most recent <a href="https://www.capcom.co.jp/ir/english/data/result.html" target="_blank">investor Q&A</a>. "Approximately 90% of our unit sales are digital. We do not anticipate a significant impact at this time." It's worth noting the Resident Evil and Monster Hunter maker counts Game-Key card sales as digital.</p><p>While Capcom's not fearful of the widespread changes in how we buy or manufacture games, PlayStation's decision to end support for discs isn't sitting well with everyone. The move has been called an<a href="https://www.gamesradar.com/platforms/playstation/sony-killing-physical-playstation-games-is-the-latest-attack-on-our-diminishing-rights-leading-digital-rights-group-says-the-end-goal-is-to-turn-the-customer-into-a-renter/"> "attack on our diminishing rights"</a> by a leading digital rights org, another publisher said <a href="https://www.gamesradar.com/games/as-sony-plans-to-kill-discs-ps5-publisher-says-physical-games-help-us-reach-audiences-that-digital-often-cant-even-if-digital-distribution-has-made-games-more-accessible/">physical games helped the company reach audiences</a> it otherwise wouldn't be able to, and there were <a href="https://www.gamesradar.com/games/long-live-physical-media-devs-and-publishers-of-baldurs-gate-3-silksong-and-more-call-sonys-decision-to-end-physical-playstation-games-genuinely-heartbreaking/">negative reactions to the news across the industry</a>. </p><p>As Capcom makes clear, a lack of proper discs and cartridges might not negatively affect companies that make most of their business on digital storefronts. For Sony, it's likely beneficial, financially. But anyone who cares about true ownership or relies on second-hand prices that make the hobby accessible might have more complicated feelings about a disc-less future.</p><p><em></em><a href="https://www.gamesradar.com/games/playstation-killing-discs-is-bad-for-everyone-whether-you-care-about-physical-games-or-not/"><em>PlayStation killing discs is bad for everyone, whether you care about physical games or not</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJk6YW"></div>                            </div>                            <script src="https://kwizly.com/embed/eJk6YW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/capcom-isnt-worried-about-playstation-and-nintendo-shrinking-the-physical-games-market-90-percent-of-our-unit-sales-are-digital/</link>
                                                                            <description>
                            <![CDATA[ The Resident Evil maker counts most of its game sales as digital ]]>
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                                                                        <pubDate>Thu, 06 Aug 2026 10:05:36 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
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                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>PlayStation is preparing for a future without physical games on its platform and Nintendo is arguably devaluing physical media with the <a href="https://www.gamesradar.com/platforms/nintendo-switch-2/the-switch-2s-controversial-game-key-cards-prove-to-be-a-preservation-nightmare-as-japans-national-library-refuses-to-use-them/" target="_blank">controversial Switch 2 Game-Key cards</a>. But, Capcom isn't too worried about physical game sales shrinking (or being forced to shrink, depending on who you ask) since it sells most of its games online anyway.</p><p>Game sales have slowly been skewing digital for years now, but recent months have painted a dire outlook for physical media. Sony's planning to <a href="https://www.gamesradar.com/games/sony-knows-people-have-strong-views-about-it-killing-playstation-discs-but-thats-not-changing-its-mind-we-dont-see-that-there-will-be-any-negative-impact-on-our-business/">stop manufacturing new PlayStation discs</a> starting in 2028, high-profile blockbusters including <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-physical-copies-are-a-code-in-a-box-as-rockstar-confirms-they-wont-come-with-a-disk/">GTA 6 aren't bothering with discs</a> at all, and Nintendo's Game-Key cards now operate similarly to download codes (ones you can sell and share, sure, but not ones that let you properly own the game as you would with an in-hand cartridge).</p><p>Asked about what impact the shrinkage of physical game sales might have on the company, Capcom sort of just shrugged its shoulders in its most recent <a href="https://www.capcom.co.jp/ir/english/data/result.html" target="_blank">investor Q&A</a>. "Approximately 90% of our unit sales are digital. We do not anticipate a significant impact at this time." It's worth noting the Resident Evil and Monster Hunter maker counts Game-Key card sales as digital.</p><p>While Capcom's not fearful of the widespread changes in how we buy or manufacture games, PlayStation's decision to end support for discs isn't sitting well with everyone. The move has been called an<a href="https://www.gamesradar.com/platforms/playstation/sony-killing-physical-playstation-games-is-the-latest-attack-on-our-diminishing-rights-leading-digital-rights-group-says-the-end-goal-is-to-turn-the-customer-into-a-renter/"> "attack on our diminishing rights"</a> by a leading digital rights org, another publisher said <a href="https://www.gamesradar.com/games/as-sony-plans-to-kill-discs-ps5-publisher-says-physical-games-help-us-reach-audiences-that-digital-often-cant-even-if-digital-distribution-has-made-games-more-accessible/">physical games helped the company reach audiences</a> it otherwise wouldn't be able to, and there were <a href="https://www.gamesradar.com/games/long-live-physical-media-devs-and-publishers-of-baldurs-gate-3-silksong-and-more-call-sonys-decision-to-end-physical-playstation-games-genuinely-heartbreaking/">negative reactions to the news across the industry</a>. </p><p>As Capcom makes clear, a lack of proper discs and cartridges might not negatively affect companies that make most of their business on digital storefronts. For Sony, it's likely beneficial, financially. But anyone who cares about true ownership or relies on second-hand prices that make the hobby accessible might have more complicated feelings about a disc-less future.</p><p><em></em><a href="https://www.gamesradar.com/games/playstation-killing-discs-is-bad-for-everyone-whether-you-care-about-physical-games-or-not/"><em>PlayStation killing discs is bad for everyone, whether you care about physical games or not</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJk6YW"></div>                            </div>                            <script src="https://kwizly.com/embed/eJk6YW.js" async></script>
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                                                            <title><![CDATA[ Resident Evil Requiem stars reunite for the Future Games Show at Gamescom 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The <a href="https://www.gamesradar.com/future-games-show/">Future Games Show</a> is set to return later this month, and this time around the two hosts should be familiar to die-hard denizens of Raccoon City.</p><p>The Future Games Show at gamescom 2026 is hurtling towards us, lining up with the massive gaming celebration taking place in Koln, Germany. But if you can't make it all the way the show floor itself, three different shows will be there to guide you through the biggest and best reveals. On hosting duties this time are Nick Apostolides and Angela Sant'Albano, who last joined forces as the performers behind Resident Evil Requiem's Leon S. Kennedy and Grace Ashcroft.</p><p>Nick and Angela will be guiding viewers through dozens of world premieres, exclusive announcements, and developer interviews, with games including Tides of Annihilation, Onimusha: Way of the Sword, and No Law. The Future Games Show at Gamescom will kick off on Wednesday, August 26, at 10:00 PDT, 13:00 EDT, 18:00 BST, 19:00 CEST (that's 01:00 on Thursday morning for those on CST). You'll be able to watch on  <a href="https://www.twitch.tv/futuregamesshow"><u>Twitch</u></a>, <a href="https://www.youtube.com/@FutureGamesShow"><u>YouTube</u></a>, <a href="https://store.steampowered.com/sale/futuregamesshow"><u>Steam</u></a>, <a href="https://twitter.com/FutureGamesShow"><u>X</u></a>, <a href="https://www.facebook.com/futuregamesshow"><u>Facebook,</u></a> and right here on GamesRadar+, as well as via local streaming services around the world, including Bilibili and KuaiShou.</p><p>Immediately after the main show concludes, you'll also be able to join the FGS crew for FGS Live From gamescom, walking you through even more reveals direct from the show floor. And if that's not enough, FGS Best Of gamescom will be back on Sunday, August 30, wrapping up the week's most exciting reveals.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-stars-reunite-for-the-future-games-show-at-gamescom-2026/</link>
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                            <![CDATA[ Grace and Leon are on hosting duties ]]>
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                                                                        <pubDate>Wed, 05 Aug 2026 13:30:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 09:59:57 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ alistair.jones@futurenet.com (Ali Jones) ]]></author>                    <dc:creator><![CDATA[ Ali Jones ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vfmurXTNKzUscGfQrJ9nfd.jpg ]]></dc:source>
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                            <article>
                                <p>The <a href="https://www.gamesradar.com/future-games-show/">Future Games Show</a> is set to return later this month, and this time around the two hosts should be familiar to die-hard denizens of Raccoon City.</p><p>The Future Games Show at gamescom 2026 is hurtling towards us, lining up with the massive gaming celebration taking place in Koln, Germany. But if you can't make it all the way the show floor itself, three different shows will be there to guide you through the biggest and best reveals. On hosting duties this time are Nick Apostolides and Angela Sant'Albano, who last joined forces as the performers behind Resident Evil Requiem's Leon S. Kennedy and Grace Ashcroft.</p><p>Nick and Angela will be guiding viewers through dozens of world premieres, exclusive announcements, and developer interviews, with games including Tides of Annihilation, Onimusha: Way of the Sword, and No Law. The Future Games Show at Gamescom will kick off on Wednesday, August 26, at 10:00 PDT, 13:00 EDT, 18:00 BST, 19:00 CEST (that's 01:00 on Thursday morning for those on CST). You'll be able to watch on  <a href="https://www.twitch.tv/futuregamesshow"><u>Twitch</u></a>, <a href="https://www.youtube.com/@FutureGamesShow"><u>YouTube</u></a>, <a href="https://store.steampowered.com/sale/futuregamesshow"><u>Steam</u></a>, <a href="https://twitter.com/FutureGamesShow"><u>X</u></a>, <a href="https://www.facebook.com/futuregamesshow"><u>Facebook,</u></a> and right here on GamesRadar+, as well as via local streaming services around the world, including Bilibili and KuaiShou.</p><p>Immediately after the main show concludes, you'll also be able to join the FGS crew for FGS Live From gamescom, walking you through even more reveals direct from the show floor. And if that's not enough, FGS Best Of gamescom will be back on Sunday, August 30, wrapping up the week's most exciting reveals.</p>
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                                                            <title><![CDATA[ Resident Evil Veronica hype sends the remake to 2 million Steam wishlists, Capcom reveals, despite us knowing little about it ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> has announced that Resident Evil Veronica has hit 2 million wishlists on Steam, less than two months after its <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-code-veronica-remake-is-coming-in-2027-capcom-reveals/">reveal at Summer Game Fest.</a></p><p>The news was announced on Twitter on the official Resident Evil account, with a post reading "2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica. Thank you!" This was accompanied by the elderly French lady with a very young-sounding voice featured in the debut trailer for the horror remake looking very happy. I sure hope following her doesn't lead to anything terrible happening.</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>While wishlist numbers aren't publicly available, <a href="https://steamdb.info/stats/mostwished/" target="_blank"><u>SteamDB</u></a> does keep track of the most wishlisted games on the platform. At the moment, Resident Evil Veronica sits in eighth place on the board behind the likes of Deadlock, Light No Fire, Fable, and Total War: Warhammer 40,000. However, Resident Evil Veronica is releasing on PS5, Xbox Series X|S, and Switch 2 as well, so those numbers will likely have added a fair amount to the total. </p><p>Granted, it's no wonder Resident Evil Veronica is as anticipated as it is. The original game is the second-highest-rated game in the series on Metacritic (behind the original Resident Evil 4), and even if its stock has fallen somewhat within the fanbase since then, it's still a pretty beloved entry. More crucially, the new game is <a href="https://x.com/AestheticGamer1/status/2035094734289698913" target="_blank"><u>reportedly being worked on</u></a> by the team behind the remakes of Resident Evil 2 and Resident Evil 4, which – alongside their original incarnations – are the most beloved games in the series. </p><p><em></em><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/"><u><em>Resident Evil remakes allow Capcom to release yearly games in the series and invest money back into new games like Pragmata, producer says</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-veronica-hype-sends-the-remake-to-2-million-steam-wishlists-capcom-reveals-despite-us-knowing-little-about-it/</link>
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                            <![CDATA[ It sends the remake closer to Fable, Light No Fire, and more on the Steam charts ]]>
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                                                                        <pubDate>Tue, 04 Aug 2026 10:45:39 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[An elderly lady in Resident Evil Veronica]]></media:description>                                                            <media:text><![CDATA[An elderly lady in Resident Evil Veronica]]></media:text>
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                                <p><a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> has announced that Resident Evil Veronica has hit 2 million wishlists on Steam, less than two months after its <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-code-veronica-remake-is-coming-in-2027-capcom-reveals/">reveal at Summer Game Fest.</a></p><p>The news was announced on Twitter on the official Resident Evil account, with a post reading "2 million biscuits for the 2 million of you who've wishlisted Resident Evil Veronica. Thank you!" This was accompanied by the elderly French lady with a very young-sounding voice featured in the debut trailer for the horror remake looking very happy. I sure hope following her doesn't lead to anything terrible happening.</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>While wishlist numbers aren't publicly available, <a href="https://steamdb.info/stats/mostwished/" target="_blank"><u>SteamDB</u></a> does keep track of the most wishlisted games on the platform. At the moment, Resident Evil Veronica sits in eighth place on the board behind the likes of Deadlock, Light No Fire, Fable, and Total War: Warhammer 40,000. However, Resident Evil Veronica is releasing on PS5, Xbox Series X|S, and Switch 2 as well, so those numbers will likely have added a fair amount to the total. </p><p>Granted, it's no wonder Resident Evil Veronica is as anticipated as it is. The original game is the second-highest-rated game in the series on Metacritic (behind the original Resident Evil 4), and even if its stock has fallen somewhat within the fanbase since then, it's still a pretty beloved entry. More crucially, the new game is <a href="https://x.com/AestheticGamer1/status/2035094734289698913" target="_blank"><u>reportedly being worked on</u></a> by the team behind the remakes of Resident Evil 2 and Resident Evil 4, which – alongside their original incarnations – are the most beloved games in the series. </p><p><em></em><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/"><u><em>Resident Evil remakes allow Capcom to release yearly games in the series and invest money back into new games like Pragmata, producer says</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Resident Evil beats Final Fantasy to become the best-selling Japanese game series not published by Nintendo, with Resident Evil 2 Remake now leading the pack ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Resident Evil 2 is now the series' best-selling game, while a new sales milestone sees the <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> horror series pass Final Fantasy.</p><p>In Capcom's <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_01.pdf" target="_blank"><u>latest earnings report</u></a>, the company announced that Resident Evil 2 – that being the 2019 remake, not the 1998 original with the same name – has sold an extra 1.42 million copies since the last report, sending the game to lifetime sales of 19.75 million copies. And despite Capcom's decision to split every different version of a game into different parts of its platinum titles page making it seem like this happened long ago, Resident Evil 5 has finally been dethroned (via <a href="https://www.resetera.com/threads/resident-evil-2-2019-officially-becomes-its-series-top-seller-surpassing-re5-resident-evil-also-surpasses-final-fantasy-series-sales.1588729/" target="_blank"><u>DuskGolem</u></a>). </p><p>Between the original Xbox 360 and PS3 game, its Gold Edition, the PS4 and Xbox One re-release, and Switch editions of Capcom's divisive horror title, Resident Evil 5 had sold 19.01 million copies the last time Capcom detailed its sales in <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2025/full/explanation_2025_full_01.pdf" target="_blank"><u>an earnings report earlier this year</u></a>. </p><p>However, Resident Evil 2's spot at the top is definitely under threat as Resident Evil 4 remake is already at 16.04 Million copies sold despite 2's four-year headstart. Not to mention Resident Evil 4 sold 2.43 million copies in the last three months, which is over 1 million more than 2 sold. Resident Evil Requiem is also killing it as it sold a further 1.14 million in the last three months, and with momentum like that and big sales down the line, it also has a chance to make it to the top. </p><p>Capcom also confirmed that the Resident Evil series as a whole has sold 213 million copies since it debuted 30 years ago. That means it has surpassed Final Fantasy, which Square Enix claimed <a href="https://press.na.square-enix.com/FINAL-FANTASY-VII-REVELATION-ANNOUNCED-EXPERIENCE-THE-JOURNEYS-END-IN-" target="_blank"><u>had sold 212 million</u></a> as of last month. This means that Resident Evil is the ninth best-selling game franchise of all-time, and the biggest-selling Japanese game series not published by Nintendo, and with sales like Mario and Pokemon have, I'm afraid that's probably the closest it will get. </p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><u><em>"Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues"</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-beats-final-fantasy-to-become-the-best-selling-japanese-game-series-not-published-by-nintendo-with-resident-evil-2-remake-now-leading-the-pack/</link>
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                            <![CDATA[ Resident Evil 5 has been unseated from the throne ]]>
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                                                                        <pubDate>Tue, 28 Jul 2026 16:40:20 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Best zombie games]]></media:description>                                                            <media:text><![CDATA[Best zombie games]]></media:text>
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                                <p>Resident Evil 2 is now the series' best-selling game, while a new sales milestone sees the <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> horror series pass Final Fantasy.</p><p>In Capcom's <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2026/1st/explanation_2026_1st_01.pdf" target="_blank"><u>latest earnings report</u></a>, the company announced that Resident Evil 2 – that being the 2019 remake, not the 1998 original with the same name – has sold an extra 1.42 million copies since the last report, sending the game to lifetime sales of 19.75 million copies. And despite Capcom's decision to split every different version of a game into different parts of its platinum titles page making it seem like this happened long ago, Resident Evil 5 has finally been dethroned (via <a href="https://www.resetera.com/threads/resident-evil-2-2019-officially-becomes-its-series-top-seller-surpassing-re5-resident-evil-also-surpasses-final-fantasy-series-sales.1588729/" target="_blank"><u>DuskGolem</u></a>). </p><p>Between the original Xbox 360 and PS3 game, its Gold Edition, the PS4 and Xbox One re-release, and Switch editions of Capcom's divisive horror title, Resident Evil 5 had sold 19.01 million copies the last time Capcom detailed its sales in <a href="https://www.capcom.co.jp/ir/english/data/pdf/explanation/2025/full/explanation_2025_full_01.pdf" target="_blank"><u>an earnings report earlier this year</u></a>. </p><p>However, Resident Evil 2's spot at the top is definitely under threat as Resident Evil 4 remake is already at 16.04 Million copies sold despite 2's four-year headstart. Not to mention Resident Evil 4 sold 2.43 million copies in the last three months, which is over 1 million more than 2 sold. Resident Evil Requiem is also killing it as it sold a further 1.14 million in the last three months, and with momentum like that and big sales down the line, it also has a chance to make it to the top. </p><p>Capcom also confirmed that the Resident Evil series as a whole has sold 213 million copies since it debuted 30 years ago. That means it has surpassed Final Fantasy, which Square Enix claimed <a href="https://press.na.square-enix.com/FINAL-FANTASY-VII-REVELATION-ANNOUNCED-EXPERIENCE-THE-JOURNEYS-END-IN-" target="_blank"><u>had sold 212 million</u></a> as of last month. This means that Resident Evil is the ninth best-selling game franchise of all-time, and the biggest-selling Japanese game series not published by Nintendo, and with sales like Mario and Pokemon have, I'm afraid that's probably the closest it will get. </p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><u><em>"Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues"</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Resident Evil remakes allow Capcom to release yearly games in the series and invest money back into new games like Pragmata, producer says ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom has been churning through remakes of its <a href="https://www.gamesradar.com/best-resident-evil-games/">best Resident Evil games</a> over the last few years, with <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-code-veronica-remake-is-coming-in-2027-capcom-reveals/">Resident Evil: Code Veronica</a> up next, but dusting off the horror tomes serves more than one purpose for the publisher. Capcom producer Masachika Kawata says remakes help the company release back-to-back games in the series and help invest more money back into all-new games. </p><p>Speaking to <a href="https://gameinformer.com/" target="_blank">Game Informer</a> magazine in its latest issue, Kawata explains that one of the reasons why the publisher creates so many remakes is that "producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task" otherwise. Resident Evil isn't properly an annual franchise yet, but the only big gaps in its recent history have been in 2024 and 2025. </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," Kawata adds. "That's not to say the remakes are any less important. In fact, they're just as important as the mainline titles." (Good spot, <a href="https://nintendoeverything.com/capcom-explains-why-its-putting-out-so-many-resident-evil-remakes-and-why-there-arent-a-lot-of-spin-offs/" target="_blank">NintendoEverything</a>!)</p><p>The proof is arguably in the pudding with Resident Evil Requeim, a game that managed to marry the tight and sweat-inducing first-person horror of RE7 and RE8 with the bloody, third-person horror-action of Capcom's recently remade games.</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," he continues. "So there is that relationship there."</p><p>Of course, the well of old Resident Evil games will eventually run dry. Capcom could re-remake the first game and then try to redeem Resident Evils 5 and 6, sure, but at some point, it'll need to start making multiple original Resident Evil games simultaneously should the company want to keep up the cadence it's on now.</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-4-made-capcom-another-usd560-million-and-became-the-best-selling-remake-of-the-generation-analyst-says-more-than-tripling-sales-of-oblivion-remastered-and-final-fantasy-7-rebirth/"><em>Resident Evil 4 made Capcom another $560 million and became the best-selling remake of the generation, analyst says, more than tripling sales of Oblivion Remastered and Final Fantasy 7 Rebirth</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>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/</link>
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                            <![CDATA[ Without remakes, making annual RE games "would be quite the undertaking" ]]>
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                                                                        <pubDate>Sun, 26 Jul 2026 11:08:07 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                <p>Capcom has been churning through remakes of its <a href="https://www.gamesradar.com/best-resident-evil-games/">best Resident Evil games</a> over the last few years, with <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-code-veronica-remake-is-coming-in-2027-capcom-reveals/">Resident Evil: Code Veronica</a> up next, but dusting off the horror tomes serves more than one purpose for the publisher. Capcom producer Masachika Kawata says remakes help the company release back-to-back games in the series and help invest more money back into all-new games. </p><p>Speaking to <a href="https://gameinformer.com/" target="_blank">Game Informer</a> magazine in its latest issue, Kawata explains that one of the reasons why the publisher creates so many remakes is that "producing a new entry in the Resident Evil series every year would be quite an undertaking and a difficult task" otherwise. Resident Evil isn't properly an annual franchise yet, but the only big gaps in its recent history have been in 2024 and 2025. </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," Kawata adds. "That's not to say the remakes are any less important. In fact, they're just as important as the mainline titles." (Good spot, <a href="https://nintendoeverything.com/capcom-explains-why-its-putting-out-so-many-resident-evil-remakes-and-why-there-arent-a-lot-of-spin-offs/" target="_blank">NintendoEverything</a>!)</p><p>The proof is arguably in the pudding with Resident Evil Requeim, a game that managed to marry the tight and sweat-inducing first-person horror of RE7 and RE8 with the bloody, third-person horror-action of Capcom's recently remade games.</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," he continues. "So there is that relationship there."</p><p>Of course, the well of old Resident Evil games will eventually run dry. Capcom could re-remake the first game and then try to redeem Resident Evils 5 and 6, sure, but at some point, it'll need to start making multiple original Resident Evil games simultaneously should the company want to keep up the cadence it's on now.</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-4-made-capcom-another-usd560-million-and-became-the-best-selling-remake-of-the-generation-analyst-says-more-than-tripling-sales-of-oblivion-remastered-and-final-fantasy-7-rebirth/"><em>Resident Evil 4 made Capcom another $560 million and became the best-selling remake of the generation, analyst says, more than tripling sales of Oblivion Remastered and Final Fantasy 7 Rebirth</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Resident Evil 4 made Capcom another $560 million and became the best-selling remake of the generation, analyst says, more than tripling sales of Oblivion Remastered and Final Fantasy 7 Rebirth ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Oblivion Remastered and Final Fantasy 7 Rebirth have been found dead in a puddle of T-virus – the Resident Evil 4 remake from 2023 has sold 16.8 million copies across all platforms, and games industry researcher Alinea Analytics infers that makes it the best-selling remake of this console generation. </p><p>"It’s also among the most successful single-player horror games in history," says market analysis lead Rhys Elliott <a href="https://alineaanalytics.substack.com/p/this-gens-top-remakes-and-remasters" target="_blank"><u>in a Substack breakdown</u></a> of the best-selling game remakes and remasters since 2020, "generating $560M in gross revenue for Capcom so far across the three platforms, split 53.1% PlayStation, 34.1% Steam, and 12.8% Xbox." Resident Evil 4 remake's competition comes nowhere close. </p><p>In terms of total copies sold, Resident Evil 4 is followed by 2023 remaster Ark: Survival Ascended, which moved a total of 7 million copies. The Last of Us Part 1 remake sits behind it with 6.3 million sold, while Oblivion Remastered, the Dead Space remake, and Final Fantasy 7 Rebirth lag in the race with a total of 4.5, 4.3, and 4.2 million copies sold, respectively. </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="GrqMfwdRmvQXictMsdSetP" name="SS_resi_4_remake-2-chainsaw-parry-bella-sisters-on-fire_1080" alt="Leon Kennedy parries a chainsaw-wielding woman with a knife in Resident Evil 4 remake" src="https://cdn.mos.cms.futurecdn.net/GrqMfwdRmvQXictMsdSetP.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>Bloober's Silent Hill 2 remake from 2024 is the <em>worst</em> best-seller according to Alinea, with a total of 3.2 million copies sold – though, as a huge fan, I'm at least placated by the suggestion that millions of people have now been exposed to buff Pyramid Head. </p><p>Elliot suggests, out of all these still very popular titles, Resident Evil 4 might have been especially suited to the new, <a href="https://www.gamesradar.com/platforms/nintendo/shigeru-miyamoto-admits-nintendos-been-pumping-out-a-lot-of-remakes-as-ocarina-of-time-approaches-but-says-most-people-stopped-playing-the-original-games-within-5-years-anyway/"><u>industry-wide hobby</u></a> of swanky remakes because "it's revered enough to guarantee demand and old enough that the remake feels new." </p><p>But the obvious flaw with this conclusion is that it applies to multiple titles in Alinea's collection of best-selling remakes. Silent Hill 2, for example, is even older than Resident Evil 4 and similarly revered, while Oblivion released around the same time as Resident Evil 4 and seemed to sell at a similar pace; contemporaneous reports estimate Resident Evil 4 <a href="https://www.gamedeveloper.com/game-platforms/capcom-profits-quadruple-as-i-resident-evil-4-i-sells-3-million" target="_blank"><u>sold 3 million copies within a year</u></a> from launch, while Circana analyst Mat Piscatella said in 2025 that Oblivion Remastered <a href="https://www.linkedin.com/feed/update/urn:li:activity:7330943603332055040/" target="_blank"><u>outsold the original game's first 15 months on the market</u></a>, which likely also existed in the realm of 3 million (2006 reports say <a href="https://www.engadget.com/2006-04-10-oblivion-records-record-sales-1-7-million-and-climbing.html" target="_blank">Oblivion had already sold 1.7 copies by the end of its first week</a>). </p><p>So what's <em>really</em> so special about the Resident Evil 4 remake? Well, Capcom's sales – you can currently purchase the game <a href="https://store.steampowered.com/app/2050650/Resident_Evil_4/" target="_blank"><u>on Steam</u></a> for $9.99 instead of $39.99, whereas Silent Hill 2 is currently $27.99 on sale, and Oblivion is an unrepentant $49.99. Elliott says, "Steam's share of total Resident Evil 4 revenue has grown from 28.0% in launch week to 34.1% today. There’s that Capcom catalogue flywheel again – a game earning a bigger slice of its lifetime revenue years after release, at the low end of the price curve (in markets consoles barely reach)."</p><p>Then, there's the irresistible charms of a formative game like Resident Evil 4. It has something for every player – revolutionary third-person shooting, a girl named Ashley, and parasites that look like someone sneezed on the floor. I, personally, couldn't imagine wanting anything more.</p><p><a href="https://www.gamesradar.com/games/only-7-playstation-games-have-sold-over-100-000-physical-copies-in-the-us-this-year-says-analyst-as-commenters-demand-discs-without-buying-them/"><u><em>Only 7 PlayStation games have sold over 100,000 physical copies in the US this year, says analyst, as commenters demand discs without buying them</em></u></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-4-made-capcom-another-usd560-million-and-became-the-best-selling-remake-of-the-generation-analyst-says-more-than-tripling-sales-of-oblivion-remastered-and-final-fantasy-7-rebirth/</link>
                                                                            <description>
                            <![CDATA[ That's a lot of Evil ]]>
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                                                                        <pubDate>Fri, 24 Jul 2026 16:35:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PS4]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil 4 remake protagonist Leon Kennedy looking at the camera]]></media:description>                                                            <media:text><![CDATA[Resident Evil 4 remake protagonist Leon Kennedy looking at the camera]]></media:text>
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                                <p>Oblivion Remastered and Final Fantasy 7 Rebirth have been found dead in a puddle of T-virus – the Resident Evil 4 remake from 2023 has sold 16.8 million copies across all platforms, and games industry researcher Alinea Analytics infers that makes it the best-selling remake of this console generation. </p><p>"It’s also among the most successful single-player horror games in history," says market analysis lead Rhys Elliott <a href="https://alineaanalytics.substack.com/p/this-gens-top-remakes-and-remasters" target="_blank"><u>in a Substack breakdown</u></a> of the best-selling game remakes and remasters since 2020, "generating $560M in gross revenue for Capcom so far across the three platforms, split 53.1% PlayStation, 34.1% Steam, and 12.8% Xbox." Resident Evil 4 remake's competition comes nowhere close. </p><p>In terms of total copies sold, Resident Evil 4 is followed by 2023 remaster Ark: Survival Ascended, which moved a total of 7 million copies. The Last of Us Part 1 remake sits behind it with 6.3 million sold, while Oblivion Remastered, the Dead Space remake, and Final Fantasy 7 Rebirth lag in the race with a total of 4.5, 4.3, and 4.2 million copies sold, respectively. </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="GrqMfwdRmvQXictMsdSetP" name="SS_resi_4_remake-2-chainsaw-parry-bella-sisters-on-fire_1080" alt="Leon Kennedy parries a chainsaw-wielding woman with a knife in Resident Evil 4 remake" src="https://cdn.mos.cms.futurecdn.net/GrqMfwdRmvQXictMsdSetP.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>Bloober's Silent Hill 2 remake from 2024 is the <em>worst</em> best-seller according to Alinea, with a total of 3.2 million copies sold – though, as a huge fan, I'm at least placated by the suggestion that millions of people have now been exposed to buff Pyramid Head. </p><p>Elliot suggests, out of all these still very popular titles, Resident Evil 4 might have been especially suited to the new, <a href="https://www.gamesradar.com/platforms/nintendo/shigeru-miyamoto-admits-nintendos-been-pumping-out-a-lot-of-remakes-as-ocarina-of-time-approaches-but-says-most-people-stopped-playing-the-original-games-within-5-years-anyway/"><u>industry-wide hobby</u></a> of swanky remakes because "it's revered enough to guarantee demand and old enough that the remake feels new." </p><p>But the obvious flaw with this conclusion is that it applies to multiple titles in Alinea's collection of best-selling remakes. Silent Hill 2, for example, is even older than Resident Evil 4 and similarly revered, while Oblivion released around the same time as Resident Evil 4 and seemed to sell at a similar pace; contemporaneous reports estimate Resident Evil 4 <a href="https://www.gamedeveloper.com/game-platforms/capcom-profits-quadruple-as-i-resident-evil-4-i-sells-3-million" target="_blank"><u>sold 3 million copies within a year</u></a> from launch, while Circana analyst Mat Piscatella said in 2025 that Oblivion Remastered <a href="https://www.linkedin.com/feed/update/urn:li:activity:7330943603332055040/" target="_blank"><u>outsold the original game's first 15 months on the market</u></a>, which likely also existed in the realm of 3 million (2006 reports say <a href="https://www.engadget.com/2006-04-10-oblivion-records-record-sales-1-7-million-and-climbing.html" target="_blank">Oblivion had already sold 1.7 copies by the end of its first week</a>). </p><p>So what's <em>really</em> so special about the Resident Evil 4 remake? Well, Capcom's sales – you can currently purchase the game <a href="https://store.steampowered.com/app/2050650/Resident_Evil_4/" target="_blank"><u>on Steam</u></a> for $9.99 instead of $39.99, whereas Silent Hill 2 is currently $27.99 on sale, and Oblivion is an unrepentant $49.99. Elliott says, "Steam's share of total Resident Evil 4 revenue has grown from 28.0% in launch week to 34.1% today. There’s that Capcom catalogue flywheel again – a game earning a bigger slice of its lifetime revenue years after release, at the low end of the price curve (in markets consoles barely reach)."</p><p>Then, there's the irresistible charms of a formative game like Resident Evil 4. It has something for every player – revolutionary third-person shooting, a girl named Ashley, and parasites that look like someone sneezed on the floor. I, personally, couldn't imagine wanting anything more.</p><p><a href="https://www.gamesradar.com/games/only-7-playstation-games-have-sold-over-100-000-physical-copies-in-the-us-this-year-says-analyst-as-commenters-demand-discs-without-buying-them/"><u><em>Only 7 PlayStation games have sold over 100,000 physical copies in the US this year, says analyst, as commenters demand discs without buying them</em></u></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ "We're grateful Capcom gave us that chance": Securing classic Resident Evil and Dino Crisis "did more for GOG's visibility than almost anything else in recent years" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The GOG store had its biggest bump in visibility thanks to Capcom's PS1 survival horror classics, the CD Projekt Red-owned store's staff say.</p><p>Marcin Paczyński, senior business development and partnerships manager at GOG, revealed last year that <a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> was <a href="https://www.gamesradar.com/games/resident-evil/capcom-didnt-want-to-re-release-the-classic-resident-evil-games-because-we-have-all-of-those-remakes-which-provide-the-superior-experience/">initially hesitant to re-release the classic Resident Evil trilogy</a> as Resident Evil (2002), Resident Evil 2 (2019) and Resident Evil 3 (2020) already existed and were – in its eyes – superior games. However, <a href="https://www.rpgsite.net/interview/20906-gog-interview-new-2026-preservation-one-click-mod-dreamlist-capcom-windows-11" target="_blank">speaking to RPG Site,</a> Paczyński says that the success of that trilogy's return – which led to<a href="https://www.gamesradar.com/games/resident-evil/resident-evils-ps1-trilogy-finally-comes-to-steam-alongside-cult-classic-jrpg-breath-of-fire-4-but-capcoms-retroactive-drm-isnt-going-down-well-with-everyone/"> it being released on Steam</a> – has probably made it easier to convince Capcom to play ball with returning classics.</p><p>"The launch answered a lot of questions by itself," Paczyński says. "The classic Resident Evil games and Dino Crisis sit at over 90% positive user ratings on GOG, and it's worth remembering how seriously Capcom approached them: they were treated as full new releases, with complete QA and certification, per language."</p><p>Paczyński responds to the question of whether things have gotten easier since Resident Evil, saying: "We understand what it means for a company to hand over brands this iconic, brands that are truly its own. That takes real trust, and we're grateful Capcom gave us that chance." He adds, "We delivered. Perhaps that makes conversations with other partners a little simpler now, because there is a track record to point to.</p><p>"As for whether more of Capcom's legacy is coming: the top of the <a href="https://www.gog.com/dreamlist/" target="_blank">GOG Dreamlist</a> is the most honest answer I can give." At the moment, Resident Evil Code: Veronica X is Capcom's highest ranking game on the Dreamlist, with 83,884 votes making it one of the top requests on the site.</p><p>Paczyński also credits Capcom's releases with giving the store a boost in visibility, saying: "Bringing back Resident Evil and Dino Crisis did more for GOG's visibility than almost anything else in recent years." He adds, "It showed players that the biggest classics can come back done right, and it showed rights holders, especially in Japan, what a classic release can look like on PC." </p><p>As for Capcom itself, he says the company has been a "fantastic" partner "through all of it, demanding in the best sense, and we would love to do more together. That is no secret." So hopefully we'll see God Hand and the Mega Man Legends games get a PC release soon… please.</p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><em>"Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/were-grateful-capcom-gave-us-that-chance-securing-classic-resident-evil-and-dino-crisis-did-more-for-gogs-visibility-than-almost-anything-else-in-recent-years/</link>
                                                                            <description>
                            <![CDATA[ Hey, it's up to us to PC port Umbrella ]]>
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                                                                        <pubDate>Thu, 16 Jul 2026 16:20:32 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil 3 (1999) screenshot shows Jill being held up by Nemesis.]]></media:description>                                                            <media:text><![CDATA[Resident Evil 3 (1999) screenshot shows Jill being held up by Nemesis.]]></media:text>
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                                <p>The GOG store had its biggest bump in visibility thanks to Capcom's PS1 survival horror classics, the CD Projekt Red-owned store's staff say.</p><p>Marcin Paczyński, senior business development and partnerships manager at GOG, revealed last year that <a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> was <a href="https://www.gamesradar.com/games/resident-evil/capcom-didnt-want-to-re-release-the-classic-resident-evil-games-because-we-have-all-of-those-remakes-which-provide-the-superior-experience/">initially hesitant to re-release the classic Resident Evil trilogy</a> as Resident Evil (2002), Resident Evil 2 (2019) and Resident Evil 3 (2020) already existed and were – in its eyes – superior games. However, <a href="https://www.rpgsite.net/interview/20906-gog-interview-new-2026-preservation-one-click-mod-dreamlist-capcom-windows-11" target="_blank">speaking to RPG Site,</a> Paczyński says that the success of that trilogy's return – which led to<a href="https://www.gamesradar.com/games/resident-evil/resident-evils-ps1-trilogy-finally-comes-to-steam-alongside-cult-classic-jrpg-breath-of-fire-4-but-capcoms-retroactive-drm-isnt-going-down-well-with-everyone/"> it being released on Steam</a> – has probably made it easier to convince Capcom to play ball with returning classics.</p><p>"The launch answered a lot of questions by itself," Paczyński says. "The classic Resident Evil games and Dino Crisis sit at over 90% positive user ratings on GOG, and it's worth remembering how seriously Capcom approached them: they were treated as full new releases, with complete QA and certification, per language."</p><p>Paczyński responds to the question of whether things have gotten easier since Resident Evil, saying: "We understand what it means for a company to hand over brands this iconic, brands that are truly its own. That takes real trust, and we're grateful Capcom gave us that chance." He adds, "We delivered. Perhaps that makes conversations with other partners a little simpler now, because there is a track record to point to.</p><p>"As for whether more of Capcom's legacy is coming: the top of the <a href="https://www.gog.com/dreamlist/" target="_blank">GOG Dreamlist</a> is the most honest answer I can give." At the moment, Resident Evil Code: Veronica X is Capcom's highest ranking game on the Dreamlist, with 83,884 votes making it one of the top requests on the site.</p><p>Paczyński also credits Capcom's releases with giving the store a boost in visibility, saying: "Bringing back Resident Evil and Dino Crisis did more for GOG's visibility than almost anything else in recent years." He adds, "It showed players that the biggest classics can come back done right, and it showed rights holders, especially in Japan, what a classic release can look like on PC." </p><p>As for Capcom itself, he says the company has been a "fantastic" partner "through all of it, demanding in the best sense, and we would love to do more together. That is no secret." So hopefully we'll see God Hand and the Mega Man Legends games get a PC release soon… please.</p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><em>"Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Dead Space creator Glen Schofield is retiring: "Times are tough right now, but the future ahead is really, really bright" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Glen Schofield, creator of the Dead Space series and director of several Call of Duty games, has announced his retirement.</p><p>Schofield broke the news of his retirement on <a href="https://www.linkedin.com/posts/glenschofield_thank-you-ugcPost-7482818394929426433-B4Pw/?" target="_blank">LinkedIn</a>, with a video reflecting on his 35 years in the games industry and thanking his peers, friends, and family.</p><p>"Some of you know me as a video game maker, director, and it's something I'm so proud of and I know I'm lucky to be able to do this, but after 35 years of making games and directing them, running teams, it's time for me to officially retire from the day-to-day work," Schofield said. "It's been such an amazing career and I have so many people to thank for it, but I can't possibly do it all here."</p><p>Schofield has had a varied career in games, having served as vice president at Crystal Dynamics in the late '90s and directed Gex 3D: Enter the Gecko and Gex 3: Deep Cover Gecko, as well as Blood Omen 2: Legacy of Kain. He created and executive produced the 2008 sci-fi horror masterpiece Dead Space under EA, and he co-directed and produced Call of Duty: Modern Warfare 3, Call of Duty: Advanced Warfare, and Call of Duty: WWII during his time with Sledgehammer Games and Activision. His career took a slight dip with his latest release, The Callisto Protocol, a 2022 survival horror game developed by Schofield's Striking Distance Studios that wasn't generally well-received.</p><p>"To my close friends and family, and people who have stood by me, patted me on the back, listened to my crazy ideas, thank you so much," added Schofield. "To the fans: you've supported me, you let mine and my teams' games into your homes. You told me when I was good and you told me when I wasn't so good. But you made me better. Thank you so much."</p><p>In his emotional retirement video, Schofield struck a grateful tone throughout, saying he "had a front row seat to one of the greatest creative explosions in history," and thanking EA for letting him make Dead Space and Activision for giving him "the keys to three Call of Duty games."</p><p>Schofield also took the time to reflect on what's undeniably a historically turbulent time in the games industry, an era marked by mass layoffs and AI controversies, but one he hopes will soon pass.</p><p>"This is in amazing industry, with so many talented people, and I know times are tough right now, but the future ahead is really, really bright," he said. "I wish you all, the next generation of game makers, the best of luck. Explore, experiment, enjoy, and don't forget that the most important thing is the idea."</p><p><em>Here are the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> we think you should play in 2026.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/dead-space/dead-space-creator-glen-schofield-is-retiring-times-are-tough-right-now-but-the-future-ahead-is-really-really-bright/</link>
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                            <![CDATA[ "I had a front row seat to one of the greatest creative explosions in history" ]]>
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                                                                        <pubDate>Tue, 14 Jul 2026 23:37:43 +0000</pubDate>                                                                                                                                <updated>Tue, 14 Jul 2026 23:48:04 +0000</updated>
                                                                                                                                            <category><![CDATA[Dead Space]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Glen Schofield/LinkedIn]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Glen Schofield looking reflective]]></media:description>                                                            <media:text><![CDATA[Glen Schofield looking reflective]]></media:text>
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                                <p>Glen Schofield, creator of the Dead Space series and director of several Call of Duty games, has announced his retirement.</p><p>Schofield broke the news of his retirement on <a href="https://www.linkedin.com/posts/glenschofield_thank-you-ugcPost-7482818394929426433-B4Pw/?" target="_blank">LinkedIn</a>, with a video reflecting on his 35 years in the games industry and thanking his peers, friends, and family.</p><p>"Some of you know me as a video game maker, director, and it's something I'm so proud of and I know I'm lucky to be able to do this, but after 35 years of making games and directing them, running teams, it's time for me to officially retire from the day-to-day work," Schofield said. "It's been such an amazing career and I have so many people to thank for it, but I can't possibly do it all here."</p><p>Schofield has had a varied career in games, having served as vice president at Crystal Dynamics in the late '90s and directed Gex 3D: Enter the Gecko and Gex 3: Deep Cover Gecko, as well as Blood Omen 2: Legacy of Kain. He created and executive produced the 2008 sci-fi horror masterpiece Dead Space under EA, and he co-directed and produced Call of Duty: Modern Warfare 3, Call of Duty: Advanced Warfare, and Call of Duty: WWII during his time with Sledgehammer Games and Activision. His career took a slight dip with his latest release, The Callisto Protocol, a 2022 survival horror game developed by Schofield's Striking Distance Studios that wasn't generally well-received.</p><p>"To my close friends and family, and people who have stood by me, patted me on the back, listened to my crazy ideas, thank you so much," added Schofield. "To the fans: you've supported me, you let mine and my teams' games into your homes. You told me when I was good and you told me when I wasn't so good. But you made me better. Thank you so much."</p><p>In his emotional retirement video, Schofield struck a grateful tone throughout, saying he "had a front row seat to one of the greatest creative explosions in history," and thanking EA for letting him make Dead Space and Activision for giving him "the keys to three Call of Duty games."</p><p>Schofield also took the time to reflect on what's undeniably a historically turbulent time in the games industry, an era marked by mass layoffs and AI controversies, but one he hopes will soon pass.</p><p>"This is in amazing industry, with so many talented people, and I know times are tough right now, but the future ahead is really, really bright," he said. "I wish you all, the next generation of game makers, the best of luck. Explore, experiment, enjoy, and don't forget that the most important thing is the idea."</p><p><em>Here are the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> we think you should play in 2026.</em></p>
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                                                            <title><![CDATA[ Dying Light: The Beast canceled on PS4 and Xbox One as Techland says the 13-year-old consoles can't handle "the experience we set out to create" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After nearly a year since it first released on current gen consoles, Techland has announced the PS4 and Xbox One versions of <a href="https://www.gamesradar.com/uk/dying-light-the-beast/"><u>Dying Light: The Beast</u></a> are cancelled. </p><p>Over on Twitter, the official <a href="https://www.gamesradar.com/uk/dying-light/"><u>Dying Light</u></a> account posted a message announcing the cancellation. "After careful consideration, we have made the difficult decision that Dying Light: The Beast will no longer be released on PlayStation 4 and Xbox One." Techland explains "Dying Light: The Beast was built from the ground up to take full advantage of current-generation hardware. Its open world, advanced visuals, and fluid combat and traversal all depend on processing power and memory that previous-generation consoles simply cannot provide."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2077000243455906018"><p lang="en" dir="ltr">After careful consideration, we have made the difficult decision that Dying Light: The Beast will no longer be released on PlayStation 4 and Xbox One.Dying Light: The Beast was built from the ground up to take full advantage of current-generation hardware. Its open world,…<a href="https://twitter.com/cantworkitout/status/2077000243455906018">July 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The post continues, "As development progressed, it became clear that bringing the game to those platforms would require compromises that would prevent us from delivering the experience we set out to create." Adding, "This was not a matter of choosing to leave those platforms behind. Rather, it reflected the technical realities of development and our commitment to delivering the best possible experience."</p><p>While the fact that we're talking about almost 13 year old consoles makes this not much of a surprise, Dying Light 2 – which The Beast started out as DLC for before being spun off into a full game – ran pretty well on those consoles when it was released back in 2022. However, we <em>are </em>talking about 13 year old consoles, and while the PS4 has had an especially long tail considering we're almost at the end of the PS5's life, it's probably safe to expect that most new games won't be coming to the platform anymore. Techland adds, "We know many of you were looking forward to playing on PS4 or Xbox One, and we are truly sorry for the disappointment this causes." </p><p><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-is-very-strong-proof-that-slowing-down-and-focusing-on-the-core-details-works-former-series-lead-says-we-learned-that-quality-beats-quantity/">Dying Light The Beast is "very strong proof" that slowing down and focusing on the core details works, former series lead says: "We learned that quality beats quantity"</a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W09aMO"></div>                            </div>                            <script src="https://kwizly.com/embed/W09aMO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-canceled-on-ps4-and-xbox-one-as-techland-says-the-13-year-old-consoles-cant-handle-the-experience-we-set-out-to-create/</link>
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                            <![CDATA[ "This was not a matter of choosing to leave those platforms behind" ]]>
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                                                                        <pubDate>Tue, 14 Jul 2026 14:39:07 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS4]]></category>
                                                    <category><![CDATA[Xbox One]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Techland]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Dying Light: The Beast]]></media:description>                                                            <media:text><![CDATA[Dying Light: The Beast]]></media:text>
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                                <p>After nearly a year since it first released on current gen consoles, Techland has announced the PS4 and Xbox One versions of <a href="https://www.gamesradar.com/uk/dying-light-the-beast/"><u>Dying Light: The Beast</u></a> are cancelled. </p><p>Over on Twitter, the official <a href="https://www.gamesradar.com/uk/dying-light/"><u>Dying Light</u></a> account posted a message announcing the cancellation. "After careful consideration, we have made the difficult decision that Dying Light: The Beast will no longer be released on PlayStation 4 and Xbox One." Techland explains "Dying Light: The Beast was built from the ground up to take full advantage of current-generation hardware. Its open world, advanced visuals, and fluid combat and traversal all depend on processing power and memory that previous-generation consoles simply cannot provide."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2077000243455906018"><p lang="en" dir="ltr">After careful consideration, we have made the difficult decision that Dying Light: The Beast will no longer be released on PlayStation 4 and Xbox One.Dying Light: The Beast was built from the ground up to take full advantage of current-generation hardware. Its open world,…<a href="https://twitter.com/cantworkitout/status/2077000243455906018">July 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The post continues, "As development progressed, it became clear that bringing the game to those platforms would require compromises that would prevent us from delivering the experience we set out to create." Adding, "This was not a matter of choosing to leave those platforms behind. Rather, it reflected the technical realities of development and our commitment to delivering the best possible experience."</p><p>While the fact that we're talking about almost 13 year old consoles makes this not much of a surprise, Dying Light 2 – which The Beast started out as DLC for before being spun off into a full game – ran pretty well on those consoles when it was released back in 2022. However, we <em>are </em>talking about 13 year old consoles, and while the PS4 has had an especially long tail considering we're almost at the end of the PS5's life, it's probably safe to expect that most new games won't be coming to the platform anymore. Techland adds, "We know many of you were looking forward to playing on PS4 or Xbox One, and we are truly sorry for the disappointment this causes." </p><p><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-is-very-strong-proof-that-slowing-down-and-focusing-on-the-core-details-works-former-series-lead-says-we-learned-that-quality-beats-quantity/">Dying Light The Beast is "very strong proof" that slowing down and focusing on the core details works, former series lead says: "We learned that quality beats quantity"</a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W09aMO"></div>                            </div>                            <script src="https://kwizly.com/embed/W09aMO.js" async></script>
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                                                            <title><![CDATA[ Resident Evil Requiem cut one of the Leon Kennedy actor's "favorite" lines, and fans agree Capcom has "robbed" us with its removal ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> has all sorts of brilliant lines, especially from iconic protagonist Leon Kennedy – but there could've been even more, had Capcom not cut them.</p><p>Leon Kennedy actor Nick Apostolides reveals a few in a new discussion from Play, Watch, Listen+ on YouTube (below), including one that would've come up during the Titan Spinner fight – an arguably hair-raising battle against a <em>huge</em> arachnid. <br><br>"The one that they didn't use would have been my favorite," Apostolides explains, admitting that the cut line would've been his most beloved… had Capcom not removed it from the game.</p><p>"When you fight the spider, I wanted to say – and we recorded it, 'You know, you've been a real itsy-bitsy pain in my ass,'" the actor recalls, using his legendary Leon Kennedy voice while recalling the line. "It would have been a banger." Indeed, it would've been. </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/DeTwaTfEnec" allowfullscreen></iframe></div></div><p>I'm not alone in agreeing with the star, either, as folks over on <a href="https://x.com/Genki_JPN/status/2075239089352442000" target="_blank">Twitter</a> lament the cut dialogue. "OMG," exclaims one fan. "This would have been freaking incredible."</p><p>Quoted responses (if you click to view post activity) are just as amusing, with somebody shouting, "WE WAS ROBBED!" Another jokes, "Requiem Leon is definitely a father."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2075396515414126748"><p lang="en" dir="ltr">WE WAS ROBBED https://t.co/3AIA3Fd8tl<a href="https://twitter.com/cantworkitout/status/2075396515414126748">July 10, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The actual video on YouTube has garnered some pretty great attention, too – considering that Apostolides used his Leon Kennedy voice while describing the cut line, folks comment on how it could be <em>modded</em> into the game itself now.</p><p>"Well, he just gave us the line right there to mod it into the game," as one person says – and, I mean, they're not wrong. <br><br>There are all sorts of Resident Evil Requiem mods out there, from those affecting gameplay to others targeting visuals. What's to say a boss fight line couldn't be the next to go live? I certainly wouldn't be opposed to it, and it seems like the community is already considering the possibility.</p><p>Here's hoping we get to hear the "itsy-bitsy" line in-game someday, then – Leon Kennedy can never have enough one-liners, if you ask me.</p><p><em>Yet to play Capcom's latest horror game? Be sure to read our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em>. You can also check out our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through the game.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-cut-one-of-the-leon-kennedy-actors-favorite-lines-and-fans-agree-capcom-has-robbed-us-with-its-removal/</link>
                                                                            <description>
                            <![CDATA[ "It would have been a banger," says Nick Apostolides ]]>
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                                                                        <pubDate>Fri, 10 Jul 2026 16:29:40 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:description>                                                            <media:text><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil Requiem Leon Kennedy]]></media:title>
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                                <p><a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> has all sorts of brilliant lines, especially from iconic protagonist Leon Kennedy – but there could've been even more, had Capcom not cut them.</p><p>Leon Kennedy actor Nick Apostolides reveals a few in a new discussion from Play, Watch, Listen+ on YouTube (below), including one that would've come up during the Titan Spinner fight – an arguably hair-raising battle against a <em>huge</em> arachnid. <br><br>"The one that they didn't use would have been my favorite," Apostolides explains, admitting that the cut line would've been his most beloved… had Capcom not removed it from the game.</p><p>"When you fight the spider, I wanted to say – and we recorded it, 'You know, you've been a real itsy-bitsy pain in my ass,'" the actor recalls, using his legendary Leon Kennedy voice while recalling the line. "It would have been a banger." Indeed, it would've been. </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/DeTwaTfEnec" allowfullscreen></iframe></div></div><p>I'm not alone in agreeing with the star, either, as folks over on <a href="https://x.com/Genki_JPN/status/2075239089352442000" target="_blank">Twitter</a> lament the cut dialogue. "OMG," exclaims one fan. "This would have been freaking incredible."</p><p>Quoted responses (if you click to view post activity) are just as amusing, with somebody shouting, "WE WAS ROBBED!" Another jokes, "Requiem Leon is definitely a father."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2075396515414126748"><p lang="en" dir="ltr">WE WAS ROBBED https://t.co/3AIA3Fd8tl<a href="https://twitter.com/cantworkitout/status/2075396515414126748">July 10, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The actual video on YouTube has garnered some pretty great attention, too – considering that Apostolides used his Leon Kennedy voice while describing the cut line, folks comment on how it could be <em>modded</em> into the game itself now.</p><p>"Well, he just gave us the line right there to mod it into the game," as one person says – and, I mean, they're not wrong. <br><br>There are all sorts of Resident Evil Requiem mods out there, from those affecting gameplay to others targeting visuals. What's to say a boss fight line couldn't be the next to go live? I certainly wouldn't be opposed to it, and it seems like the community is already considering the possibility.</p><p>Here's hoping we get to hear the "itsy-bitsy" line in-game someday, then – Leon Kennedy can never have enough one-liners, if you ask me.</p><p><em>Yet to play Capcom's latest horror game? Be sure to read our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em>. You can also check out our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through the game.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ I wish Capcom wasn't joking, because I seriously want to play a cozy Leon Kennedy life sim ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If anyone deserves a nice, safe retirement away from the horrors inflicted by a variety of viruses, it's Leon Kennedy. To say the poor guy has really been through it in the Resident Evil series over the years is an understatement. When he's not being attacked by infected dogs, stalked by a hulking, hat-wearing tyrant, or dealing with men wielding chainsaws, he's rescuing the president's daughter, uncovering a conspiracy, and returning to a place of great trauma. </p><p>Isn't it high time that after all that, he gets to kick back and take it easy? This isn't me saying I want the iconic action man to step away from the limelight after <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>. On the contrary, I want to experience the retirement Kennedy deserves, and to do that, I need Resident Evil 2 director Hideki Kamiya's joke conceptual pitch to be anything but a joke. The pitch in question? <a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><u>A cozy life sim starring a retired Leon fishing, baking, and having barbecues with old pals</u></a>. Now that idea is in my head, I can't let it go. And as a scaredy cat who loves Resident Evil from a safe distance, I'd give just about anything for Capcom to actually make it into a reality.</p><h2 id="home-over-horror">Home over horror </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="UpN4WPRR42Aqtycds6eZQc" name="05ea65c9-63aa-492e-ae1d-b5477a0a00f8" alt="Leon Kennedy sitting nearby a desk lamp in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/UpN4WPRR42Aqtycds6eZQc.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>Just <a href="https://www.gamesradar.com/games/horror/despite-directing-resident-evil-2-hideki-kamiya-says-i-hate-horror-but-he-still-wants-to-see-hideo-kojima-make-a-game-in-the-same-style-as-p-t/"><u>like Kamiya</u></a>, I'm definitely not a horror fan. Even so, I've always had a great fondness for Resident Evil. I love the over-the-top silliness, corny one-liners, and lore of the infected world, but I'll be the first to admit I still find it too scary to play myself. So how do I enjoy it if I'm not playing? Well, the way in which my relationship began with the series kickstarted how I would go on to experience it from then on: by watching others play. </p><p>Witnessing my dad play through <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4</u></a> on the GameCube way back when is one of my favorite gaming memories. I loved Resident Evil 4 (and its bingo line) so much I even attempted to try it for myself, but I quickly came to the conclusion I just couldn't handle the creepy zombie villagers and scary atmosphere upfront. By watching someone else play, I could enjoy the story and action and put some distance between myself and the horror. </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="2cRWjoPAMfwkCUiT6KUZtJ" name="ss_861fafe49ddfd788eb6fc5a03f7ef408107cac2e.jpg" alt="Resident Evil 4 leon" src="https://cdn.mos.cms.futurecdn.net/2cRWjoPAMfwkCUiT6KUZtJ.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><div  class="fancy-box"><div class="fancy_box-title">Resident return</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bhMoHhHwWrUvHkTbQm7hpT" name="SS_RESIDENT EVIL requiem_20260214115150_1080" caption="" alt="A close-up of Grace talking with someone through glass in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/bhMoHhHwWrUvHkTbQm7hpT.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/">Resident Evil Requiem review</a>: "A soaring piece of survival horror theater that balances intense action with absolute terror across two heroes, and I can't pick a favorite"</p></div></div><p>But what Kamiya jokingly pitched would deservedly put some distance between the horror for Leon, too, and better yet, it would bring to life a game set in the Resident Evil universe I could actually play. In the words of Kamiya, "it'd be a game where a retired Leon spends his days in the countryside fishing, gathering wild vegetables, baking bread, walking his dog, tending to his garden, driving 50 kilometers to the nearest general store, inviting his old friends over for barbecues, fixing his elderly neighbour's oven, and selling homemade lemonade at the local festival." </p><p>The sweet concept sounds like a laidback life sim with ingredients plucked right out of <a href="https://www.gamesradar.com/games-like-stardew-valley/"><u>games like Stardew Valley</u></a>, and as an avid player in the cozy game scene, that's really speaking my language. Not only could it bring a whole new audience into the world of Resident Evil, but Capcom could tap into the genre in such a novel way for longtime fans by bringing to life a cozy life sim experience led by an established character with such a rich history.</p><h2 id="handy-man">Handy man </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="mnZteNDXTSV45SGWbSgMR7" name="RESIDENT EVIL requiem-2026_02_22-17-23-40" alt="Leon Kennedy wears RPD tactical gear and leans down in Resident Evil Requiem to offer reassurance to a person on the ground, saying "We're gonna be OK"" src="https://cdn.mos.cms.futurecdn.net/mnZteNDXTSV45SGWbSgMR7.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>Just think of all of the references they could pack in, with framed pictures and belongings dotted around Leon's retired abode in the countryside that nod to past encounters and meaningful moments. Not to mention cameos from other familiar faces who pop over for barbecues. I also love how the pitch so perfectly captures Leon Kennedy. He'd never be content to rest on his laurels completely, and I could see him getting very involved with the little neighboring communities. It's easy to picture quests, for example, that make him go out of his way to help others in more day-to-day ways. </p><p>After all, you don't have to fight zombies and put a stop to the schemes of a dastardly corporation to be a hero. I'm sure Leon is just as much of a hero to the elderly neighbor whose oven gets fixed as he is to Ashley Graham in Resident Evil 4. </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="yEUQaGQtqE4g3qXv9vw6YE" name="b4452cee-0887-4a62-ad65-311706c06598" alt="Leon Kennedy walking into the Raccoon City police station in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/yEUQaGQtqE4g3qXv9vw6YE.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><div><blockquote><p>I would love to see a spin-off that goes in a wildly different direction</p></blockquote></div><p>Kennedy is easily my favorite character in the Resident Evil universe, and imagining him stepping into one of my favorite game genres sets my heart on fire. I mean, who wouldn't want to kick back in the countryside with the retired action man and sink into a relaxed routine of dog walking and bread baking? </p><p>I know I'm letting my imagination run away from me, and this is just a joke from Kamiya. Even so… what I wouldn't give for it to be made into a reality. Sure, Resident Evil has brought us many of the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games </u></a>over the years (and will no doubt continue to do so with the likes of Resident Evil Veronica on the way), but I would love to see a spin-off that goes in a wildly different direction. And when it comes to a cozy life sim, there's undoubtedly a market for it. So, this is my open letter to Capcom: please bring to life an idyllic retirement for Leon Kennedy so we can both get a break from the scares. </p><p><em>Look back over the series' highlights with our ranking of the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em>. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/i-wish-capcom-wasnt-joking-because-i-seriously-want-to-play-a-cozy-leon-kennedy-life-sim/</link>
                                                                            <description>
                            <![CDATA[ Opinion | Make a Resident Evil life sim for the scaredy cats, Capcom ]]>
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                                                                        <pubDate>Mon, 06 Jul 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 06 Jul 2026 14:20:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ heather.wald@futurenet.com (Heather Wald) ]]></author>                    <dc:creator><![CDATA[ Heather Wald ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/C49K85cGeET5bdXry39ZfF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Heather Wald is the Evergreen Editor for games at GamesRadar+. Her writing career began on a student-led magazine at Bath Spa University, where she earned a BA (Hons) in English literature. Heather landed her first role writing about tech and games for Stuff Magazine shortly after graduating with an MA in magazine journalism at Cardiff University. Now with almost seven years of experience working with GamesRadar+ on the features team, Heather helps to develop, maintain, and expand the evergreen features that exist on the site for games, as well as spearhead the Indie Spotlight series. You&#039;ll also see her contribute op-eds, interview-led features, and more. In her spare time, you&#039;ll likely find Heather tucking into RPGs and indie games, reading romance novels, and drinking lots of tea. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon Kennedy stands before some dilapidated wall in Resident Evil Requiem ]]></media:description>                                                            <media:text><![CDATA[Leon Kennedy stands before some dilapidated wall in Resident Evil Requiem ]]></media:text>
                                <media:title type="plain"><![CDATA[Leon Kennedy stands before some dilapidated wall in Resident Evil Requiem ]]></media:title>
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                            <article>
                                <p>If anyone deserves a nice, safe retirement away from the horrors inflicted by a variety of viruses, it's Leon Kennedy. To say the poor guy has really been through it in the Resident Evil series over the years is an understatement. When he's not being attacked by infected dogs, stalked by a hulking, hat-wearing tyrant, or dealing with men wielding chainsaws, he's rescuing the president's daughter, uncovering a conspiracy, and returning to a place of great trauma. </p><p>Isn't it high time that after all that, he gets to kick back and take it easy? This isn't me saying I want the iconic action man to step away from the limelight after <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>. On the contrary, I want to experience the retirement Kennedy deserves, and to do that, I need Resident Evil 2 director Hideki Kamiya's joke conceptual pitch to be anything but a joke. The pitch in question? <a href="https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/"><u>A cozy life sim starring a retired Leon fishing, baking, and having barbecues with old pals</u></a>. Now that idea is in my head, I can't let it go. And as a scaredy cat who loves Resident Evil from a safe distance, I'd give just about anything for Capcom to actually make it into a reality.</p><h2 id="home-over-horror">Home over horror </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="UpN4WPRR42Aqtycds6eZQc" name="05ea65c9-63aa-492e-ae1d-b5477a0a00f8" alt="Leon Kennedy sitting nearby a desk lamp in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/UpN4WPRR42Aqtycds6eZQc.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>Just <a href="https://www.gamesradar.com/games/horror/despite-directing-resident-evil-2-hideki-kamiya-says-i-hate-horror-but-he-still-wants-to-see-hideo-kojima-make-a-game-in-the-same-style-as-p-t/"><u>like Kamiya</u></a>, I'm definitely not a horror fan. Even so, I've always had a great fondness for Resident Evil. I love the over-the-top silliness, corny one-liners, and lore of the infected world, but I'll be the first to admit I still find it too scary to play myself. So how do I enjoy it if I'm not playing? Well, the way in which my relationship began with the series kickstarted how I would go on to experience it from then on: by watching others play. </p><p>Witnessing my dad play through <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4</u></a> on the GameCube way back when is one of my favorite gaming memories. I loved Resident Evil 4 (and its bingo line) so much I even attempted to try it for myself, but I quickly came to the conclusion I just couldn't handle the creepy zombie villagers and scary atmosphere upfront. By watching someone else play, I could enjoy the story and action and put some distance between myself and the horror. </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="2cRWjoPAMfwkCUiT6KUZtJ" name="ss_861fafe49ddfd788eb6fc5a03f7ef408107cac2e.jpg" alt="Resident Evil 4 leon" src="https://cdn.mos.cms.futurecdn.net/2cRWjoPAMfwkCUiT6KUZtJ.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><div  class="fancy-box"><div class="fancy_box-title">Resident return</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bhMoHhHwWrUvHkTbQm7hpT" name="SS_RESIDENT EVIL requiem_20260214115150_1080" caption="" alt="A close-up of Grace talking with someone through glass in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/bhMoHhHwWrUvHkTbQm7hpT.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/">Resident Evil Requiem review</a>: "A soaring piece of survival horror theater that balances intense action with absolute terror across two heroes, and I can't pick a favorite"</p></div></div><p>But what Kamiya jokingly pitched would deservedly put some distance between the horror for Leon, too, and better yet, it would bring to life a game set in the Resident Evil universe I could actually play. In the words of Kamiya, "it'd be a game where a retired Leon spends his days in the countryside fishing, gathering wild vegetables, baking bread, walking his dog, tending to his garden, driving 50 kilometers to the nearest general store, inviting his old friends over for barbecues, fixing his elderly neighbour's oven, and selling homemade lemonade at the local festival." </p><p>The sweet concept sounds like a laidback life sim with ingredients plucked right out of <a href="https://www.gamesradar.com/games-like-stardew-valley/"><u>games like Stardew Valley</u></a>, and as an avid player in the cozy game scene, that's really speaking my language. Not only could it bring a whole new audience into the world of Resident Evil, but Capcom could tap into the genre in such a novel way for longtime fans by bringing to life a cozy life sim experience led by an established character with such a rich history.</p><h2 id="handy-man">Handy man </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="mnZteNDXTSV45SGWbSgMR7" name="RESIDENT EVIL requiem-2026_02_22-17-23-40" alt="Leon Kennedy wears RPD tactical gear and leans down in Resident Evil Requiem to offer reassurance to a person on the ground, saying "We're gonna be OK"" src="https://cdn.mos.cms.futurecdn.net/mnZteNDXTSV45SGWbSgMR7.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>Just think of all of the references they could pack in, with framed pictures and belongings dotted around Leon's retired abode in the countryside that nod to past encounters and meaningful moments. Not to mention cameos from other familiar faces who pop over for barbecues. I also love how the pitch so perfectly captures Leon Kennedy. He'd never be content to rest on his laurels completely, and I could see him getting very involved with the little neighboring communities. It's easy to picture quests, for example, that make him go out of his way to help others in more day-to-day ways. </p><p>After all, you don't have to fight zombies and put a stop to the schemes of a dastardly corporation to be a hero. I'm sure Leon is just as much of a hero to the elderly neighbor whose oven gets fixed as he is to Ashley Graham in Resident Evil 4. </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="yEUQaGQtqE4g3qXv9vw6YE" name="b4452cee-0887-4a62-ad65-311706c06598" alt="Leon Kennedy walking into the Raccoon City police station in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/yEUQaGQtqE4g3qXv9vw6YE.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><div><blockquote><p>I would love to see a spin-off that goes in a wildly different direction</p></blockquote></div><p>Kennedy is easily my favorite character in the Resident Evil universe, and imagining him stepping into one of my favorite game genres sets my heart on fire. I mean, who wouldn't want to kick back in the countryside with the retired action man and sink into a relaxed routine of dog walking and bread baking? </p><p>I know I'm letting my imagination run away from me, and this is just a joke from Kamiya. Even so… what I wouldn't give for it to be made into a reality. Sure, Resident Evil has brought us many of the <a href="https://www.gamesradar.com/best-survival-horror-games/"><u>best survival horror games </u></a>over the years (and will no doubt continue to do so with the likes of Resident Evil Veronica on the way), but I would love to see a spin-off that goes in a wildly different direction. And when it comes to a cozy life sim, there's undoubtedly a market for it. So, this is my open letter to Capcom: please bring to life an idyllic retirement for Leon Kennedy so we can both get a break from the scares. </p><p><em>Look back over the series' highlights with our ranking of the </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><em>best Resident Evil games</em></a><em>. </em></p>
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                                                            <title><![CDATA[ "Resident not-Evil" is Resident Evil 2 director's joke cozy life sim pitch starring a retired Leon Kennedy fishing, baking, and "inviting his old friends over for barbecues" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Resident Evil 2 director and Devil May Cry creator Hideki Kamiya has jokingly detailed a concept for a cozy life sim game starring a retired Leon Kennedy. </p><p>Outside of series creator Shinji Mikami, you could make an argument for Kamiya being the most impactful person to be involved with the Resident Evil series. After the original game was the first game he was credited on, Kamiya then directed Resident Evil 2 which is still considered by many to be one of, if not the best game in the series. That second game is also the one that introduced us to Leon Kennedy, who has gone on to be the series' most beloved character.</p><p>But despite his massive impact on the series and the survival horror genre in general, Kamiya has openly said <a href="https://www.gamesradar.com/games/horror/despite-directing-resident-evil-2-hideki-kamiya-says-i-hate-horror-but-he-still-wants-to-see-hideo-kojima-make-a-game-in-the-same-style-as-p-t/"><u>he hates horror</u></a>, and earlier this year he pitched <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> creating a <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-is-too-scary-for-series-veteran-hideki-kamiya-who-argues-capcom-should-make-a-non-scary-mode-because-look-i-just-want-to-enjoy-the-puzzles/"><u>"'non-scary' mode"</u></a> for <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>  so he could enjoy the game's puzzles in peace. Now, over on <a href="https://x.com/HidekiKamiya_X/status/2071431885448990839" target="_blank">Twitter </a>(translated by <a href="https://automaton-media.com/en/news/hideki-kamiya-jokingly-proposes-a-resident-not-evil-cozy-life-sim-featuring-a-retired-leon-kennedy-and-fans-actually-want-it-to-happen/" target="_blank">Automaton</a>) Kamiya has responded to fan requests for him to return to the Resident Evil series – which he hasn't been involved with since his Resident Evil 4 turned into Devil May Cry – by detailing what he would do with a new game. </p><p>Kamiya says if he made a new Resident Evil title, "it'd be a game where a retired Leon spends his days in the countryside fishing, gathering wild vegetables, baking bread, walking his dog, tending to his garden, driving 50 kilometers to the nearest general store, inviting his old friends over for barbecues, fixing his elderly neighbour's oven, and selling homemade lemonade at the local festival. Would you still be OK with that?"</p><p>Given how huge the cozy game market is, people naturally <em>are </em>still OK with that, with <a href="https://x.com/koumei_gratin/status/2071084688211657102?s=20" target="_blank"><u>one comment saying</u></a> they'd be interested in "Resident Evil Pokopia." Kamiya acknowledges the fan response, saying: "Capcom, there seem to be a lot of people asking for a Resident not-Evil game like this. If you ever have the time, please consider making it… I'd like to play it too."</p><p><em>Are you playing the latest game in the series? If so, be sure to browse through our roundup of </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem safe codes</em></a><em> for an easier time progressing.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-not-evil-is-resident-evil-2-directors-joke-cozy-life-sim-pitch-starring-a-retired-leon-kennedy-fishing-baking-and-inviting-his-old-friends-over-for-barbecues/</link>
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                            <![CDATA[ "Capcom, there seem to be a lot of people asking," says Hideki Kamiya ]]>
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                                                                        <pubDate>Mon, 29 Jun 2026 11:53:15 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon Kennedy looks worried in a screenshot from Resident Evil 2 (2019).]]></media:description>                                                            <media:text><![CDATA[Leon Kennedy looks worried in a screenshot from Resident Evil 2 (2019).]]></media:text>
                                <media:title type="plain"><![CDATA[Leon Kennedy looks worried in a screenshot from Resident Evil 2 (2019).]]></media:title>
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                                <p>Resident Evil 2 director and Devil May Cry creator Hideki Kamiya has jokingly detailed a concept for a cozy life sim game starring a retired Leon Kennedy. </p><p>Outside of series creator Shinji Mikami, you could make an argument for Kamiya being the most impactful person to be involved with the Resident Evil series. After the original game was the first game he was credited on, Kamiya then directed Resident Evil 2 which is still considered by many to be one of, if not the best game in the series. That second game is also the one that introduced us to Leon Kennedy, who has gone on to be the series' most beloved character.</p><p>But despite his massive impact on the series and the survival horror genre in general, Kamiya has openly said <a href="https://www.gamesradar.com/games/horror/despite-directing-resident-evil-2-hideki-kamiya-says-i-hate-horror-but-he-still-wants-to-see-hideo-kojima-make-a-game-in-the-same-style-as-p-t/"><u>he hates horror</u></a>, and earlier this year he pitched <a href="https://www.gamesradar.com/uk/tag/capcom/"><u>Capcom</u></a> creating a <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-is-too-scary-for-series-veteran-hideki-kamiya-who-argues-capcom-should-make-a-non-scary-mode-because-look-i-just-want-to-enjoy-the-puzzles/"><u>"'non-scary' mode"</u></a> for <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>  so he could enjoy the game's puzzles in peace. Now, over on <a href="https://x.com/HidekiKamiya_X/status/2071431885448990839" target="_blank">Twitter </a>(translated by <a href="https://automaton-media.com/en/news/hideki-kamiya-jokingly-proposes-a-resident-not-evil-cozy-life-sim-featuring-a-retired-leon-kennedy-and-fans-actually-want-it-to-happen/" target="_blank">Automaton</a>) Kamiya has responded to fan requests for him to return to the Resident Evil series – which he hasn't been involved with since his Resident Evil 4 turned into Devil May Cry – by detailing what he would do with a new game. </p><p>Kamiya says if he made a new Resident Evil title, "it'd be a game where a retired Leon spends his days in the countryside fishing, gathering wild vegetables, baking bread, walking his dog, tending to his garden, driving 50 kilometers to the nearest general store, inviting his old friends over for barbecues, fixing his elderly neighbour's oven, and selling homemade lemonade at the local festival. Would you still be OK with that?"</p><p>Given how huge the cozy game market is, people naturally <em>are </em>still OK with that, with <a href="https://x.com/koumei_gratin/status/2071084688211657102?s=20" target="_blank"><u>one comment saying</u></a> they'd be interested in "Resident Evil Pokopia." Kamiya acknowledges the fan response, saying: "Capcom, there seem to be a lot of people asking for a Resident not-Evil game like this. If you ever have the time, please consider making it… I'd like to play it too."</p><p><em>Are you playing the latest game in the series? If so, be sure to browse through our roundup of </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem safe codes</em></a><em> for an easier time progressing.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3V1ge"></div>                            </div>                            <script src="https://kwizly.com/embed/W3V1ge.js" async></script>
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                                                            <title><![CDATA[ Resident Evil creator Shinji Mikami believes devs need to "make games that leave people wanting to clear them with their own hands" rather than being content watching a playthrough ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Resident Evil creator Shinji Mikami believes that if a fan is satisfied with just watching a playthrough of a game, then it can't have been that good of a game in the first place. </p><p>With the advent of YouTube gaming content creators, popularization of let's plays in the late 2000s, and subsequent popularity of Twitch, people simply watching someone else playing a game has become a commonplace thing. While these streams and playthroughs have proven to work as great advertising in places – especially for the likes of Among Us, Five Nights At Freddy's, and Phasmophobia – for single–player games, some found that simply watching someone else play the game was enough for them. </p><p>As reported by <a href="https://www.nikkansports.com/entertainment/news/202606190000434.html" target="_blank"><u>Nikkan</u></a> (translated by <a href="https://automaton-media.com/en/news/resident-evil-creator-shinji-mikami-says-if-watching-a-playthrough-is-enough-the-game-wasnt-good-enough/" target="_blank"><u>Automaton</u></a>), comedian and YouTube creator Eiko Kano recently spoke on TV about an exchange he had with Resident Evil creator Shinji Mikami after the popularity of his own streams of the series. When Kano asked Mikami about his stance on players streaming titles of his and potentially letting users get their fill of the game through someone else, he reportedly responded, "If viewers watch a playthrough of a game all the way to the end and are satisfied with just that, then it was only that good of a game."</p><p>Obviously, games are an inherently interactive medium, and as such you would miss out on a key facet of what it is by just watching it – the same way you would lose out on elements by reading a film's screenplay. Kano says Mikami explained: "Our job is to make games that leave people wanting to clear them with their own hands, even if they've watched someone else do it, so keep streaming." </p><p>Kano also recalls that Dragon Quest creator Yuji Horii gave a very similar response to him when asked, while Final Fantasy 7 Remake series director <a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-director-says-streamers-have-caused-a-bit-of-a-crisis-for-rpgs-and-its-up-to-devs-to-make-sure-fans-actually-want-to-play-a-game-themselves/">Naoki Hamaguchi said recently that RPGs "need to be careful" about a lack of player agency</a> otherwise they "might simply watch a stream and feel satisfied without ever playing the game themselves."</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronicas-first-person-trailer-was-a-deliberate-misdirect-capcom-producer-confirms-the-horror-game-is-fully-third-person/"><em>Resident Evil Veronica's first-person trailer was a deliberate misdirect, Capcom producer confirms the horror game is fully third-person.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-creator-shinji-mikami-believes-devs-need-to-make-games-that-leave-people-wanting-to-clear-them-with-their-own-hands-rather-than-being-content-watching-a-playthrough/</link>
                                                                            <description>
                            <![CDATA[ Shinji Mikami apparently told one streamer that fans should want to play something "even if they've watched someone else do it" ]]>
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                                                                        <pubDate>Mon, 22 Jun 2026 12:08:09 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil 4 leon]]></media:description>                                                            <media:text><![CDATA[Resident Evil 4 leon]]></media:text>
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                                <p>Resident Evil creator Shinji Mikami believes that if a fan is satisfied with just watching a playthrough of a game, then it can't have been that good of a game in the first place. </p><p>With the advent of YouTube gaming content creators, popularization of let's plays in the late 2000s, and subsequent popularity of Twitch, people simply watching someone else playing a game has become a commonplace thing. While these streams and playthroughs have proven to work as great advertising in places – especially for the likes of Among Us, Five Nights At Freddy's, and Phasmophobia – for single–player games, some found that simply watching someone else play the game was enough for them. </p><p>As reported by <a href="https://www.nikkansports.com/entertainment/news/202606190000434.html" target="_blank"><u>Nikkan</u></a> (translated by <a href="https://automaton-media.com/en/news/resident-evil-creator-shinji-mikami-says-if-watching-a-playthrough-is-enough-the-game-wasnt-good-enough/" target="_blank"><u>Automaton</u></a>), comedian and YouTube creator Eiko Kano recently spoke on TV about an exchange he had with Resident Evil creator Shinji Mikami after the popularity of his own streams of the series. When Kano asked Mikami about his stance on players streaming titles of his and potentially letting users get their fill of the game through someone else, he reportedly responded, "If viewers watch a playthrough of a game all the way to the end and are satisfied with just that, then it was only that good of a game."</p><p>Obviously, games are an inherently interactive medium, and as such you would miss out on a key facet of what it is by just watching it – the same way you would lose out on elements by reading a film's screenplay. Kano says Mikami explained: "Our job is to make games that leave people wanting to clear them with their own hands, even if they've watched someone else do it, so keep streaming." </p><p>Kano also recalls that Dragon Quest creator Yuji Horii gave a very similar response to him when asked, while Final Fantasy 7 Remake series director <a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-director-says-streamers-have-caused-a-bit-of-a-crisis-for-rpgs-and-its-up-to-devs-to-make-sure-fans-actually-want-to-play-a-game-themselves/">Naoki Hamaguchi said recently that RPGs "need to be careful" about a lack of player agency</a> otherwise they "might simply watch a stream and feel satisfied without ever playing the game themselves."</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronicas-first-person-trailer-was-a-deliberate-misdirect-capcom-producer-confirms-the-horror-game-is-fully-third-person/"><em>Resident Evil Veronica's first-person trailer was a deliberate misdirect, Capcom producer confirms the horror game is fully third-person.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script>
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                                                            <title><![CDATA[ I'm glad Resident Evil Veronica will have a "reimagined story" – remakes need reinvention to survive ]]></title>
                                                                                                <dc:content><![CDATA[ <p>2026 has been good to me. My <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><u>Resident Evil Requiem review</u></a> points to the staggering impact of Capcom's latest, charting the path forward for a survival horror legacy by bringing us back to where it all began. </p><p>The moment I rolled credits, I already had my suspicions about what might come next. <a href="https://www.gamesradar.com/games/survival-horror/resident-evil-requiem-is-building-two-futures-at-once-and-i-have-a-couple-of-guesses-as-to-what-the-next-remake-might-be/"><u>Requiem's ending builds two futures at once</u></a>, seeding what might transpire in the mainline series as well as hinting at which remake could come next. Now that the Code Veronica remake has finally been revealed, I'm even more excited to see how Resident Evil's past might influence its future – but in order for that to work, I'm all too happy for Capcom to rewrite itself.</p><h2 id="new-nightmares">New nightmares</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="WRGpD7np4WLVRTBPpFAmj" name="Code Veronica copy.jpg" alt="Claire Redfield in Resident Evil Code Veronica X" src="https://cdn.mos.cms.futurecdn.net/WRGpD7np4WLVRTBPpFAmj.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Resident Evil Veronica is my most-anticipated <a href="https://www.gamesradar.com/upcoming-horror-games/"><u>upcoming horror game</u></a> of the next year. A huge part of that is down to two words in the official game description: "reimagined story."<br><br>It's no secret that much of Capcom's older material hasn't aged well. Subtle <a href="https://www.youtube.com/watch?v=70T84jGHEJg"><u>changes</u></a> in <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 Remake</u></a> suggest that the developer itself is keenly aware of it. I fully expected that any remake of Code Veronica/X would have a few nip-tucks to update the humor for a modern audience, so I would be very surprised if Claire still calls Alfred Ashford a <a href="https://www.youtube.com/shorts/XOAdXgSI06c"><u>full-on slur</u></a> in 2027. The bigger mystery is how the eccentric villain will be presented at all, since the original game's big twist plays on outdated shock tactics that are in dire need of an update.</p><p>I won't spoil the above for you, but it does leave me wondering if Resident Evil Veronica's "reimagined story" will update more than just a dicey script. This is Capcom's chance to alter who these characters actually are and keep the game in line with the modern day.</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="mU4HpqFtedDAaWabLHgETn" name="SS_resident_evil_requiem_zeno_smokes_1080" alt="Zeno, possibly a Wesker clone, smokes a cigarette within ARK in Resident Evil Requiem, surrounded by dark orange orbs" src="https://cdn.mos.cms.futurecdn.net/mU4HpqFtedDAaWabLHgETn.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><div  class="fancy-box"><div class="fancy_box-title">Safe rooms</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3AAEtuReFTjb4MbKQFE3Bo" name="SS_resident_evil_requiem_RPD_exterior_1080" caption="" alt="Leon stands gun ready outside the ruins of the RPD in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/3AAEtuReFTjb4MbKQFE3Bo.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/resident-evil-has-shaped-survival-horror-as-we-know-it-and-the-next-decade-will-be-the-proving-ground/"><strong>Resident Evil has shaped survival horror as we know it – and the next decade will be the proving ground</strong></a></p></div></div><p>That idea alone might have you clenching your jaw, but hear me out. Following on from three stunning remakes created alongside the series' mainline entries, Resident Evil is running out of viable options to choose from. Resident Evil 5 is still one of the most controversial games of the bunch, while even the <a href="https://www.gamesradar.com/best-resident-evil-games/"><u>best Resident Evil game</u></a> spin-offs are such an acquired taste (including <a href="https://www.gamesradar.com/21-years-later-the-best-resident-evil-spin-off-game-is-still-the-most-underrated/"><u>my beloved Morpheus</u></a> from Resident Evil Dead Aim) that many of those might be discounted on principle.</p><p>If Capcom wants to maintain pace with its rapidfire releases – and I really hope it does – it's time for all of us to call a spade a spade and admit when something just would not hit the same in the 2020s as it did in the early 2000s. We need small, meaningful changes that maintain the series' integrity, preserving pivotal plot points while reframing the supporting narrative.</p><p>It's something we already see hints of in <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>. Wesker is miraculously "back" again, perhaps another clone, since he was supposed to be dead as of Resident Evil 5. More than that, the game's finale suggests that Oswell Spencer was potentially not quite the palm-rubbing psychopath many of us had him pegged as for 30 years. None of this makes sense given the current canon laid out by Code Veronica and Resident Evil 5, but maybe it will once Resident Evil Veronica sheds a little more light.</p><p>At this early stage, there's no telling how big or small Capcom's changes might be. Maybe the lengthier exposition with Claire seeking Chris out in Paris, as seen in the announcement trailer, will be all there is to it. Or maybe Capcom will take the opportunity for reinvention that so few developers ever get, soldering the future of Resident Evil in the process.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZDdsGPjiqt7zAaS4XztbpE" name="gr_summer_info_panel_resident_evil_veronica" alt="The GamesRadar+ Summer Preview 2026 info box for Resident Evil Veronica, listing the developer and publisher as Capcom" src="https://cdn.mos.cms.futurecdn.net/ZDdsGPjiqt7zAaS4XztbpE.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Check out our </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><u><em>best Resident Evil games</em></u></a><em> list for more to play while you wait!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/im-glad-resident-evil-veronica-will-have-a-reimagined-story-remakes-need-reinvention-to-survive/</link>
                                                                            <description>
                            <![CDATA[ Opinion | Remade games don't have to be identical to do something incredible for a franchise ]]>
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                                                                        <pubDate>Fri, 19 Jun 2026 15:30:00 +0000</pubDate>                                                                                                                                <updated>Fri, 19 Jun 2026 16:40:07 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ jasmine.gouldwilson@futurenet.com (Jasmine Gould-Wilson) ]]></author>                    <dc:creator><![CDATA[ Jasmine Gould-Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rZBfbSkCwFPyDodBEj5dKD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jasmine is a Senior Staff Writer at GamesRadar+. Raised in Hong Kong and having graduated with an English Literature degree from Queen Mary, University of London, she started her games journalism career as a freelancer with TheGamer and Tech Radar Gaming before joining GamesRadar+ full-time in 2023. (You might also have seen a few of her shorter reviews printed in SFX Magazine!)&lt;/p&gt;&lt;p&gt;As part of the Features team, her duties include attending game previews and key international conferences such as Gamescom and Digital Dragons in between regular interviews, opinion pieces, and the occasional news or guides stint. In her spare time, you&#039;ll likely find Jasmine thinking/talking about Resident Evil, purchasing another book she&#039;s unlikely to read, or complaining about the weather.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Claire Redfield is grabbed from behind in Resident Evil Veronica by a figure in a gas mask, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:description>                                                            <media:text><![CDATA[Claire Redfield is grabbed from behind in Resident Evil Veronica by a figure in a gas mask, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:text>
                                <media:title type="plain"><![CDATA[Claire Redfield is grabbed from behind in Resident Evil Veronica by a figure in a gas mask, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:title>
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                                <p>2026 has been good to me. My <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><u>Resident Evil Requiem review</u></a> points to the staggering impact of Capcom's latest, charting the path forward for a survival horror legacy by bringing us back to where it all began. </p><p>The moment I rolled credits, I already had my suspicions about what might come next. <a href="https://www.gamesradar.com/games/survival-horror/resident-evil-requiem-is-building-two-futures-at-once-and-i-have-a-couple-of-guesses-as-to-what-the-next-remake-might-be/"><u>Requiem's ending builds two futures at once</u></a>, seeding what might transpire in the mainline series as well as hinting at which remake could come next. Now that the Code Veronica remake has finally been revealed, I'm even more excited to see how Resident Evil's past might influence its future – but in order for that to work, I'm all too happy for Capcom to rewrite itself.</p><h2 id="new-nightmares">New nightmares</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="WRGpD7np4WLVRTBPpFAmj" name="Code Veronica copy.jpg" alt="Claire Redfield in Resident Evil Code Veronica X" src="https://cdn.mos.cms.futurecdn.net/WRGpD7np4WLVRTBPpFAmj.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Resident Evil Veronica is my most-anticipated <a href="https://www.gamesradar.com/upcoming-horror-games/"><u>upcoming horror game</u></a> of the next year. A huge part of that is down to two words in the official game description: "reimagined story."<br><br>It's no secret that much of Capcom's older material hasn't aged well. Subtle <a href="https://www.youtube.com/watch?v=70T84jGHEJg"><u>changes</u></a> in <a href="https://www.gamesradar.com/resident-evil-4-remake-guide/"><u>Resident Evil 4 Remake</u></a> suggest that the developer itself is keenly aware of it. I fully expected that any remake of Code Veronica/X would have a few nip-tucks to update the humor for a modern audience, so I would be very surprised if Claire still calls Alfred Ashford a <a href="https://www.youtube.com/shorts/XOAdXgSI06c"><u>full-on slur</u></a> in 2027. The bigger mystery is how the eccentric villain will be presented at all, since the original game's big twist plays on outdated shock tactics that are in dire need of an update.</p><p>I won't spoil the above for you, but it does leave me wondering if Resident Evil Veronica's "reimagined story" will update more than just a dicey script. This is Capcom's chance to alter who these characters actually are and keep the game in line with the modern day.</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="mU4HpqFtedDAaWabLHgETn" name="SS_resident_evil_requiem_zeno_smokes_1080" alt="Zeno, possibly a Wesker clone, smokes a cigarette within ARK in Resident Evil Requiem, surrounded by dark orange orbs" src="https://cdn.mos.cms.futurecdn.net/mU4HpqFtedDAaWabLHgETn.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><div  class="fancy-box"><div class="fancy_box-title">Safe rooms</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3AAEtuReFTjb4MbKQFE3Bo" name="SS_resident_evil_requiem_RPD_exterior_1080" caption="" alt="Leon stands gun ready outside the ruins of the RPD in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/3AAEtuReFTjb4MbKQFE3Bo.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/resident-evil-has-shaped-survival-horror-as-we-know-it-and-the-next-decade-will-be-the-proving-ground/"><strong>Resident Evil has shaped survival horror as we know it – and the next decade will be the proving ground</strong></a></p></div></div><p>That idea alone might have you clenching your jaw, but hear me out. Following on from three stunning remakes created alongside the series' mainline entries, Resident Evil is running out of viable options to choose from. Resident Evil 5 is still one of the most controversial games of the bunch, while even the <a href="https://www.gamesradar.com/best-resident-evil-games/"><u>best Resident Evil game</u></a> spin-offs are such an acquired taste (including <a href="https://www.gamesradar.com/21-years-later-the-best-resident-evil-spin-off-game-is-still-the-most-underrated/"><u>my beloved Morpheus</u></a> from Resident Evil Dead Aim) that many of those might be discounted on principle.</p><p>If Capcom wants to maintain pace with its rapidfire releases – and I really hope it does – it's time for all of us to call a spade a spade and admit when something just would not hit the same in the 2020s as it did in the early 2000s. We need small, meaningful changes that maintain the series' integrity, preserving pivotal plot points while reframing the supporting narrative.</p><p>It's something we already see hints of in <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>. Wesker is miraculously "back" again, perhaps another clone, since he was supposed to be dead as of Resident Evil 5. More than that, the game's finale suggests that Oswell Spencer was potentially not quite the palm-rubbing psychopath many of us had him pegged as for 30 years. None of this makes sense given the current canon laid out by Code Veronica and Resident Evil 5, but maybe it will once Resident Evil Veronica sheds a little more light.</p><p>At this early stage, there's no telling how big or small Capcom's changes might be. Maybe the lengthier exposition with Claire seeking Chris out in Paris, as seen in the announcement trailer, will be all there is to it. Or maybe Capcom will take the opportunity for reinvention that so few developers ever get, soldering the future of Resident Evil in the process.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZDdsGPjiqt7zAaS4XztbpE" name="gr_summer_info_panel_resident_evil_veronica" alt="The GamesRadar+ Summer Preview 2026 info box for Resident Evil Veronica, listing the developer and publisher as Capcom" src="https://cdn.mos.cms.futurecdn.net/ZDdsGPjiqt7zAaS4XztbpE.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Check out our </em><a href="https://www.gamesradar.com/best-resident-evil-games/"><u><em>best Resident Evil games</em></u></a><em> list for more to play while you wait!</em></p>
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                                                            <title><![CDATA[ 12 years later, Alien Isolation 2 leads want better tech and more space to sear the horror sequel into your memory: "Genuinely unforgettable" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've always felt a little sorry for the Xenomorph, though the creature's ingenious design leaves hardly any space for pity. Its shining muscles are coiled into roses, its reinforced cranium could withstand nuclear winter – and yet the space thing is hunted throughout Ridley Scott's anxious Alien franchise for acting on its instincts, which unfortunately happen to revolve around impregnating innocent civilians. </p><p>"You can't kill it in our game, so in that sense it's thriving and doing really well," Alien: Isolation 2 art director Ana Sopikova consoles me during <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/"><u>Summer Game Fest 2026</u></a>, where I experienced an <a href="https://www.gamesradar.com/games/survival-horror/15-years-after-the-first-game-made-horror-history-alien-isolation-2-unleashes-a-smarter-meaner-xenomorph/"><u>Alien: Isolation 2 preview</u></a> that made me confront my affection for the Xenomorph like an awesome, blinding light. Developer Creative Assembly's sequel to its 2014 stealth horror masterpiece Alien: Isolation already looks and feels as meticulously crafted as its title villain, the gasoline black <em>alien</em>, which was constructed with the hope that you'll remember it forever. </p><p>"It's the perfect organism," creative director Al Hope reminds me about the Xenomorph. And Creative Assembly has worked hard to make its game technology worthy of a well-oiled animal. Like the oppressive original game – and 1979 movie – <a href="https://www.gamesradar.com/alien-isolation-2-guide/"><u>Alien: Isolation 2</u></a> pits a capable, soot-covered woman against an even more practical Xenomorph who knows all the best ways to crush a rib cage. Except, this time, Creative Assembly takes it outside, and players will need to confidently navigate a moonlight blue colony planet in addition to the franchise's more typical, cramped space vessels. </p><h2 id="outer-space">Outer space</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="znFs9FNEqZYB5rEbXdcBLj" name="alien isolation 2" alt="A close-up of blue eyes" src="https://cdn.mos.cms.futurecdn.net/znFs9FNEqZYB5rEbXdcBLj.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: Creative Assembly )</span></figcaption></figure><p>"I really love the idea that the player will be in those interiors, and they'll be feeling trapped and wanting to get out," says a sadistic Hope. "Then they manage to escape and get outside, and after that initial rush of success, they start to feel vulnerable and exposed, and, actually, they'd quite like to go back inside again. We get to play with that seesaw of emotion and motivation." </p><p>Hope and Sopikova both emphasize the power of the technology Alien: Isolation 2 is built with – Unreal Engine 5, but also custom visual and audio systems. With sound in particular, Hope says "we're doing some really fantastic things [...], where we're effectively remixing the audio on the fly, in real time, in response to into what's happening on the screen: where we are in the story, [with the] understanding of what's just happened, what might happen in the future." </p><p>He continues, "That's really, really complex stuff. Obviously, we don't surface that to the player, but it creates the whole experience." I saw proof of this in even my tight 20 minutes with Isolation 2; the big scares happened in the suffocating hug of the Sevastopol space station from the first game, but my mood is most impacted by everything outside of it. </p><p>"Something like wind removes information, audio information, so you can't tell, maybe, how close the creature is," says Hope, and I'm already feeling more nervous. "Something like fog and rain also reduces visual information, and so you can't see it, but that might actually be good, because it can't see you."</p><div><blockquote><p>"At no point we want player to realize, 'Oh, yes, this is a video game."</p><p>Ana Sopikova </p></blockquote></div><h2 id="far-far-away">Far, far away</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="srcaYeKzSbzMumm9xyUbnn" name="Alien Isolation 2" alt="A Xenomorph in Alien: Isolation 2" src="https://cdn.mos.cms.futurecdn.net/srcaYeKzSbzMumm9xyUbnn.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: Sega)</span></figcaption></figure><p>Ultimately, Protagonist Blake has landed in an environment defined by fog so dense, it could be a birthday cake, and whooshing wind seems to even blow the galaxy's distant stars nearer. It's totally disorienting.</p><p>I loved it in the demo. The look, the sound, the physics of wind whipping around my first-person perspective character was exhilarating in a way that most hyper realistic games aiming for "immersion" aren't. Alien: Isolation 2 has <em>style</em>, and Creative Assembly seems to want it that way.</p><p>Now I have to ask about the saliva. When I eventually meet Alien: Isolation 2's Xenomorph toward the end of my demo, it unhinges its impressive jaw to reveal rows of onyx teeth, cobwebbed with silver spit. The creature looks hungry to see me, and Sopikova says, "It's all about the attention to detail."</p><p>"It's something that the team takes just <em>incredibly</em> seriously from every angle – has to be perfect," Sopikova continues. "At no point we want player to realize, 'Oh, yes, this is a video game."</p><p>Instead, Hope and Sopikova want Alien: Isolation 2 to become a memory. A real one, not just a hazy recollection of you at your PC with a big diet Mountain Dew. Alien: Isolation 2 is proof of endurance.</p><p>"It's a game about choices," Hope says when I ask how Weyland-Yutani employee protagonist Blake relates to us earthbound fans. "We're not a scripted choreographed survival horror experience, it's all systemic. The alien is listening, and it's using its ears and eyes, it's listening and looking for you," he adds. "Every playthrough is different, so everyone has their own story to tell, their own individual journey."</p><h2 id="awake-and-afraid">Awake and afraid</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="A8pm7NQRtPdbnPB9KFd6vX" name="PR_05_PROLOGUE-ALIEN-ATTACK_1080" alt="The xenomorph attacks, drool glistening as its multiple mouths open, in Alien Isolation 2's prologue" src="https://cdn.mos.cms.futurecdn.net/A8pm7NQRtPdbnPB9KFd6vX.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: Sega, Creative Assembly)</span></figcaption></figure><p>For this reason, "I don't think [...] fear kind of dialed up to 10 across the whole game is what we're aiming for," Sopikova says.</p><p>"I think what we're trying to create is once again a really unforgettable journey – not in a trite way, like genuinely unforgettable," Hope explains. "Whatever's going on in the world right now. I guess the goal for us is people will still be talking about Alien: Isolation 2 in 10 years, just as they are about the first game," he continues.</p><p>The world. Earth. Sometimes thinking about the billion miles of space makes me sad, because I have to confront how pitifully we spend our time on our one, cozy earth. War, work, anxiety, repeat – the Xenomorph's undoubtedly sour breath smells like lavender in comparison.</p><p>I wonder, can fear from a horror game like Alien: Isolation 2 save us all? This is the kind of outcome I'm searching for, I think, when I take refuge in exhilarating horror media, which is what Alien: Isolation 2 is turning out to be. </p><p>"I think any strong emotion sometimes can be very cathartic," Sopikova says. "Maybe the fear, as you say, it's a strong emotion, so it's just another way of getting that."</p><p>With Alien: Isolation 2 specifically, "it kind of is asking you questions about how you're going to do this, how you're going to survive, and maybe that is a could be seen as a kind of a mirror, you can be really proud of managing to confront something that seems really terrifying and scary, and you managed to do it," Hope says. "You can be super proud of that journey."</p><p>I suppose if I admire the Xenomorph's bulletproof elegance, I should also recognize its, in a way, unkillable adversary: you and me – the real protagonists of a game driven by real-time </p><p>decisions.</p><p>"We're giving you [...] more meaningful choices," Hope says. "So maybe you can reflect back on that. And that says something."</p><p><a href="https://www.gamesradar.com/games/survival-horror/alien-isolation-2-claustrophobic-new-trailer-promises-pure-terror-12-years-after-the-xbox-360-survival-horror-classic/"><u><em>Alien Isolation 2 claustrophobic new trailer promises pure terror 12 years after the Xbox 360 survival horror classic</em></u></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/12-years-later-alien-isolation-2-leads-want-better-tech-and-more-space-to-sear-the-horror-sequel-into-your-memory-genuinely-unforgettable/</link>
                                                                            <description>
                            <![CDATA[ Interview | Al Hope and Ana Sopikova want to show you what they hath wrought ]]>
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                                                                        <pubDate>Thu, 18 Jun 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Creative Assembly]]></media:credit>
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                                <p>I've always felt a little sorry for the Xenomorph, though the creature's ingenious design leaves hardly any space for pity. Its shining muscles are coiled into roses, its reinforced cranium could withstand nuclear winter – and yet the space thing is hunted throughout Ridley Scott's anxious Alien franchise for acting on its instincts, which unfortunately happen to revolve around impregnating innocent civilians. </p><p>"You can't kill it in our game, so in that sense it's thriving and doing really well," Alien: Isolation 2 art director Ana Sopikova consoles me during <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/"><u>Summer Game Fest 2026</u></a>, where I experienced an <a href="https://www.gamesradar.com/games/survival-horror/15-years-after-the-first-game-made-horror-history-alien-isolation-2-unleashes-a-smarter-meaner-xenomorph/"><u>Alien: Isolation 2 preview</u></a> that made me confront my affection for the Xenomorph like an awesome, blinding light. Developer Creative Assembly's sequel to its 2014 stealth horror masterpiece Alien: Isolation already looks and feels as meticulously crafted as its title villain, the gasoline black <em>alien</em>, which was constructed with the hope that you'll remember it forever. </p><p>"It's the perfect organism," creative director Al Hope reminds me about the Xenomorph. And Creative Assembly has worked hard to make its game technology worthy of a well-oiled animal. Like the oppressive original game – and 1979 movie – <a href="https://www.gamesradar.com/alien-isolation-2-guide/"><u>Alien: Isolation 2</u></a> pits a capable, soot-covered woman against an even more practical Xenomorph who knows all the best ways to crush a rib cage. Except, this time, Creative Assembly takes it outside, and players will need to confidently navigate a moonlight blue colony planet in addition to the franchise's more typical, cramped space vessels. </p><h2 id="outer-space">Outer space</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="znFs9FNEqZYB5rEbXdcBLj" name="alien isolation 2" alt="A close-up of blue eyes" src="https://cdn.mos.cms.futurecdn.net/znFs9FNEqZYB5rEbXdcBLj.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: Creative Assembly )</span></figcaption></figure><p>"I really love the idea that the player will be in those interiors, and they'll be feeling trapped and wanting to get out," says a sadistic Hope. "Then they manage to escape and get outside, and after that initial rush of success, they start to feel vulnerable and exposed, and, actually, they'd quite like to go back inside again. We get to play with that seesaw of emotion and motivation." </p><p>Hope and Sopikova both emphasize the power of the technology Alien: Isolation 2 is built with – Unreal Engine 5, but also custom visual and audio systems. With sound in particular, Hope says "we're doing some really fantastic things [...], where we're effectively remixing the audio on the fly, in real time, in response to into what's happening on the screen: where we are in the story, [with the] understanding of what's just happened, what might happen in the future." </p><p>He continues, "That's really, really complex stuff. Obviously, we don't surface that to the player, but it creates the whole experience." I saw proof of this in even my tight 20 minutes with Isolation 2; the big scares happened in the suffocating hug of the Sevastopol space station from the first game, but my mood is most impacted by everything outside of it. </p><p>"Something like wind removes information, audio information, so you can't tell, maybe, how close the creature is," says Hope, and I'm already feeling more nervous. "Something like fog and rain also reduces visual information, and so you can't see it, but that might actually be good, because it can't see you."</p><div><blockquote><p>"At no point we want player to realize, 'Oh, yes, this is a video game."</p><p>Ana Sopikova </p></blockquote></div><h2 id="far-far-away">Far, far away</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="srcaYeKzSbzMumm9xyUbnn" name="Alien Isolation 2" alt="A Xenomorph in Alien: Isolation 2" src="https://cdn.mos.cms.futurecdn.net/srcaYeKzSbzMumm9xyUbnn.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: Sega)</span></figcaption></figure><p>Ultimately, Protagonist Blake has landed in an environment defined by fog so dense, it could be a birthday cake, and whooshing wind seems to even blow the galaxy's distant stars nearer. It's totally disorienting.</p><p>I loved it in the demo. The look, the sound, the physics of wind whipping around my first-person perspective character was exhilarating in a way that most hyper realistic games aiming for "immersion" aren't. Alien: Isolation 2 has <em>style</em>, and Creative Assembly seems to want it that way.</p><p>Now I have to ask about the saliva. When I eventually meet Alien: Isolation 2's Xenomorph toward the end of my demo, it unhinges its impressive jaw to reveal rows of onyx teeth, cobwebbed with silver spit. The creature looks hungry to see me, and Sopikova says, "It's all about the attention to detail."</p><p>"It's something that the team takes just <em>incredibly</em> seriously from every angle – has to be perfect," Sopikova continues. "At no point we want player to realize, 'Oh, yes, this is a video game."</p><p>Instead, Hope and Sopikova want Alien: Isolation 2 to become a memory. A real one, not just a hazy recollection of you at your PC with a big diet Mountain Dew. Alien: Isolation 2 is proof of endurance.</p><p>"It's a game about choices," Hope says when I ask how Weyland-Yutani employee protagonist Blake relates to us earthbound fans. "We're not a scripted choreographed survival horror experience, it's all systemic. The alien is listening, and it's using its ears and eyes, it's listening and looking for you," he adds. "Every playthrough is different, so everyone has their own story to tell, their own individual journey."</p><h2 id="awake-and-afraid">Awake and afraid</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="A8pm7NQRtPdbnPB9KFd6vX" name="PR_05_PROLOGUE-ALIEN-ATTACK_1080" alt="The xenomorph attacks, drool glistening as its multiple mouths open, in Alien Isolation 2's prologue" src="https://cdn.mos.cms.futurecdn.net/A8pm7NQRtPdbnPB9KFd6vX.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: Sega, Creative Assembly)</span></figcaption></figure><p>For this reason, "I don't think [...] fear kind of dialed up to 10 across the whole game is what we're aiming for," Sopikova says.</p><p>"I think what we're trying to create is once again a really unforgettable journey – not in a trite way, like genuinely unforgettable," Hope explains. "Whatever's going on in the world right now. I guess the goal for us is people will still be talking about Alien: Isolation 2 in 10 years, just as they are about the first game," he continues.</p><p>The world. Earth. Sometimes thinking about the billion miles of space makes me sad, because I have to confront how pitifully we spend our time on our one, cozy earth. War, work, anxiety, repeat – the Xenomorph's undoubtedly sour breath smells like lavender in comparison.</p><p>I wonder, can fear from a horror game like Alien: Isolation 2 save us all? This is the kind of outcome I'm searching for, I think, when I take refuge in exhilarating horror media, which is what Alien: Isolation 2 is turning out to be. </p><p>"I think any strong emotion sometimes can be very cathartic," Sopikova says. "Maybe the fear, as you say, it's a strong emotion, so it's just another way of getting that."</p><p>With Alien: Isolation 2 specifically, "it kind of is asking you questions about how you're going to do this, how you're going to survive, and maybe that is a could be seen as a kind of a mirror, you can be really proud of managing to confront something that seems really terrifying and scary, and you managed to do it," Hope says. "You can be super proud of that journey."</p><p>I suppose if I admire the Xenomorph's bulletproof elegance, I should also recognize its, in a way, unkillable adversary: you and me – the real protagonists of a game driven by real-time </p><p>decisions.</p><p>"We're giving you [...] more meaningful choices," Hope says. "So maybe you can reflect back on that. And that says something."</p><p><a href="https://www.gamesradar.com/games/survival-horror/alien-isolation-2-claustrophobic-new-trailer-promises-pure-terror-12-years-after-the-xbox-360-survival-horror-classic/"><u><em>Alien Isolation 2 claustrophobic new trailer promises pure terror 12 years after the Xbox 360 survival horror classic</em></u></a><em>.</em></p>
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                                                            <title><![CDATA[ I was burned alive in Clive Barker's Hellraiser: Revival, and I've never been so glad to suffer in a shooter ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Hellraiser horror franchise has simple rules. You should never ask for the truth unless you've prepared your mind and body to know it. Then, you must recognize the perversity of that truth: pain and pleasure are sisters. And I'm OK with that, but I was surprised to see it reiterated at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/"><u>Summer Game Fest 2026</u></a>, while I played a demo for the upcoming torture-shooter <a href="https://www.gamesradar.com/games/survival-horror/clive-barkers-hellraiser-revival-guide/">Clive Barker's Hellraiser: Revival</a>.</p><p>I don't know what else I expected. I guess I thought developer Saber Interactive would stick to typical video game conventions like most studios adapting major horror franchises do; Friday the 13th: The Game never dared to show a bit of nipple, for example, even though toplessness famously makes Jason feel extra murderous. But, no, Clive Barker's Hellraiser: Revival is faithful to Hellraiser writer and 1987 movie director Clive Barker, whose oeuvre of fantasy film, horror writing, <a href="https://www.gamesradar.com/clive-barker-blasts-back-11/"><u>and 2000s PC shooters</u></a> obsesses over unctuous, black, and unspeakable things – especially if you can find them between human thighs. It's freaky incarnate, and it makes Clive Barker's Hellraiser: Revival better.</p><p>My Summer Game Fest demo starts somewhere in the middle, after new character and wayward sadomasochist Aidan is forced to retrieve his girlfriend Sunny from Hell. Having had enough with injectables, bad sex, and other earthly delights, Sunny did what you should really never do in the Hellraiser franchise and opened a strange puzzle box, banishing herself to the blood-drenched Labyrinth to be tied up and stripped of her flesh for all eternity. Bummer. </p><h2 id="good-suffering">Good suffering</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="Cp7ZgtWMBDUZtrt4NFy3we" name="hellraiser revival sunny" alt="Sunny bleeds from the mouth while tied up on a soiled bed" src="https://cdn.mos.cms.futurecdn.net/Cp7ZgtWMBDUZtrt4NFy3we.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: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Developers Vid Rajin and Danira Karović Lačević tell me they needed vomit bags for players during a different demo session, which included a sex scene at the beginning of Hellraiser: Revival. During my time with the first-person perspective game, I never feel sick. I take stock of all the interesting ways Saber Interactive has chosen to apply leather. </p><p>True to the Hellraiser films, in which the extradimensional Cenobites summoned by the puzzle box inform clueless solvers that their suffering will be legendary, Clive Barker's Hellraiser: Revival clearly wants me in agony – but it expresses this with the mutilated wink of an eyeball pinned open. My demo takes place within a pleathery clubhouse, in which Aidan is in the midst of incinerating Cenobite cultists with the Genesis Configuration, an alternative puzzle to the Lament Configuration of the movies. Instead of playing an odd lullaby and opening up a portal to the sex dungeons of Hell, I discover the Genesis Configuration can swallow light and fire from nearby power sources to completely cremate my enemies. I never fully figure out how to best aim the box during my more advanced demo, though, and I'm miserable when I learn the Genesis Configuration's blast radius doesn't discriminate. When I hold it too close, it sizzles pink, orange holes into my skin and I swear I can smell burnt pork through the screen as I try to slap the fire out with my palms.</p><p>The pistol I have equipped feels practically pacifist in comparison, and I reach for it often while sneaking around the clubhouse searching for a way out, occasionally ogling posters advertising things like the Voyeur Fetish I should "CUM and SEE," or a cultist's relaxed stance in his skintight pants as he describes slicing Aidan's "cock off and [shoving] it down his throat." I get the sense that, in some circles down here in Hell, that would be considered a compliment. </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="SQ55QR6iHPndstuVt3iYdU" name="hellraiser revival combat" alt="An enemy burns alive on the ground" src="https://cdn.mos.cms.futurecdn.net/SQ55QR6iHPndstuVt3iYdU.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: Saber Interactive)</span></figcaption></figure><p>But things in my Revival demo don't really get fucked until the Voyeur Fetish show. The serrated sword I carry in my Resident Evil-style inventory helps in calming my nerves, as I know that I can simply slice the forearms off anyone who approaches me with unfriendly-looking clamps. But once I'm through that red door to the show, Clive Barker's Hellraiser: Revival shifts into the jagged fantasy the Hellraiser movies present as being a constant presence in buttoned-up, daily life, only tucked away in the attic. </p><p>In the Fetish room, Aidan is blasted with visions of both his past and, seemingly, his future as Cenobite leader Pinhead (whose role here is reprised by the indomitable Doug Bradley) would like it. A woman – Sunny? – is suspended by chains pulled into the shape of a grotesque star; hooks pull at her lips, breasts, and stomach, encouraging various white organs to spill down her legs like exposed worms. </p><p>I'm transported into a hallway lined with more of these chains, which chime sadly and gently as they knock into Aidan's thick skull. Reality is flexible here, as it was in 1988's Hellraiser 2, which also sees its protagonist braving Hell to save the one she loves. Clive Barker's Hellraiser: Revival, though, is more cynical about it in this demo. </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="xjHqJvkoUBWv2Uaj7M5nub" name="hellraiser revival sgf" alt="A red flyer decorated with stars advertises "Voyeur Fetish"" src="https://cdn.mos.cms.futurecdn.net/xjHqJvkoUBWv2Uaj7M5nub.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: Saber Interactive)</span></figcaption></figure><p>After managing not to be disemboweled by a few environmental puzzles, including a room-size Configuration box, I get trapped in Aidan's initially unremarkable house. Old post-it notes left to Sunny reveal our supposed hero's desire to poke her sensitive flesh with needles and lick up the blood, plus empty syringes, and other evidence of the numerous ways the lovers destroy themselves just to feel <em>anything</em>. Finally, Aidan finds Sunny, or maybe his idea of her, hogtied in their bed. Her eyes have been completely scooped out of her skull, so when he reaches his hands out to caress her mottled cheeks, a part of me expects him to press his thumb into the muddy holes left over.</p><p>I think that's because I, like all those who dared to open the box, often turn to the taboo for comfort. When you're a self-conscious person, it can be easier to place yourself among things that are already dirty and unwanted – broken porcelain and soiled dresses – instead of daring to imagine yourself as lovely, or loveable. I look to horror games to indulge in this dark sense of belonging, as my favorite characters like Alice <a href="https://www.gamesradar.com/games/action/i-want-to-call-this-incredible-action-game-with-a-harrowing-story-bloodthirsty-combat-and-a-psychedelic-fantasy-world-my-favorite-game-but-it-doesnt-actually-exist/"><u>from Alice: Madness Returns</u></a> or Jennifer in Rule of Rose also inspire me to come up from the mud, at least sometimes. </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="rqeGMgHFjzazaRddSVEgPS" name="chatterer hellraiser revival" alt="The Chatterer grimaces in blue light" src="https://cdn.mos.cms.futurecdn.net/rqeGMgHFjzazaRddSVEgPS.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: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer: </strong>Saber Interactive<br><strong>Platform(s):</strong> PS5, Xbox Series X|S, PC (via Steam)<br><strong>Release Date: </strong>October 8, 2026</p></div></div><p>So far, Clive Barker's Hellraiser: Revival seems poised to do the same thing, while daring to be even more explicit in its imagery – including genitals, yellow fat, crushed skulls, and other things I've never seen a rated-M game utilize for their artfulness, rather than just shock value. Through them, I think I'm starting to pick up on a message. You can try eviscerating yourself through bloodbaths and sex magic, but your soul remains intact. It'll cry and ask you why you've ignored it, but it'll still be there. </p><p>Upon realizing this, suddenly, I want to shut the demo off and make a bowl of my favorite apple cinnamon oatmeal. But, like Aidan, I instead dare to coexist with the muck I've chosen to live with. But I can tell Hellraiser: Revival has many more lessons for me once it releases in full, and I'm ready to receive.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="8FWj4fBdYjhyjjuRUrwZrT" name="gr_summer_info_panel_hellraiser" alt="The GamesRadar+ Summer Preview 2026 info box for Clive Barker's Hellraiser: Revival, listing the developer and publisher as Saber Interactive" src="https://cdn.mos.cms.futurecdn.net/8FWj4fBdYjhyjjuRUrwZrT.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Can't wait to be punished? These are the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> you can play today.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/i-was-burned-alive-in-clive-barkers-hellraiser-revival-and-ive-never-been-so-glad-to-suffer-in-a-shooter/</link>
                                                                            <description>
                            <![CDATA[ Summer Preview | Saber Interactive isn't holding anything back – unless it's with chains ]]>
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                                                                        <pubDate>Tue, 16 Jun 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 16 Jun 2026 15:11:25 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Saber Interactive]]></media:credit>
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                                <p>The Hellraiser horror franchise has simple rules. You should never ask for the truth unless you've prepared your mind and body to know it. Then, you must recognize the perversity of that truth: pain and pleasure are sisters. And I'm OK with that, but I was surprised to see it reiterated at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/"><u>Summer Game Fest 2026</u></a>, while I played a demo for the upcoming torture-shooter <a href="https://www.gamesradar.com/games/survival-horror/clive-barkers-hellraiser-revival-guide/">Clive Barker's Hellraiser: Revival</a>.</p><p>I don't know what else I expected. I guess I thought developer Saber Interactive would stick to typical video game conventions like most studios adapting major horror franchises do; Friday the 13th: The Game never dared to show a bit of nipple, for example, even though toplessness famously makes Jason feel extra murderous. But, no, Clive Barker's Hellraiser: Revival is faithful to Hellraiser writer and 1987 movie director Clive Barker, whose oeuvre of fantasy film, horror writing, <a href="https://www.gamesradar.com/clive-barker-blasts-back-11/"><u>and 2000s PC shooters</u></a> obsesses over unctuous, black, and unspeakable things – especially if you can find them between human thighs. It's freaky incarnate, and it makes Clive Barker's Hellraiser: Revival better.</p><p>My Summer Game Fest demo starts somewhere in the middle, after new character and wayward sadomasochist Aidan is forced to retrieve his girlfriend Sunny from Hell. Having had enough with injectables, bad sex, and other earthly delights, Sunny did what you should really never do in the Hellraiser franchise and opened a strange puzzle box, banishing herself to the blood-drenched Labyrinth to be tied up and stripped of her flesh for all eternity. Bummer. </p><h2 id="good-suffering">Good suffering</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="Cp7ZgtWMBDUZtrt4NFy3we" name="hellraiser revival sunny" alt="Sunny bleeds from the mouth while tied up on a soiled bed" src="https://cdn.mos.cms.futurecdn.net/Cp7ZgtWMBDUZtrt4NFy3we.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: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Developers Vid Rajin and Danira Karović Lačević tell me they needed vomit bags for players during a different demo session, which included a sex scene at the beginning of Hellraiser: Revival. During my time with the first-person perspective game, I never feel sick. I take stock of all the interesting ways Saber Interactive has chosen to apply leather. </p><p>True to the Hellraiser films, in which the extradimensional Cenobites summoned by the puzzle box inform clueless solvers that their suffering will be legendary, Clive Barker's Hellraiser: Revival clearly wants me in agony – but it expresses this with the mutilated wink of an eyeball pinned open. My demo takes place within a pleathery clubhouse, in which Aidan is in the midst of incinerating Cenobite cultists with the Genesis Configuration, an alternative puzzle to the Lament Configuration of the movies. Instead of playing an odd lullaby and opening up a portal to the sex dungeons of Hell, I discover the Genesis Configuration can swallow light and fire from nearby power sources to completely cremate my enemies. I never fully figure out how to best aim the box during my more advanced demo, though, and I'm miserable when I learn the Genesis Configuration's blast radius doesn't discriminate. When I hold it too close, it sizzles pink, orange holes into my skin and I swear I can smell burnt pork through the screen as I try to slap the fire out with my palms.</p><p>The pistol I have equipped feels practically pacifist in comparison, and I reach for it often while sneaking around the clubhouse searching for a way out, occasionally ogling posters advertising things like the Voyeur Fetish I should "CUM and SEE," or a cultist's relaxed stance in his skintight pants as he describes slicing Aidan's "cock off and [shoving] it down his throat." I get the sense that, in some circles down here in Hell, that would be considered a compliment. </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="SQ55QR6iHPndstuVt3iYdU" name="hellraiser revival combat" alt="An enemy burns alive on the ground" src="https://cdn.mos.cms.futurecdn.net/SQ55QR6iHPndstuVt3iYdU.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: Saber Interactive)</span></figcaption></figure><p>But things in my Revival demo don't really get fucked until the Voyeur Fetish show. The serrated sword I carry in my Resident Evil-style inventory helps in calming my nerves, as I know that I can simply slice the forearms off anyone who approaches me with unfriendly-looking clamps. But once I'm through that red door to the show, Clive Barker's Hellraiser: Revival shifts into the jagged fantasy the Hellraiser movies present as being a constant presence in buttoned-up, daily life, only tucked away in the attic. </p><p>In the Fetish room, Aidan is blasted with visions of both his past and, seemingly, his future as Cenobite leader Pinhead (whose role here is reprised by the indomitable Doug Bradley) would like it. A woman – Sunny? – is suspended by chains pulled into the shape of a grotesque star; hooks pull at her lips, breasts, and stomach, encouraging various white organs to spill down her legs like exposed worms. </p><p>I'm transported into a hallway lined with more of these chains, which chime sadly and gently as they knock into Aidan's thick skull. Reality is flexible here, as it was in 1988's Hellraiser 2, which also sees its protagonist braving Hell to save the one she loves. Clive Barker's Hellraiser: Revival, though, is more cynical about it in this demo. </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="xjHqJvkoUBWv2Uaj7M5nub" name="hellraiser revival sgf" alt="A red flyer decorated with stars advertises "Voyeur Fetish"" src="https://cdn.mos.cms.futurecdn.net/xjHqJvkoUBWv2Uaj7M5nub.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: Saber Interactive)</span></figcaption></figure><p>After managing not to be disemboweled by a few environmental puzzles, including a room-size Configuration box, I get trapped in Aidan's initially unremarkable house. Old post-it notes left to Sunny reveal our supposed hero's desire to poke her sensitive flesh with needles and lick up the blood, plus empty syringes, and other evidence of the numerous ways the lovers destroy themselves just to feel <em>anything</em>. Finally, Aidan finds Sunny, or maybe his idea of her, hogtied in their bed. Her eyes have been completely scooped out of her skull, so when he reaches his hands out to caress her mottled cheeks, a part of me expects him to press his thumb into the muddy holes left over.</p><p>I think that's because I, like all those who dared to open the box, often turn to the taboo for comfort. When you're a self-conscious person, it can be easier to place yourself among things that are already dirty and unwanted – broken porcelain and soiled dresses – instead of daring to imagine yourself as lovely, or loveable. I look to horror games to indulge in this dark sense of belonging, as my favorite characters like Alice <a href="https://www.gamesradar.com/games/action/i-want-to-call-this-incredible-action-game-with-a-harrowing-story-bloodthirsty-combat-and-a-psychedelic-fantasy-world-my-favorite-game-but-it-doesnt-actually-exist/"><u>from Alice: Madness Returns</u></a> or Jennifer in Rule of Rose also inspire me to come up from the mud, at least sometimes. </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="rqeGMgHFjzazaRddSVEgPS" name="chatterer hellraiser revival" alt="The Chatterer grimaces in blue light" src="https://cdn.mos.cms.futurecdn.net/rqeGMgHFjzazaRddSVEgPS.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: Saber Interactive)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer: </strong>Saber Interactive<br><strong>Platform(s):</strong> PS5, Xbox Series X|S, PC (via Steam)<br><strong>Release Date: </strong>October 8, 2026</p></div></div><p>So far, Clive Barker's Hellraiser: Revival seems poised to do the same thing, while daring to be even more explicit in its imagery – including genitals, yellow fat, crushed skulls, and other things I've never seen a rated-M game utilize for their artfulness, rather than just shock value. Through them, I think I'm starting to pick up on a message. You can try eviscerating yourself through bloodbaths and sex magic, but your soul remains intact. It'll cry and ask you why you've ignored it, but it'll still be there. </p><p>Upon realizing this, suddenly, I want to shut the demo off and make a bowl of my favorite apple cinnamon oatmeal. But, like Aidan, I instead dare to coexist with the muck I've chosen to live with. But I can tell Hellraiser: Revival has many more lessons for me once it releases in full, and I'm ready to receive.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="8FWj4fBdYjhyjjuRUrwZrT" name="gr_summer_info_panel_hellraiser" alt="The GamesRadar+ Summer Preview 2026 info box for Clive Barker's Hellraiser: Revival, listing the developer and publisher as Saber Interactive" src="https://cdn.mos.cms.futurecdn.net/8FWj4fBdYjhyjjuRUrwZrT.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Can't wait to be punished? These are the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> you can play today.</em></p>
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                                                            <title><![CDATA[ Clive Barker's Hellraiser: Revival reveals October release date in age-restricted new trailer full of latex and more flayed skin than I thought possible ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Clive Barker's Hellraiser: Revival is launching October 8 on PS5, Xbox Series X|S, and PC, developer Saber Interactive just announced alongside a new trailer. Considering <a href="https://www.gamesradar.com/games/action/gta-6-scared-so-many-games-into-september-launches-that-other-games-are-now-getting-scared-into-october/">the quickly closing wall of death</a> for video game releases in September – <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Marvel's Wolverine</a>, <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, and <a href="https://www.gamesradar.com/games/control-resonant-guide/">Control Resonant</a> are only some of the major titles out that month – it feels like Saber is giving us a surprising, but much needed, break with its October plans. At the same time, I expect that Hellraiser: Revival will spank us into the Underworld.</p><p>You can watch the latest redband trailer for the upcoming Hellraiser survival horror shooter <a href="https://saber.games/hellraiserrevival/" target="_blank">on the game's website</a>, and I recommend you do so on an empty stomach. Saber developers told me during <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a> that they had to keep vomit bags around for a recent demo session featuring a typical Hellraiser franchise sex scene (the series' lovers may end up in Hell, or with their intestines missing. Usually both). I already got a sense from my <a href="https://www.gamesradar.com/games/survival-horror/i-was-burned-alive-in-clive-barkers-hellraiser-revival-and-ive-never-been-so-glad-to-suffer-in-a-shooter">Clive Barker's Hellraiser: Revival preview</a> that Saber takes series creator Clive Barker seriously, and Revival's latest trailer makes this only more painfully/pleasurably obvious.</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="6MTPw9fyAcYAiwPZRmrG23" name="hellraiser revival cenobites" alt="Pinhead stands with two Cenobites" src="https://cdn.mos.cms.futurecdn.net/6MTPw9fyAcYAiwPZRmrG23.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: Saber Interactive)</span></figcaption></figure><p>"These are experiences like no other," declares lead Cenobite and most fashionable pin cushion Pinhead in voice over, with original actor Douglas Bradley's characteristic snarl. Indeed, I don't think I've ever seen some of the things Hellraiser: Revival seems to have in store in a mainstream video game before; we've got our hero Aidan gushing blood from his mouth to his exposed penis, and the interdimensional, demon Cenobites' hooks are so deeply sunken into his flesh, his bare butt quivers like maggot-infested piglet until the metal rips it from his spine. Chunks of blood and muscle collapse on the ground in heavy ice cream scoops as the Cenobites – who we get a long, luxurious look at – watch impassively. </p><p>All our best friends from the original Hellraiser movie are here. There's Pinhead, of course, who would chain up each molecule of our bodies in his basement if he could, plus the lipless Chatterer, the sluglike Butterball, and the woman Deep Throat, whose neck is held open with needles to expose the diamond of her trachea. </p><p>"Take on Hell's wretches, deviants, cultists, and its most infernal priests in an unholy war for your immortal soul, all while trying to thwart the sinister plans of the Cenobites," recommends Saber in a press release. Hey, those are our friends you're talking about. </p><p>Pre-orders for the $39.99 Clive Barker's Hellraiser: Revival Standard Edition will soon begin, and Saber will later reveal contents and pre-order information for its $49.99 Deluxe version of the game. Hellraiser: Revival also still has a $199.99 Collector's Edition available, which includes the game, an art book, and more, if your dorm room in Hell has enough space for all of that.</p><p><em>Need something more tame? Can't help you there, unfortunately, but I can point you to some of the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> according to our ranking.  </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eyN6BW"></div>                            </div>                            <script src="https://kwizly.com/embed/eyN6BW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/clive-barkers-hellraiser-revival-reveals-october-release-date-in-age-restricted-new-trailer-full-of-latex-and-more-flayed-skin-than-i-thought-possible/</link>
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                            <![CDATA[ Saber Interactive is letting it all hang out ]]>
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                                                                        <pubDate>Tue, 16 Jun 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Saber Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Pinhead glowers in the shadows]]></media:description>                                                            <media:text><![CDATA[Pinhead glowers in the shadows]]></media:text>
                                <media:title type="plain"><![CDATA[Pinhead glowers in the shadows]]></media:title>
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                                <p>Clive Barker's Hellraiser: Revival is launching October 8 on PS5, Xbox Series X|S, and PC, developer Saber Interactive just announced alongside a new trailer. Considering <a href="https://www.gamesradar.com/games/action/gta-6-scared-so-many-games-into-september-launches-that-other-games-are-now-getting-scared-into-october/">the quickly closing wall of death</a> for video game releases in September – <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Marvel's Wolverine</a>, <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, and <a href="https://www.gamesradar.com/games/control-resonant-guide/">Control Resonant</a> are only some of the major titles out that month – it feels like Saber is giving us a surprising, but much needed, break with its October plans. At the same time, I expect that Hellraiser: Revival will spank us into the Underworld.</p><p>You can watch the latest redband trailer for the upcoming Hellraiser survival horror shooter <a href="https://saber.games/hellraiserrevival/" target="_blank">on the game's website</a>, and I recommend you do so on an empty stomach. Saber developers told me during <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a> that they had to keep vomit bags around for a recent demo session featuring a typical Hellraiser franchise sex scene (the series' lovers may end up in Hell, or with their intestines missing. Usually both). I already got a sense from my <a href="https://www.gamesradar.com/games/survival-horror/i-was-burned-alive-in-clive-barkers-hellraiser-revival-and-ive-never-been-so-glad-to-suffer-in-a-shooter">Clive Barker's Hellraiser: Revival preview</a> that Saber takes series creator Clive Barker seriously, and Revival's latest trailer makes this only more painfully/pleasurably obvious.</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="6MTPw9fyAcYAiwPZRmrG23" name="hellraiser revival cenobites" alt="Pinhead stands with two Cenobites" src="https://cdn.mos.cms.futurecdn.net/6MTPw9fyAcYAiwPZRmrG23.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: Saber Interactive)</span></figcaption></figure><p>"These are experiences like no other," declares lead Cenobite and most fashionable pin cushion Pinhead in voice over, with original actor Douglas Bradley's characteristic snarl. Indeed, I don't think I've ever seen some of the things Hellraiser: Revival seems to have in store in a mainstream video game before; we've got our hero Aidan gushing blood from his mouth to his exposed penis, and the interdimensional, demon Cenobites' hooks are so deeply sunken into his flesh, his bare butt quivers like maggot-infested piglet until the metal rips it from his spine. Chunks of blood and muscle collapse on the ground in heavy ice cream scoops as the Cenobites – who we get a long, luxurious look at – watch impassively. </p><p>All our best friends from the original Hellraiser movie are here. There's Pinhead, of course, who would chain up each molecule of our bodies in his basement if he could, plus the lipless Chatterer, the sluglike Butterball, and the woman Deep Throat, whose neck is held open with needles to expose the diamond of her trachea. </p><p>"Take on Hell's wretches, deviants, cultists, and its most infernal priests in an unholy war for your immortal soul, all while trying to thwart the sinister plans of the Cenobites," recommends Saber in a press release. Hey, those are our friends you're talking about. </p><p>Pre-orders for the $39.99 Clive Barker's Hellraiser: Revival Standard Edition will soon begin, and Saber will later reveal contents and pre-order information for its $49.99 Deluxe version of the game. Hellraiser: Revival also still has a $199.99 Collector's Edition available, which includes the game, an art book, and more, if your dorm room in Hell has enough space for all of that.</p><p><em>Need something more tame? Can't help you there, unfortunately, but I can point you to some of the </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> according to our ranking.  </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eyN6BW"></div>                            </div>                            <script src="https://kwizly.com/embed/eyN6BW.js" async></script>
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                                                            <title><![CDATA[ Resident Evil, Monster Hunter, and Street Fighter are still going strong because their direction is no longer "tied to the ideas of a single creator," Capcom exec says ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom is on a bit of a roll at the moment. Resident Evil Requiem, Monster Hunter Stories 3, and Pragmata have all landed with solid success, and we're not even done with the year yet. Part of the secret, according to Capcom itself, has been shifting away from auteur-driven development and trusting in the wisdom of a wider team.</p><p>"In the game industry, when a title becomes a series, it often ends up depending heavily on a particular developer, becoming what you'd call an individual-driven title," president and COO Haruhiro Tsujimoto <a href="https://www.famitsu.com/article/202606/76386" target="_blank">tells Famitsu</a> (thanks, <a href="https://automaton-media.com/en/news/capcom-says-abandoning-auteur-driven-development-in-favor-of-team-led-development-is-what-transformed-the-company-and-allowed-flagship-ips-to-survive-for-so-long/" target="_blank">Automaton</a>). "If that person doesn't make one, there's no next installment. The direction of the series becomes tied to the ideas of a single creator."</p><p>He's not wrong, as the industry's history throws up plenty of examples. We've yet to get a new Metal Gear Solid game at Konami without Hideo Kojima in the picture, for example. You can also see examples within Capcom itself. The likes of Resident Evil, Monster Hunter, and Street Fighter are still going strong despite being created years ago – in many cases, with the original creatives having departed some time ago. For Capcom, shifting away from an individual approach meant they were caught out when that individual was no longer with the company.</p><p>“We discussed the issue with the central figures behind each franchise and ultimately agreed that we should abandon that approach," Tsujimoto says. "What we came up with instead was the idea that every title should essentially be rebuilt from the ground up. We didn't mind even if sales temporarily declined as a result, and by switching to a team-based approach to game development, Capcom changed dramatically."</p><p>Capcom's stance paints a hopeful picture for some of the games we haven't seen much of lately. The developer has said it <a href="https://www.gamesradar.com/games/devil-may-cry/capcom-wants-to-nurture-dormant-game-series-like-devil-may-cry-and-dragons-dogma-with-sequels-remakes-ports-and-more/">wants to "nurture" games like Devil May Cry</a> – with DMC 5 recently hitting a record number of yearly sales despite launching seven years ago. Creative lead Hideaki Itsuno's departure might be a hurdle to that, though it sounds like Capcom is more than prepared to trust a team to do the game right.</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronicas-first-person-trailer-was-a-deliberate-misdirect-capcom-producer-confirms-the-horror-game-is-fully-third-person/"><em>Resident Evil Veronica's first-person trailer was a deliberate misdirect, Capcom producer confirms the horror game is fully third-person.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-monster-hunter-and-street-fighter-are-still-going-strong-because-their-direction-is-no-longer-tied-to-the-ideas-of-a-single-creator-capcom-exec-says/</link>
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                            <![CDATA[ Capcom had to rebuild some games "from the ground up," but it's proving to be worth it ]]>
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                                                                        <pubDate>Tue, 16 Jun 2026 10:06:05 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ iain.harris@futurenet.com (Iain Harris) ]]></author>                    <dc:creator><![CDATA[ Iain Harris ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/uH48XEuFC3pPz5CyS7DuW9.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;I joined GamesRadar+ in May 2022 following stints at PCGamesN and PocketGamer.Biz, with some freelance for Kotaku UK, RockPaperShotgun, and VG24/7 thrown in for good measure. When I&#039;m not running the news team on the games side, you&#039;ll find me putting News Editor duties to one side to play the hottest JRPG of 20 years ago or pillaging the depths of Final Fantasy 14 for a swanky new cloak – the more colourful, the better.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Zeno smokes while looking at the camera in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Zeno smokes while looking at the camera in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Zeno smokes while looking at the camera in Resident Evil Requiem]]></media:title>
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                            <article>
                                <p>Capcom is on a bit of a roll at the moment. Resident Evil Requiem, Monster Hunter Stories 3, and Pragmata have all landed with solid success, and we're not even done with the year yet. Part of the secret, according to Capcom itself, has been shifting away from auteur-driven development and trusting in the wisdom of a wider team.</p><p>"In the game industry, when a title becomes a series, it often ends up depending heavily on a particular developer, becoming what you'd call an individual-driven title," president and COO Haruhiro Tsujimoto <a href="https://www.famitsu.com/article/202606/76386" target="_blank">tells Famitsu</a> (thanks, <a href="https://automaton-media.com/en/news/capcom-says-abandoning-auteur-driven-development-in-favor-of-team-led-development-is-what-transformed-the-company-and-allowed-flagship-ips-to-survive-for-so-long/" target="_blank">Automaton</a>). "If that person doesn't make one, there's no next installment. The direction of the series becomes tied to the ideas of a single creator."</p><p>He's not wrong, as the industry's history throws up plenty of examples. We've yet to get a new Metal Gear Solid game at Konami without Hideo Kojima in the picture, for example. You can also see examples within Capcom itself. The likes of Resident Evil, Monster Hunter, and Street Fighter are still going strong despite being created years ago – in many cases, with the original creatives having departed some time ago. For Capcom, shifting away from an individual approach meant they were caught out when that individual was no longer with the company.</p><p>“We discussed the issue with the central figures behind each franchise and ultimately agreed that we should abandon that approach," Tsujimoto says. "What we came up with instead was the idea that every title should essentially be rebuilt from the ground up. We didn't mind even if sales temporarily declined as a result, and by switching to a team-based approach to game development, Capcom changed dramatically."</p><p>Capcom's stance paints a hopeful picture for some of the games we haven't seen much of lately. The developer has said it <a href="https://www.gamesradar.com/games/devil-may-cry/capcom-wants-to-nurture-dormant-game-series-like-devil-may-cry-and-dragons-dogma-with-sequels-remakes-ports-and-more/">wants to "nurture" games like Devil May Cry</a> – with DMC 5 recently hitting a record number of yearly sales despite launching seven years ago. Creative lead Hideaki Itsuno's departure might be a hurdle to that, though it sounds like Capcom is more than prepared to trust a team to do the game right.</p><p><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-veronicas-first-person-trailer-was-a-deliberate-misdirect-capcom-producer-confirms-the-horror-game-is-fully-third-person/"><em>Resident Evil Veronica's first-person trailer was a deliberate misdirect, Capcom producer confirms the horror game is fully third-person.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evzm5e"></div>                            </div>                            <script src="https://kwizly.com/embed/evzm5e.js" async></script>
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                                                            <title><![CDATA[ Silent Hill: Townfall would be a better horror game if it had nothing to do with Silent Hill ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Fog clings to the island of St Amelia like taut plastic on skin, but I'm still not convinced Silent Hill: Townfall makes sense in the Konami psychological horror franchise. The 30-minute hands-off demonstration developer Screen Burn shows me during <a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><u>Summer Game Fest 2026</u></a> is laden with Silent Hill's trappings, milky fog and scabby monsters, but it's missing the cigarette-burned soul. </p><p>It's all too clean. Leading man Simon Ordell has ripped himself out of a hospital bed with all the tape and needles attached. A cannula pokes through a vein between his fingers, allowing healing liquid to revive him when he's injured, and a tight medical bracelet sticks to his wrist. But Simon is otherwise spotless while investigating St. Amelia in 1996, with vague instructions to find a brunette who I need to double check isn't Mary, the missing brunette from the soul-tearing Silent Hill 2. In only 30 minutes, I notice many callbacks to fan-favorite, early Silent Hill games – and I worry the unique parts of Silent Hill: Townfall can't compare.</p><h2 id="take-me-upstate">Take me upstate</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="TsjXwJEoCXBzgDFoDdfW5Y" name="SS-Silent-Hill-Townfall" alt="Silent Hill: Townfall footage showing a nurse looking down to her left" src="https://cdn.mos.cms.futurecdn.net/TsjXwJEoCXBzgDFoDdfW5Y.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><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Townfall follows 2025's Silent Hill f, which was set in Japan, in <a href="https://www.gamesradar.com/games/silent-hill/after-silent-hill-f-ditched-maine-for-japan-konami-says-its-considering-taking-the-series-to-other-regions-like-russia-italy-or-south-korea-we-believe-we-could-perhaps-take-similar-approaches-with-other-cultures/"><u>taking Silent Hill international</u></a>. I still yearn for the original lakeside town in Nowhere, USA, and the slow, somewhat inviting decay it represented, but I appreciated Silent Hill f's invention of a highly stylized, red spider lily landscape, too. Townfall's Scottish island St. Amelia is ruled by realism. Its cobblestone streets and neat white houses are hyper-realistic, looking better-suited to Call of Duty than an introspective horror game. Nonetheless, they are impressive. When the camera lingers on a bit of patterned wallpaper in an abandoned home, I can imagine what it would feel like just by looking at it. </p><p>Less tantalizing to me, someone whose favorite aspect of the best Silent Hill games is the poetry of their strangeness, is that Silent Hill: Townfall also employs realism in its <em>puzzles</em>. Rather than adding names to the Grim Reaper's list, as you do in the original Silent Hill, or burning pork liver to reveal a path in Silent Hill 3, the Townfall demo I saw has Simon searching for a prepaid electric card common in '90s Scotland to get the house's lights working.</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="EW3ZB6HNfkZV32Ej2fiVEa" name="PR_SH Townfall 3 - Screenshot 4_1080" alt="Simon uses a handheld CRTV in Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/EW3ZB6HNfkZV32Ej2fiVEa.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>Again, Screen Burn is demonstrating an impressive attention to detail here. But I don't play Silent Hill games for their faithfulness to history, and especially not to reality. I love them for the way they use magic to reveal our skeletons. Whenever the occult Otherworld falls over a Silent Hill protagonist, you're confronted with the rust under the hospital room paint, blood beneath a young woman's skirt, denial before freedom. I've always thought the supernatural was more real than real, so I've found comfort in past Silent Hill games, which lie on the cliff between observable life and hidden feelings. They push into each other, yin and yang, to make a whole world.</p><p>But Silent Hill: Townfall seems more oriented toward its surface. I'm first introduced to Simon as he's seated near a town monument littered with protest signs – "We Need The Truth," "Whatever Heart This Town Had Has Stopped" – and their unsubtle nature reminds me of Dead Space graffiti that routinely took me out of that game's horror.  A Screen Burn developer also suggests during my Summer Game Fest session that Townfall uses first-person perspective because the series' usual third-person does more to coddle you from horror. In a sense, that's probably true. It's more viscerally horrifying to play Resident Evil in a VR headset than with ungainly tank controls, after all. </p><p>But third-person also encourages players to connect with a game's protagonist, as you can observe them as you control them, linking your movements with their mind. And since the average Silent Hill story is a storm whipped up to torment its main character, specifically (there are very few all-purpose spooks aimed at you, the player), third-person helps its effectiveness. </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="Uoak3MycdCXJDkTc9E4ouZ" name="PR_SH Townfall 3 - Screenshot 3_1080" alt="Simon walks through a foggy town street in Silent Hill Townfall scanning surroundings with a handheld CRTV" src="https://cdn.mos.cms.futurecdn.net/Uoak3MycdCXJDkTc9E4ouZ.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><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Screen Burn</p><p class="fancy-box__body-text"><strong>Publisher: </strong>Konami, Annapurna Interactive</p><p class="fancy-box__body-text"><strong>Platform(s):</strong> PS5, PC</p><p class="fancy-box__body-text"><strong>Release date:</strong> September 24</p></div></div><p>Though, Townfall isn't completely devoid of fantasy. It pays homage to the series' early convention of letting you identify monsters with a stammering radio by replacing the tech with a handheld CRT TV, which also swaps the need for on-screen UI by flashing cryptic images of your next location. It's an intriguing change, as the CRT TV is an elegant way to focus the player's attention on their next game objective while still being immersive in its story. However, I don't think a Silent Hill game's user interface has ever dulled the impact of its corpse nurses and brown toilets for 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="WNzuKeGdaUui9WyEdfX5ZZ" name="PR_SH Townfall 3 - Screenshot 7_1080" alt="A humanoid with strange facial features is observed at a distance in a strange industrial environment in Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/WNzuKeGdaUui9WyEdfX5ZZ.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>Ultimately, I feel like Screen Burn is worried about iterating on the wrong genre conventions.</p><p>I'm confused by all the changes I see in my Silent Hill: Townfall demo that are neutral at best. When the monster finally arrives, it's a melted flesh humanoid with its head sharpened into an axe. It looks like a struggling Lying Figure from Silent Hill 2... except with an axe for its head.<br><br>I thought this was supposed to be the fun part, but it's still too tame.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="N6DtNvkwTjPib3iqpSFuAE" name="gr_summer_info_panel_silent_hill_townfall" alt="The GamesRadar+ Summer Preview 2026 info box for Silent Hill: Townfall, listing the developer and publisher as Screen Burn Interactive and Konami respectively" src="https://cdn.mos.cms.futurecdn.net/N6DtNvkwTjPib3iqpSFuAE.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Refresh your memory of the Silent Hill we left behind with our list of the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em>. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-would-be-a-better-horror-game-if-it-had-nothing-to-do-with-silent-hill/</link>
                                                                            <description>
                            <![CDATA[ Summer Preview | We're really not in Silent Hill anymore ]]>
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                                                                        <pubDate>Fri, 12 Jun 2026 15:58:34 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Silent Hill]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Simon Ordell looks at a gadget in his hands in a dark, misty town in key art for Silent Hill Townfall, cropped for a header, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:description>                                                            <media:text><![CDATA[Simon Ordell looks at a gadget in his hands in a dark, misty town in key art for Silent Hill Townfall, cropped for a header, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:text>
                                <media:title type="plain"><![CDATA[Simon Ordell looks at a gadget in his hands in a dark, misty town in key art for Silent Hill Townfall, cropped for a header, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Fog clings to the island of St Amelia like taut plastic on skin, but I'm still not convinced Silent Hill: Townfall makes sense in the Konami psychological horror franchise. The 30-minute hands-off demonstration developer Screen Burn shows me during <a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><u>Summer Game Fest 2026</u></a> is laden with Silent Hill's trappings, milky fog and scabby monsters, but it's missing the cigarette-burned soul. </p><p>It's all too clean. Leading man Simon Ordell has ripped himself out of a hospital bed with all the tape and needles attached. A cannula pokes through a vein between his fingers, allowing healing liquid to revive him when he's injured, and a tight medical bracelet sticks to his wrist. But Simon is otherwise spotless while investigating St. Amelia in 1996, with vague instructions to find a brunette who I need to double check isn't Mary, the missing brunette from the soul-tearing Silent Hill 2. In only 30 minutes, I notice many callbacks to fan-favorite, early Silent Hill games – and I worry the unique parts of Silent Hill: Townfall can't compare.</p><h2 id="take-me-upstate">Take me upstate</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="TsjXwJEoCXBzgDFoDdfW5Y" name="SS-Silent-Hill-Townfall" alt="Silent Hill: Townfall footage showing a nurse looking down to her left" src="https://cdn.mos.cms.futurecdn.net/TsjXwJEoCXBzgDFoDdfW5Y.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><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Townfall follows 2025's Silent Hill f, which was set in Japan, in <a href="https://www.gamesradar.com/games/silent-hill/after-silent-hill-f-ditched-maine-for-japan-konami-says-its-considering-taking-the-series-to-other-regions-like-russia-italy-or-south-korea-we-believe-we-could-perhaps-take-similar-approaches-with-other-cultures/"><u>taking Silent Hill international</u></a>. I still yearn for the original lakeside town in Nowhere, USA, and the slow, somewhat inviting decay it represented, but I appreciated Silent Hill f's invention of a highly stylized, red spider lily landscape, too. Townfall's Scottish island St. Amelia is ruled by realism. Its cobblestone streets and neat white houses are hyper-realistic, looking better-suited to Call of Duty than an introspective horror game. Nonetheless, they are impressive. When the camera lingers on a bit of patterned wallpaper in an abandoned home, I can imagine what it would feel like just by looking at it. </p><p>Less tantalizing to me, someone whose favorite aspect of the best Silent Hill games is the poetry of their strangeness, is that Silent Hill: Townfall also employs realism in its <em>puzzles</em>. Rather than adding names to the Grim Reaper's list, as you do in the original Silent Hill, or burning pork liver to reveal a path in Silent Hill 3, the Townfall demo I saw has Simon searching for a prepaid electric card common in '90s Scotland to get the house's lights working.</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="EW3ZB6HNfkZV32Ej2fiVEa" name="PR_SH Townfall 3 - Screenshot 4_1080" alt="Simon uses a handheld CRTV in Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/EW3ZB6HNfkZV32Ej2fiVEa.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>Again, Screen Burn is demonstrating an impressive attention to detail here. But I don't play Silent Hill games for their faithfulness to history, and especially not to reality. I love them for the way they use magic to reveal our skeletons. Whenever the occult Otherworld falls over a Silent Hill protagonist, you're confronted with the rust under the hospital room paint, blood beneath a young woman's skirt, denial before freedom. I've always thought the supernatural was more real than real, so I've found comfort in past Silent Hill games, which lie on the cliff between observable life and hidden feelings. They push into each other, yin and yang, to make a whole world.</p><p>But Silent Hill: Townfall seems more oriented toward its surface. I'm first introduced to Simon as he's seated near a town monument littered with protest signs – "We Need The Truth," "Whatever Heart This Town Had Has Stopped" – and their unsubtle nature reminds me of Dead Space graffiti that routinely took me out of that game's horror.  A Screen Burn developer also suggests during my Summer Game Fest session that Townfall uses first-person perspective because the series' usual third-person does more to coddle you from horror. In a sense, that's probably true. It's more viscerally horrifying to play Resident Evil in a VR headset than with ungainly tank controls, after all. </p><p>But third-person also encourages players to connect with a game's protagonist, as you can observe them as you control them, linking your movements with their mind. And since the average Silent Hill story is a storm whipped up to torment its main character, specifically (there are very few all-purpose spooks aimed at you, the player), third-person helps its effectiveness. </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="Uoak3MycdCXJDkTc9E4ouZ" name="PR_SH Townfall 3 - Screenshot 3_1080" alt="Simon walks through a foggy town street in Silent Hill Townfall scanning surroundings with a handheld CRTV" src="https://cdn.mos.cms.futurecdn.net/Uoak3MycdCXJDkTc9E4ouZ.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><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Screen Burn</p><p class="fancy-box__body-text"><strong>Publisher: </strong>Konami, Annapurna Interactive</p><p class="fancy-box__body-text"><strong>Platform(s):</strong> PS5, PC</p><p class="fancy-box__body-text"><strong>Release date:</strong> September 24</p></div></div><p>Though, Townfall isn't completely devoid of fantasy. It pays homage to the series' early convention of letting you identify monsters with a stammering radio by replacing the tech with a handheld CRT TV, which also swaps the need for on-screen UI by flashing cryptic images of your next location. It's an intriguing change, as the CRT TV is an elegant way to focus the player's attention on their next game objective while still being immersive in its story. However, I don't think a Silent Hill game's user interface has ever dulled the impact of its corpse nurses and brown toilets for 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="WNzuKeGdaUui9WyEdfX5ZZ" name="PR_SH Townfall 3 - Screenshot 7_1080" alt="A humanoid with strange facial features is observed at a distance in a strange industrial environment in Silent Hill Townfall" src="https://cdn.mos.cms.futurecdn.net/WNzuKeGdaUui9WyEdfX5ZZ.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>Ultimately, I feel like Screen Burn is worried about iterating on the wrong genre conventions.</p><p>I'm confused by all the changes I see in my Silent Hill: Townfall demo that are neutral at best. When the monster finally arrives, it's a melted flesh humanoid with its head sharpened into an axe. It looks like a struggling Lying Figure from Silent Hill 2... except with an axe for its head.<br><br>I thought this was supposed to be the fun part, but it's still too tame.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="N6DtNvkwTjPib3iqpSFuAE" name="gr_summer_info_panel_silent_hill_townfall" alt="The GamesRadar+ Summer Preview 2026 info box for Silent Hill: Townfall, listing the developer and publisher as Screen Burn Interactive and Konami respectively" src="https://cdn.mos.cms.futurecdn.net/N6DtNvkwTjPib3iqpSFuAE.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Refresh your memory of the Silent Hill we left behind with our list of the </em><a href="https://www.gamesradar.com/best-silent-hill-games/"><em>best Silent Hill games</em></a><em>. </em></p>
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                                                            <title><![CDATA[ Saw: Genesis is a bloody blend of Dead by Daylight, The Outlast Trials, and nu-metal music video death scenes, and I need to play it immediately ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Some people become experts in wine – instead, I tip my top hat and consider myself a connoisseur of asymmetrical multiplayer horror games. As an expert, I must warn you the fields that allow genre superstar Dead by Daylight and more recent breakthrough The Outlast Trials to flourish are brittle and unloving – competitors <a href="https://www.gamesradar.com/games/horror/texas-chain-saw-massacre-the-game-is-done-getting-new-updates-less-than-2-years-after-launch/"><u>The Texas Chain Saw Massacre</u></a>, <a href="https://www.gamesradar.com/games/survival-horror/2025-kicks-off-with-another-live-service-death-as-friday-the-13th-the-game-fans-sadly-twerk-on-its-grave/"><u>Friday the 13th: The Game</u></a>, and <a href="https://www.pcgamer.com/games/horror/evil-dead-the-game-is-being-removed-from-sale-just-three-years-after-it-launched/"><u>Evil Dead: The Game</u></a> were all discontinued or removed from sale in just 2025. But publisher Bloober Team knows this, and it seems to have prepared its upcoming Saw: Genesis multiplayer for a difficult winter. </p><p>"[Most of the games] you mentioned are dead, so, I think there's space," jokes representatives from co-developer Anshar Studios when I ask them at <a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><u>Summer Game Fest 2026</u></a> if they're nervous to enter a genre where ambitious new titles seem destined to be gobbled by Dead by Daylight the way Saturn gargles his son. They continue honestly: "We know this is the genre that kind of wasted big studios as well. But it's also a different approach we have. [...] We have this experimental attitude."</p><h2 id="saw-inspiring">Saw inspiring</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="kvVr7qJJzyUUnBXRTZbJmB" name="PR_JASPER_Screenshots_4- Body Trap_1080" alt="A battered and dirty person clutches at something metal around their neck in SAW: Genesis' 'Body Trap'" src="https://cdn.mos.cms.futurecdn.net/kvVr7qJJzyUUnBXRTZbJmB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>To this point, Saw: Genesis currently <a href="https://playtest.sawgenesis.com/"><u>has a waitlist</u></a> for its closed alpha playtest, which already has a "huge amount of subscribers" a Bloober representative won't elaborate on when I poke him about it. But he says it's an overwhelming number, and Anshar plus Broken Mirror – Bloober's new splinter studio dedicated to psychological and survival horror games – seem to be proud of it. When they demonstrate hands-off gameplay, I decide they have plenty of reasons to be. </p><p>Since the Saw: Genesis footage I'm shown is so early, my main conclusion is that this is a <em>smart</em> game. It borrows aspects of Dead by Daylight and The Outlast Trials to its own advantage. </p><p>Of course, there are also plenty of clear parallels to the 10 Saw movies I know better than my own heart. I realize this while gleefully kicking my Mary Janes – some traps' death scenes seem to induce the disorienting, distinctly 2000s music video fast cuts the Saw franchise is infamous for.</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="eYzzBUV6SMM93YjMKAo7GB" name="PR_JASPER_Screenshots_8- Accomplice In Combat_1080" alt="Fighting a pig-hooded enemy in first-person in SAW: Genesis" src="https://cdn.mos.cms.futurecdn.net/eYzzBUV6SMM93YjMKAo7GB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><p>Unlike the movies, Saw: Genesis forgoes the straightforward explanation that Jigsaw, who's really the sadistic brain cancer patient John Kramer, does things like kidnapping suicidal people and greasing them up with lighter fluid while making them hold a lit match in a room dusted in broken glass because there's something wrong with him. </p><p>Instead, Saw: Genesis makes a historical analysis of misguided evil and brings us to World War 1. There, Jigsaw's forefather the Judge is habitually forcing three Accused into seemingly unconquerable situations involving clamps, barbed wire, and even the infamous reverse bear trap from the movies, which separates your jaw from the rest of your body like you're an easy-to-peel orange. </p><p>Bloober compares Saw: Genesis' premise and gameplay to something like Saw 2, the 2005 movie where a group of idiots are meant to work together to survive the nerve gas Jigsaw is pumping into their blood. But I also see clever call backs to The Outlast Trials. That game, one of the only asymmetrical horror games to withstand Dead by Daylight, is based on the premise that an evil corporation is conducting debauched Cold War experiments on unwitting, unwilling volunteers.</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="dAYzZGsZMPA7HTanjgPinB" name="PR_JASPER_Screenshots_2 - The Corrosive Gaze_1080" alt="Billy the Puppet sits at a dining table in a warehouse in SAW: Genesis' The Corrosive Gaze game" src="https://cdn.mos.cms.futurecdn.net/dAYzZGsZMPA7HTanjgPinB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer: </strong>Broken Mirror Games, Anshar Studios<br><strong>Platform(s): </strong>PC<br><strong>Release date:</strong> Fall 2026</p></div></div><p>The similarly, delightfully ahistorical Saw: Genesis borrows The Outlast Trials' vintage touches, and its roster of Accused characters are carefully designed with gothic horror in mind – the "songbird" character wears a glittering dropwaist dress with a 1920s flapper's fluffy feather in her hair, while an apparent young veteran's face is uneven with long, white scars – horrible cat whiskers. They pucker and stretch as he screams. </p><p>Meanwhile, the Judge reminds me of Dead by Daylight's inaugural killer, the Trapper. Both are like deranged animal control employees, armed with rusty bear traps; in the case of the Judge, players will also have to strategize how to manipulate the level they've dropped their Accused into and plan routes and tricks to efficiently encourage them to scoop their eyeballs out with a spoon.</p><p>Though, in a unique twist from its competitors, Saw: Genesis makes its Judge – whose jaw seems to have been blasted off during the war, poor thing – physically vulnerable, and players can stab him to Hell if they plan correctly. I also notice and appreciate in my preview evidence of the game's originality while contributing to the ridiculous Saw canon; it seems to feature a girl version of the beloved Billy the Puppet, the ghost-white mascot on a tricycle who flaps its wooden lips on behalf of its master Jigsaw. Girl Billy is similarly black-eyed and menacing, and I think the image of her and her greasy, long hair is a perfect addition to a franchise that eschews subtlety for blood smears, leg stumps, and squeaky, creepy tricycles.</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="pVfSRXzgaajCqABi9gATnB" name="PR_JASPER_Screenshots_9- Cooperation_1080" alt="Players twist red valves together in co-op in SAW: Genesis" src="https://cdn.mos.cms.futurecdn.net/pVfSRXzgaajCqABi9gATnB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><p>In noting this during my Saw: Genesis preview, I'm also made to consider the essence of Saw – why do I love it so much, and why do I think this game does it justice? Once I go digging for it, the answer surprises me in its simplicity: excess. The Saw movies – and if this early look at Summer Game Fest is a good indicator, then the game, too – makes pain seem ubiquitous, inevitable, and <em>powerful</em>. It helps me process my smaller, more quiet pains; like, at least I don't need to slice bacon bits of my stomach fat to appease a crazed old man's vision of salvation. </p><p>And, though the Saw movies' vision of redemption is completely clueless, at least Jigsaw thinks it's possible. I appreciate the idea that any tragedy is surmountable. And if Saw: Genesis lets me achieve that ideal from the comfort of my TV room, where I can eat a nice chocolate chip cookie instead of being submerged in nerve gas, then, even better.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="K522MLEHpAmDwo4K6rm5wU" name="gr_summer_info_panel_saw_genesis" alt="The GamesRadar+ Summer Preview 2026 info box for SAW: Genesis, listing the developer and publisher as Broken Mirror Games with Anshar Studios and Bloober Team respectively" src="https://cdn.mos.cms.futurecdn.net/K522MLEHpAmDwo4K6rm5wU.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> list... if you dare!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/saw-genesis-is-a-bloody-blend-of-dead-by-daylight-the-outlast-trials-and-nu-metal-music-video-death-scenes-and-i-need-to-play-it-immediately/</link>
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                            <![CDATA[ Summer Preview | Saw: Genesis seems prepared to withstand the asymmetrical horror game blight ]]>
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                                                                        <pubDate>Thu, 11 Jun 2026 14:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Broken Mirror Games, Bloober Team]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for SAW: Genesis showing a figure with a head crushed by square pistons, flanked by two characters with smudged faces, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:description>                                                            <media:text><![CDATA[Key art for SAW: Genesis showing a figure with a head crushed by square pistons, flanked by two characters with smudged faces, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for SAW: Genesis showing a figure with a head crushed by square pistons, flanked by two characters with smudged faces, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:title>
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                                <p>Some people become experts in wine – instead, I tip my top hat and consider myself a connoisseur of asymmetrical multiplayer horror games. As an expert, I must warn you the fields that allow genre superstar Dead by Daylight and more recent breakthrough The Outlast Trials to flourish are brittle and unloving – competitors <a href="https://www.gamesradar.com/games/horror/texas-chain-saw-massacre-the-game-is-done-getting-new-updates-less-than-2-years-after-launch/"><u>The Texas Chain Saw Massacre</u></a>, <a href="https://www.gamesradar.com/games/survival-horror/2025-kicks-off-with-another-live-service-death-as-friday-the-13th-the-game-fans-sadly-twerk-on-its-grave/"><u>Friday the 13th: The Game</u></a>, and <a href="https://www.pcgamer.com/games/horror/evil-dead-the-game-is-being-removed-from-sale-just-three-years-after-it-launched/"><u>Evil Dead: The Game</u></a> were all discontinued or removed from sale in just 2025. But publisher Bloober Team knows this, and it seems to have prepared its upcoming Saw: Genesis multiplayer for a difficult winter. </p><p>"[Most of the games] you mentioned are dead, so, I think there's space," jokes representatives from co-developer Anshar Studios when I ask them at <a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><u>Summer Game Fest 2026</u></a> if they're nervous to enter a genre where ambitious new titles seem destined to be gobbled by Dead by Daylight the way Saturn gargles his son. They continue honestly: "We know this is the genre that kind of wasted big studios as well. But it's also a different approach we have. [...] We have this experimental attitude."</p><h2 id="saw-inspiring">Saw inspiring</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="kvVr7qJJzyUUnBXRTZbJmB" name="PR_JASPER_Screenshots_4- Body Trap_1080" alt="A battered and dirty person clutches at something metal around their neck in SAW: Genesis' 'Body Trap'" src="https://cdn.mos.cms.futurecdn.net/kvVr7qJJzyUUnBXRTZbJmB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>To this point, Saw: Genesis currently <a href="https://playtest.sawgenesis.com/"><u>has a waitlist</u></a> for its closed alpha playtest, which already has a "huge amount of subscribers" a Bloober representative won't elaborate on when I poke him about it. But he says it's an overwhelming number, and Anshar plus Broken Mirror – Bloober's new splinter studio dedicated to psychological and survival horror games – seem to be proud of it. When they demonstrate hands-off gameplay, I decide they have plenty of reasons to be. </p><p>Since the Saw: Genesis footage I'm shown is so early, my main conclusion is that this is a <em>smart</em> game. It borrows aspects of Dead by Daylight and The Outlast Trials to its own advantage. </p><p>Of course, there are also plenty of clear parallels to the 10 Saw movies I know better than my own heart. I realize this while gleefully kicking my Mary Janes – some traps' death scenes seem to induce the disorienting, distinctly 2000s music video fast cuts the Saw franchise is infamous for.</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="eYzzBUV6SMM93YjMKAo7GB" name="PR_JASPER_Screenshots_8- Accomplice In Combat_1080" alt="Fighting a pig-hooded enemy in first-person in SAW: Genesis" src="https://cdn.mos.cms.futurecdn.net/eYzzBUV6SMM93YjMKAo7GB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><p>Unlike the movies, Saw: Genesis forgoes the straightforward explanation that Jigsaw, who's really the sadistic brain cancer patient John Kramer, does things like kidnapping suicidal people and greasing them up with lighter fluid while making them hold a lit match in a room dusted in broken glass because there's something wrong with him. </p><p>Instead, Saw: Genesis makes a historical analysis of misguided evil and brings us to World War 1. There, Jigsaw's forefather the Judge is habitually forcing three Accused into seemingly unconquerable situations involving clamps, barbed wire, and even the infamous reverse bear trap from the movies, which separates your jaw from the rest of your body like you're an easy-to-peel orange. </p><p>Bloober compares Saw: Genesis' premise and gameplay to something like Saw 2, the 2005 movie where a group of idiots are meant to work together to survive the nerve gas Jigsaw is pumping into their blood. But I also see clever call backs to The Outlast Trials. That game, one of the only asymmetrical horror games to withstand Dead by Daylight, is based on the premise that an evil corporation is conducting debauched Cold War experiments on unwitting, unwilling volunteers.</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="dAYzZGsZMPA7HTanjgPinB" name="PR_JASPER_Screenshots_2 - The Corrosive Gaze_1080" alt="Billy the Puppet sits at a dining table in a warehouse in SAW: Genesis' The Corrosive Gaze game" src="https://cdn.mos.cms.futurecdn.net/dAYzZGsZMPA7HTanjgPinB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer: </strong>Broken Mirror Games, Anshar Studios<br><strong>Platform(s): </strong>PC<br><strong>Release date:</strong> Fall 2026</p></div></div><p>The similarly, delightfully ahistorical Saw: Genesis borrows The Outlast Trials' vintage touches, and its roster of Accused characters are carefully designed with gothic horror in mind – the "songbird" character wears a glittering dropwaist dress with a 1920s flapper's fluffy feather in her hair, while an apparent young veteran's face is uneven with long, white scars – horrible cat whiskers. They pucker and stretch as he screams. </p><p>Meanwhile, the Judge reminds me of Dead by Daylight's inaugural killer, the Trapper. Both are like deranged animal control employees, armed with rusty bear traps; in the case of the Judge, players will also have to strategize how to manipulate the level they've dropped their Accused into and plan routes and tricks to efficiently encourage them to scoop their eyeballs out with a spoon.</p><p>Though, in a unique twist from its competitors, Saw: Genesis makes its Judge – whose jaw seems to have been blasted off during the war, poor thing – physically vulnerable, and players can stab him to Hell if they plan correctly. I also notice and appreciate in my preview evidence of the game's originality while contributing to the ridiculous Saw canon; it seems to feature a girl version of the beloved Billy the Puppet, the ghost-white mascot on a tricycle who flaps its wooden lips on behalf of its master Jigsaw. Girl Billy is similarly black-eyed and menacing, and I think the image of her and her greasy, long hair is a perfect addition to a franchise that eschews subtlety for blood smears, leg stumps, and squeaky, creepy tricycles.</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="pVfSRXzgaajCqABi9gATnB" name="PR_JASPER_Screenshots_9- Cooperation_1080" alt="Players twist red valves together in co-op in SAW: Genesis" src="https://cdn.mos.cms.futurecdn.net/pVfSRXzgaajCqABi9gATnB.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: Broken Mirror Games, Bloober Team)</span></figcaption></figure><p>In noting this during my Saw: Genesis preview, I'm also made to consider the essence of Saw – why do I love it so much, and why do I think this game does it justice? Once I go digging for it, the answer surprises me in its simplicity: excess. The Saw movies – and if this early look at Summer Game Fest is a good indicator, then the game, too – makes pain seem ubiquitous, inevitable, and <em>powerful</em>. It helps me process my smaller, more quiet pains; like, at least I don't need to slice bacon bits of my stomach fat to appease a crazed old man's vision of salvation. </p><p>And, though the Saw movies' vision of redemption is completely clueless, at least Jigsaw thinks it's possible. I appreciate the idea that any tragedy is surmountable. And if Saw: Genesis lets me achieve that ideal from the comfort of my TV room, where I can eat a nice chocolate chip cookie instead of being submerged in nerve gas, then, even better.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="K522MLEHpAmDwo4K6rm5wU" name="gr_summer_info_panel_saw_genesis" alt="The GamesRadar+ Summer Preview 2026 info box for SAW: Genesis, listing the developer and publisher as Broken Mirror Games with Anshar Studios and Bloober Team respectively" src="https://cdn.mos.cms.futurecdn.net/K522MLEHpAmDwo4K6rm5wU.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> list... if you dare!</em></p>
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                                                            <title><![CDATA[ Resident Evil Veronica's first-person trailer was a deliberate misdirect, Capcom producer confirms the horror game is fully third-person ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom remains surprisingly secretive about Resident Evil Veronica. Despite offering a behind-closed-doors presentation at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest</a>, the company didn't show anything beyond what everyone got to see in the public reveal, but producer Yoshiaki Hirabayashi did reveal a few details in a Q&A with members of the media. Perhaps most notably, this is a fully third-person game, despite the extended first-person segment we saw in the trailer.</p><p>Hirabayashi confirmed in the Q&A session I attended that the long-awaited remake will be a third-person game. Recent Resident Evil titles have typically included an option to switch between perspectives, and <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> encouraged players to stick with first-person for Grace's horror-focused sections and third-person, but despite the fact that the original Code: Veronica <em>also</em> featured dual protagonists, there'll be no similar split here.</p><p>What, then, are we meant to make of the extended first-person sequence we saw in the announcement trailer? Hirabayashi hints that this scene wouldn't necessarily be the same in the final game, and Capcom wanted to build a bit of mystery to create some surprise for the trailer. He also suggests that this scene won't necessarily be at the very beginning of the 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/uxUMXniTfjM" allowfullscreen></iframe></div></div><p>Hirabayashi notes that Capcom "loves surprises," and that includes the release date – sorry, there were no secret teasers about when in that vague 2027 launch window that Veronica will actually be released.</p><p>He also shoots down some speculation about the "REV" acronym that briefly appeared in the trailer, confirming that the V is not meant to be a Roman numeral. It does, indeed, stand for Resident Evil Veronica rather than Resident Evil 5. While this is technically the fifth entry in the remake series, Hirabayashi says that Capcom has no intention of trying to erase previous entries, including the original Resident Evil 5.</p><p>That said, Hirabayashi also emphasized that Capcom is treating Veronica as a full-fledged, main series entry in the Resident Evil story. Given just how <a href="https://www.gamesradar.com/games/resident-evil/in-anticipation-of-the-resident-evil-code-veronica-remake-fans-are-remembering-how-weirdly-silly-the-original-game-is/">gosh-danged weird the original Code: Veronica is</a>, I'm desperate to find out what the devs will do with the remake.</p><p><em>Stick with us for more news on all the </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new games for 2026</em></a><em> and beyond.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-veronicas-first-person-trailer-was-a-deliberate-misdirect-capcom-producer-confirms-the-horror-game-is-fully-third-person/</link>
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                            <![CDATA[ There's no Resident Evil Requiem-style split between protagonists ]]>
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                                                                        <pubDate>Wed, 10 Jun 2026 15:01:13 +0000</pubDate>                                                                                                                                <updated>Wed, 10 Jun 2026 15:03:33 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ dustin.bailey@futurenet.com (Dustin Bailey) ]]></author>                    <dc:creator><![CDATA[ Dustin Bailey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/j8jDhQh7y8VawwTuRvrNbn.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil Veronica trailer screenshot]]></media:description>                                                            <media:text><![CDATA[Resident Evil Veronica trailer screenshot]]></media:text>
                                <media:title type="plain"><![CDATA[Resident Evil Veronica trailer screenshot]]></media:title>
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                                <p>Capcom remains surprisingly secretive about Resident Evil Veronica. Despite offering a behind-closed-doors presentation at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest</a>, the company didn't show anything beyond what everyone got to see in the public reveal, but producer Yoshiaki Hirabayashi did reveal a few details in a Q&A with members of the media. Perhaps most notably, this is a fully third-person game, despite the extended first-person segment we saw in the trailer.</p><p>Hirabayashi confirmed in the Q&A session I attended that the long-awaited remake will be a third-person game. Recent Resident Evil titles have typically included an option to switch between perspectives, and <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> encouraged players to stick with first-person for Grace's horror-focused sections and third-person, but despite the fact that the original Code: Veronica <em>also</em> featured dual protagonists, there'll be no similar split here.</p><p>What, then, are we meant to make of the extended first-person sequence we saw in the announcement trailer? Hirabayashi hints that this scene wouldn't necessarily be the same in the final game, and Capcom wanted to build a bit of mystery to create some surprise for the trailer. He also suggests that this scene won't necessarily be at the very beginning of the 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/uxUMXniTfjM" allowfullscreen></iframe></div></div><p>Hirabayashi notes that Capcom "loves surprises," and that includes the release date – sorry, there were no secret teasers about when in that vague 2027 launch window that Veronica will actually be released.</p><p>He also shoots down some speculation about the "REV" acronym that briefly appeared in the trailer, confirming that the V is not meant to be a Roman numeral. It does, indeed, stand for Resident Evil Veronica rather than Resident Evil 5. While this is technically the fifth entry in the remake series, Hirabayashi says that Capcom has no intention of trying to erase previous entries, including the original Resident Evil 5.</p><p>That said, Hirabayashi also emphasized that Capcom is treating Veronica as a full-fledged, main series entry in the Resident Evil story. Given just how <a href="https://www.gamesradar.com/games/resident-evil/in-anticipation-of-the-resident-evil-code-veronica-remake-fans-are-remembering-how-weirdly-silly-the-original-game-is/">gosh-danged weird the original Code: Veronica is</a>, I'm desperate to find out what the devs will do with the remake.</p><p><em>Stick with us for more news on all the </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new games for 2026</em></a><em> and beyond.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ 15 years after the first game made horror history, Alien Isolation 2 unleashes a smarter, meaner Xenomorph ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I suppose there are worse places to be than a spaceship; Earth, for example. So I'm happy to become <a href="https://www.gamesradar.com/alien-isolation-2-guide/"><u>Alien: Isolation 2</u></a> protagonist Blake during a preview of the horror game sequel at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/"><u>Summer Game Fest 2026</u></a>. Though, it's obvious developer Creative Assembly doesn't want me easing into any cathartic sense of "escapism" with the franchise's apex predator, the Xenomorph, skulking around. Nearly 15 years after the first Alien: Isolation game made horror history, Alien: Isolation 2's unkillable, highly intelligent monster is even more adept at drooling over each crunch of your knuckles – this is a game about <em>escaping</em>. </p><p>So, I need to stop wanting to die. That's something I like to do in horror games – it's the closest I can get to finding out what the real thing is like – which I passively yearn for during both minor inconveniences, like running out of salt, and larger, life-altering tragedies. Horror games let you indulge in death and dying without any of the real drama. I can tell Blake has a sad fuzz around her, too, as she chooses to explore a piece of the infested Sevastopol station from Alien: Isolation, even though it's an obvious trap.</p><h2 id="escape-from-kurosaki">Escape from Kurosaki</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="XhUArhH2PrY7BqNMWuaSkX" name="PR_02_PROLOGUE-CRASH-EXT_1080" alt="The misty crash shite exterior in Alien Isolation 2" src="https://cdn.mos.cms.futurecdn.net/XhUArhH2PrY7BqNMWuaSkX.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: Sega, Creative Assembly)</span></figcaption></figure><p>But, Alien: Isolation 2 doesn't seem interested in our self-pity. I like that. All my favorite horror games, including Silent Hill 3 and Haunting Ground, challenge their female protagonists and often female fans in choosing life, even when unspoken trauma, unspeakable harm, and starving monsters forecast clouds and hellfire for the rest of time.</p><iframe src="https://content.jwplatform.com/players/q1CyGXAz.html" id="q1CyGXAz" title="Alien Isolation 2 Reveal Trailer" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Blake and I could use the kick. In my case, bad news and politics often leads me to taking my sleeping pills early and hiding in a dream. Similarly, it seems like Blake made an attempt at sleeping through life before embarking on this job she's on in my preview. She attempts small talk with her new crewmates Cole and Otto – Cole is the one with the beard, he's more crabby than the other – about how she's been under cryosleep for eight months, and her mom back on Earth. The men suggest eight months is too long to be refrigerated, but, as Blake, I shrug them off. We're self-consciously apathetic. </p><p>But Otto and Cole are, too, seeming defeated by the demands of their work, and our wary camaraderie is just starting to stick together like alien tentacles when something weird happens. Our spacecraft goes down fast, and I'm now seeing Cole's hairy chin as an assurance of this guy's experience handling shit instead of ever bothering to shave. So I'm not scared yet. He's handling it.</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="W3McxWxWiiYsKPLiAsAVqX" name="PR_04_PROLOGUE-INT_1080" alt="An industrial looking room in Alien Isolation 2's prologue" src="https://cdn.mos.cms.futurecdn.net/W3McxWxWiiYsKPLiAsAVqX.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: Sega, Creative Assembly)</span></figcaption></figure><p>We land onto a seemingly empty colony world – safely. There are little patches of flame here and there like freckles, but Blake seems invigorated. The woman who has been asleep is now awake – and that's a gift, even when I crawl out of my new ship alone. </p><p>Blake must be used to being alone. She's spent so long inside her mind, and I know from experience that there isn't anything lonelier than that. </p><p>Though this Alien: Isolation 2 preview is pre-alpha footage, as I duck under alien trees and scrape ragged cliffsides looking for Otto and Cole – they're OK, but a short walk away as I learn to sprint and climb in a tutorial – I'm impressed by how beautiful the horror game already looks.</p><p>The facts of the environment are maybe <em>not</em> beautiful: fat plops of rain, soupy mist, and increasingly angry wind, which is making every slender tree around me shiver like it's nervous. But, Creative Assembly has done a lovely job matching realism with style – it communicates that this soaked planet is something to be intimidated by, since no one ever wants to be stuck in the rain in a place they've never been before. At the same time, everything is so soft and blue, like waking up in the middle of the night. There's a romantic drama to it.</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="srcaYeKzSbzMumm9xyUbnn" name="Alien Isolation 2" alt="A Xenomorph in Alien: Isolation 2" src="https://cdn.mos.cms.futurecdn.net/srcaYeKzSbzMumm9xyUbnn.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: Sega)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Creative Assembly<br><strong>Publisher:</strong> Sega<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Switch 2<br><strong>Release date:</strong> TBC</p></div></div><p>Blake clearly thinks so. You know the movie, Earth Girls Are Easy? Not this one. When the crew discovers another crashed station, she insists on forcing her way in to find survivors. Cole decides he wants nothing to do with it, but Otto is vaguely interested in the scavenging opportunity. So, Blake pops open a door that says not to open it, her hands no doubt strengthened by the stubborn curiosity I know I'd have too. I want to see what's inside the ship that's now a ring of fire. I'm ready to stop dreaming. </p><p>I guide Blake into that ship which, Otto acknowledges with a sigh, most people wouldn't bother with. The power's dead, so I need to complete the simple task of picking up a few pieces of scrap to fix it at a main controller panel. </p><p>This ends up being more difficult than I'd like. Alien: Isolation 2 uses first-person perspective, which the original 2014 game employed to make you feel like its slinky stalker enemy, the Xenomorph, really wanted to grind your bones into bread. The quiet (aside from suspicious squeaks and the occasional, baby chick beep of an abandoned computer) ship is tilted and disorienting. At times, I'm too physically nauseous from motion sickness to let myself curl into Alien: Isolation 2's tense stomach.</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="syNLZGj8qDgSPt4iVYskoX" name="PR_Alien_ Isolation 2 - Reveal Art - No Logo_1080" alt="A movement detecting scanner blinks dots on its green screen in Alien Isolation 2 as it lies abandoned half-buried in the ground in this reveal key art" src="https://cdn.mos.cms.futurecdn.net/syNLZGj8qDgSPt4iVYskoX.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: Sega, Creative Assembly)</span></figcaption></figure><p>But, the glimpse of the Xenomorph I get during my preview sobers me up like a mosquito bite. The titular alien, an avenging angel the movies established as the ultimate mama bear, likes to penetrate your guts and have her babies pull them out. In Alien: Isolation 2, she's apparently even better than she used to be at identifying you by sight and sound – Creative Assembly tells me in an interview that even the shifting wind can carry the slow creaks of your footsteps to her. </p><p>So once she reveals herself to Blake, I think I know what to do. I crouch. I stay low, and… I'm too eager to leave the nest. I stand up unreasonably quick, and the Xenomorph dinosaur-walks over to me, shiny and Cadillac black – the unkillable creature is more machine than the soft, pillow tummies we associate with other mothers. She opens her beetle-butt head to reveal multiple rows of teeth sparkling from saliva dewdrops. And then I'm dead.</p><p>But I don't want to die anymore. I want to play more Alien: Isolation 2, and now I wonder who's hungrier to tiptoe in the shadows for the sake of proving herself – my enemy or me?</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="KCBL8LMC339h5DGRjzEF5V" name="gr_summer_info_panel_alien_isolation_2" alt="The GamesRadar+ Summer Preview 2026 info box for Alien Isolation 2, listing the developer and publisher as Creative Assembly and Sega respectively" src="https://cdn.mos.cms.futurecdn.net/KCBL8LMC339h5DGRjzEF5V.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>If the Xenomorph isn't scary enough, check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> ranking for more you could play with the lights out!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/15-years-after-the-first-game-made-horror-history-alien-isolation-2-unleashes-a-smarter-meaner-xenomorph/</link>
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                            <![CDATA[ Summer Preview | After going hands-on, Creative Assembly seems to have done the impossible: improving the apex predator ]]>
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                                                                        <pubDate>Wed, 10 Jun 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 11 Jun 2026 09:35:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Creative Assembly, Sega]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The xenomorph attacks, drool glistening as its multiple mouths open, in Alien Isolation 2&#039;s prologue, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:description>                                                            <media:text><![CDATA[The xenomorph attacks, drool glistening as its multiple mouths open, in Alien Isolation 2&#039;s prologue, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:text>
                                <media:title type="plain"><![CDATA[The xenomorph attacks, drool glistening as its multiple mouths open, in Alien Isolation 2&#039;s prologue, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:title>
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                            <article>
                                <p>I suppose there are worse places to be than a spaceship; Earth, for example. So I'm happy to become <a href="https://www.gamesradar.com/alien-isolation-2-guide/"><u>Alien: Isolation 2</u></a> protagonist Blake during a preview of the horror game sequel at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/"><u>Summer Game Fest 2026</u></a>. Though, it's obvious developer Creative Assembly doesn't want me easing into any cathartic sense of "escapism" with the franchise's apex predator, the Xenomorph, skulking around. Nearly 15 years after the first Alien: Isolation game made horror history, Alien: Isolation 2's unkillable, highly intelligent monster is even more adept at drooling over each crunch of your knuckles – this is a game about <em>escaping</em>. </p><p>So, I need to stop wanting to die. That's something I like to do in horror games – it's the closest I can get to finding out what the real thing is like – which I passively yearn for during both minor inconveniences, like running out of salt, and larger, life-altering tragedies. Horror games let you indulge in death and dying without any of the real drama. I can tell Blake has a sad fuzz around her, too, as she chooses to explore a piece of the infested Sevastopol station from Alien: Isolation, even though it's an obvious trap.</p><h2 id="escape-from-kurosaki">Escape from Kurosaki</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="XhUArhH2PrY7BqNMWuaSkX" name="PR_02_PROLOGUE-CRASH-EXT_1080" alt="The misty crash shite exterior in Alien Isolation 2" src="https://cdn.mos.cms.futurecdn.net/XhUArhH2PrY7BqNMWuaSkX.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: Sega, Creative Assembly)</span></figcaption></figure><p>But, Alien: Isolation 2 doesn't seem interested in our self-pity. I like that. All my favorite horror games, including Silent Hill 3 and Haunting Ground, challenge their female protagonists and often female fans in choosing life, even when unspoken trauma, unspeakable harm, and starving monsters forecast clouds and hellfire for the rest of time.</p><iframe src="https://content.jwplatform.com/players/q1CyGXAz.html" id="q1CyGXAz" title="Alien Isolation 2 Reveal Trailer" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Blake and I could use the kick. In my case, bad news and politics often leads me to taking my sleeping pills early and hiding in a dream. Similarly, it seems like Blake made an attempt at sleeping through life before embarking on this job she's on in my preview. She attempts small talk with her new crewmates Cole and Otto – Cole is the one with the beard, he's more crabby than the other – about how she's been under cryosleep for eight months, and her mom back on Earth. The men suggest eight months is too long to be refrigerated, but, as Blake, I shrug them off. We're self-consciously apathetic. </p><p>But Otto and Cole are, too, seeming defeated by the demands of their work, and our wary camaraderie is just starting to stick together like alien tentacles when something weird happens. Our spacecraft goes down fast, and I'm now seeing Cole's hairy chin as an assurance of this guy's experience handling shit instead of ever bothering to shave. So I'm not scared yet. He's handling it.</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="W3McxWxWiiYsKPLiAsAVqX" name="PR_04_PROLOGUE-INT_1080" alt="An industrial looking room in Alien Isolation 2's prologue" src="https://cdn.mos.cms.futurecdn.net/W3McxWxWiiYsKPLiAsAVqX.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: Sega, Creative Assembly)</span></figcaption></figure><p>We land onto a seemingly empty colony world – safely. There are little patches of flame here and there like freckles, but Blake seems invigorated. The woman who has been asleep is now awake – and that's a gift, even when I crawl out of my new ship alone. </p><p>Blake must be used to being alone. She's spent so long inside her mind, and I know from experience that there isn't anything lonelier than that. </p><p>Though this Alien: Isolation 2 preview is pre-alpha footage, as I duck under alien trees and scrape ragged cliffsides looking for Otto and Cole – they're OK, but a short walk away as I learn to sprint and climb in a tutorial – I'm impressed by how beautiful the horror game already looks.</p><p>The facts of the environment are maybe <em>not</em> beautiful: fat plops of rain, soupy mist, and increasingly angry wind, which is making every slender tree around me shiver like it's nervous. But, Creative Assembly has done a lovely job matching realism with style – it communicates that this soaked planet is something to be intimidated by, since no one ever wants to be stuck in the rain in a place they've never been before. At the same time, everything is so soft and blue, like waking up in the middle of the night. There's a romantic drama to it.</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="srcaYeKzSbzMumm9xyUbnn" name="Alien Isolation 2" alt="A Xenomorph in Alien: Isolation 2" src="https://cdn.mos.cms.futurecdn.net/srcaYeKzSbzMumm9xyUbnn.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: Sega)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Creative Assembly<br><strong>Publisher:</strong> Sega<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X, Switch 2<br><strong>Release date:</strong> TBC</p></div></div><p>Blake clearly thinks so. You know the movie, Earth Girls Are Easy? Not this one. When the crew discovers another crashed station, she insists on forcing her way in to find survivors. Cole decides he wants nothing to do with it, but Otto is vaguely interested in the scavenging opportunity. So, Blake pops open a door that says not to open it, her hands no doubt strengthened by the stubborn curiosity I know I'd have too. I want to see what's inside the ship that's now a ring of fire. I'm ready to stop dreaming. </p><p>I guide Blake into that ship which, Otto acknowledges with a sigh, most people wouldn't bother with. The power's dead, so I need to complete the simple task of picking up a few pieces of scrap to fix it at a main controller panel. </p><p>This ends up being more difficult than I'd like. Alien: Isolation 2 uses first-person perspective, which the original 2014 game employed to make you feel like its slinky stalker enemy, the Xenomorph, really wanted to grind your bones into bread. The quiet (aside from suspicious squeaks and the occasional, baby chick beep of an abandoned computer) ship is tilted and disorienting. At times, I'm too physically nauseous from motion sickness to let myself curl into Alien: Isolation 2's tense stomach.</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="syNLZGj8qDgSPt4iVYskoX" name="PR_Alien_ Isolation 2 - Reveal Art - No Logo_1080" alt="A movement detecting scanner blinks dots on its green screen in Alien Isolation 2 as it lies abandoned half-buried in the ground in this reveal key art" src="https://cdn.mos.cms.futurecdn.net/syNLZGj8qDgSPt4iVYskoX.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: Sega, Creative Assembly)</span></figcaption></figure><p>But, the glimpse of the Xenomorph I get during my preview sobers me up like a mosquito bite. The titular alien, an avenging angel the movies established as the ultimate mama bear, likes to penetrate your guts and have her babies pull them out. In Alien: Isolation 2, she's apparently even better than she used to be at identifying you by sight and sound – Creative Assembly tells me in an interview that even the shifting wind can carry the slow creaks of your footsteps to her. </p><p>So once she reveals herself to Blake, I think I know what to do. I crouch. I stay low, and… I'm too eager to leave the nest. I stand up unreasonably quick, and the Xenomorph dinosaur-walks over to me, shiny and Cadillac black – the unkillable creature is more machine than the soft, pillow tummies we associate with other mothers. She opens her beetle-butt head to reveal multiple rows of teeth sparkling from saliva dewdrops. And then I'm dead.</p><p>But I don't want to die anymore. I want to play more Alien: Isolation 2, and now I wonder who's hungrier to tiptoe in the shadows for the sake of proving herself – my enemy or me?</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="KCBL8LMC339h5DGRjzEF5V" name="gr_summer_info_panel_alien_isolation_2" alt="The GamesRadar+ Summer Preview 2026 info box for Alien Isolation 2, listing the developer and publisher as Creative Assembly and Sega respectively" src="https://cdn.mos.cms.futurecdn.net/KCBL8LMC339h5DGRjzEF5V.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>If the Xenomorph isn't scary enough, check out our </em><a href="https://www.gamesradar.com/best-horror-games/"><em>best horror games</em></a><em> ranking for more you could play with the lights out!</em></p>
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                                                            <title><![CDATA[ In anticipation of the Resident Evil: Code Veronica remake, fans are remembering how weirdly silly the original game is ]]></title>
                                                                                                <dc:content><![CDATA[ <p>For my money, Capcom couldn't have picked a better game to remake than Resident Evil: Code Veronica, the survival horror classic that made its debut on Sega Dreamcast all the way back in the year 2000. Capcom announced the remake during <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a>, and I just about cried tears of happiness. Finally, after 26 long years, I'll get to experience one of the strongest stories in the Resident Evil franchise, hopefully through gameplay that doesn't make me want to chug a vial of T-virus serum and be done with it. Oh, and that voice acting. <em>God</em>, the voice acting.</p><p>In fairness to the English-speaking actors who brought characters like Steve Burnside, Alfred Ashford, and Albert Wesker to life, voice acting was universally bad in the late '90s and early '00s. But in the wake of the Code Veronica remake reveal, fans are lovingly revisiting some of the most egregious performances in the original game, a reminder of how far we've come in terms of video game production, and a moment of appreciation for folks like <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-leon-actor-says-the-new-horror-game-could-have-been-just-a-solo-grace-outing-but-the-dual-protagonists-make-it-feel-like-2-different-games/">Nick Apostolides and Angela Sant'Albano</a>, the actors behind Leon Kennedy and Grace Ashcroft in Resident Evil Requiem, a game whose top-notch performances make you feel connected to the characters and thus elevate the horror and emotional stakes dramatically.</p><p>Anyway, things were different back when Code Veronica came out, as evidenced by these, uh, memorable performances highlighted by a number of content creators and commentators. It's worth nothing that some of these clips contain <strong>story spoilers</strong>, so if you haven't played the original game and want to go into the remake completely blind, unfortunately you might want to revisit them later.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZOY0p0gBxm/" target="_blank">A post shared by DEERE (@deardeere)</a></p><p>A photo posted by  on </p></blockquote></div><p>In this clip spotlighted by horror content creator DEERE, we hear Claire Redfield accuse bad guy Alfred Ashford of being a "cross-dressing freak," which I can only imagine won't make it into the Code Veronica remake. "Clair is a TERF confirmed," jokes DEERE.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZQzeeEtiHW/" target="_blank">A post shared by Anything (@xweeeaa)</a></p><p>A photo posted by  on </p></blockquote></div><p>Here's a compilation that I think does a really great job showcasing the distinct cartoonish quality of Code Veronica's acting. I simply can't watch scenes like the one with Alfred Ashford's ridiculously extended sigh of anguish and Steve Burnside's confused reaction and not laugh, which really puts a damper on the whole horror side of the game.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZTeuLsI_GT/" target="_blank">A post shared by Birdy (@birdyrage)</a></p><p>A photo posted by  on </p></blockquote></div><p>The grand finale of bad Code Veronica acting, seen in the video above, is the most infamous scene of them all. Another gem from the character Steve Burnside, in this clip we see a tortured son forced to shoot and kill his own father, which is objectively horrible, but again, any dramatic weight held by the situation alone is negated by the character's wildly inappropriate tone while screaming in agony. </p><p>Of course, plenty of fans want to see this masterclass in comedic acting preserved in the remake, but again, the idea is to scare people. You physically cannot be scared with scenes like these in the game, and thus, I'm pretty sure we'll have to keep watching them in clips online or, heaven forbid, by playing the original game.</p><p><a href="https://www.gamesradar.com/games/horror/ill-is-the-most-violent-horror-game-ive-ever-seen-it-makes-resident-evil-and-dying-light-look-kinda-cute/"><em>ILL is the most violent horror game I've ever seen, it makes Resident Evil and Dying Light look kinda cute</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/in-anticipation-of-the-resident-evil-code-veronica-remake-fans-are-remembering-how-weirdly-silly-the-original-game-is/</link>
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                            <![CDATA[ "Fatherrrrrrrrrr!!!!" ]]>
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                                                                        <pubDate>Wed, 10 Jun 2026 00:21:11 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil Code Veronica]]></media:description>                                                            <media:text><![CDATA[Resident Evil Code Veronica]]></media:text>
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                                <p>For my money, Capcom couldn't have picked a better game to remake than Resident Evil: Code Veronica, the survival horror classic that made its debut on Sega Dreamcast all the way back in the year 2000. Capcom announced the remake during <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a>, and I just about cried tears of happiness. Finally, after 26 long years, I'll get to experience one of the strongest stories in the Resident Evil franchise, hopefully through gameplay that doesn't make me want to chug a vial of T-virus serum and be done with it. Oh, and that voice acting. <em>God</em>, the voice acting.</p><p>In fairness to the English-speaking actors who brought characters like Steve Burnside, Alfred Ashford, and Albert Wesker to life, voice acting was universally bad in the late '90s and early '00s. But in the wake of the Code Veronica remake reveal, fans are lovingly revisiting some of the most egregious performances in the original game, a reminder of how far we've come in terms of video game production, and a moment of appreciation for folks like <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-leon-actor-says-the-new-horror-game-could-have-been-just-a-solo-grace-outing-but-the-dual-protagonists-make-it-feel-like-2-different-games/">Nick Apostolides and Angela Sant'Albano</a>, the actors behind Leon Kennedy and Grace Ashcroft in Resident Evil Requiem, a game whose top-notch performances make you feel connected to the characters and thus elevate the horror and emotional stakes dramatically.</p><p>Anyway, things were different back when Code Veronica came out, as evidenced by these, uh, memorable performances highlighted by a number of content creators and commentators. It's worth nothing that some of these clips contain <strong>story spoilers</strong>, so if you haven't played the original game and want to go into the remake completely blind, unfortunately you might want to revisit them later.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZOY0p0gBxm/" target="_blank">A post shared by DEERE (@deardeere)</a></p><p>A photo posted by  on </p></blockquote></div><p>In this clip spotlighted by horror content creator DEERE, we hear Claire Redfield accuse bad guy Alfred Ashford of being a "cross-dressing freak," which I can only imagine won't make it into the Code Veronica remake. "Clair is a TERF confirmed," jokes DEERE.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZQzeeEtiHW/" target="_blank">A post shared by Anything (@xweeeaa)</a></p><p>A photo posted by  on </p></blockquote></div><p>Here's a compilation that I think does a really great job showcasing the distinct cartoonish quality of Code Veronica's acting. I simply can't watch scenes like the one with Alfred Ashford's ridiculously extended sigh of anguish and Steve Burnside's confused reaction and not laugh, which really puts a damper on the whole horror side of the game.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/DZTeuLsI_GT/" target="_blank">A post shared by Birdy (@birdyrage)</a></p><p>A photo posted by  on </p></blockquote></div><p>The grand finale of bad Code Veronica acting, seen in the video above, is the most infamous scene of them all. Another gem from the character Steve Burnside, in this clip we see a tortured son forced to shoot and kill his own father, which is objectively horrible, but again, any dramatic weight held by the situation alone is negated by the character's wildly inappropriate tone while screaming in agony. </p><p>Of course, plenty of fans want to see this masterclass in comedic acting preserved in the remake, but again, the idea is to scare people. You physically cannot be scared with scenes like these in the game, and thus, I'm pretty sure we'll have to keep watching them in clips online or, heaven forbid, by playing the original game.</p><p><a href="https://www.gamesradar.com/games/horror/ill-is-the-most-violent-horror-game-ive-ever-seen-it-makes-resident-evil-and-dying-light-look-kinda-cute/"><em>ILL is the most violent horror game I've ever seen, it makes Resident Evil and Dying Light look kinda cute</em></a></p>
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                                                            <title><![CDATA[ I am diagnostically rabid for Silent Hill remake studio Bloober's new Saw horror game ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Silent Hill 2 remake studio Bloober has just revealed Saw: Genesis, an asymmetrical, 3v1 horror multiplayer game it's publishing based on Lionsgate's Saw movie franchise at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026. </a>Related: I need someone to fan me with a wind turbine generator to calm down.<br><br>Saw: Genesis, according to <a href="https://sawgenesisgame.com/" target="_blank">a new website Bloober's created for the game,</a> is a prequel set 100 years before the brain cancer patient John Kramer, or Jigsaw – my grandfather – became a serial killer convinced he was curing society's depression with handmade traps that snap your limbs off at the joints and dump them into vats of green acid, and stuff like that.<br><br>He had brain cancer. But Bloober's game suggests a more mystical impulse for Kramer's sick devotion to butchery, and in it, players will need to sacrifice their appendages to weasel out of traps made by a sadistic "Judge" determined to save their tragic lives through more pain. You can watch the reveal trailer below, which also alerts you to an alpha sign-up you can access from the game's website I mentioned earlier.</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/jBfOqQq5ZPY" allowfullscreen></iframe></div></div><p>I am a pathetic, dedicated fan of the Saw movies the same way a housecat sadly accepts dry snacks when it knows it could be eating fresh rat – the past decade of awkward spin-offs and limp prequels have only brought me disappointment.<br><br>I've become increasingly desperate for a return to the blood vessel-bursting camp of the early 2000s films, where buckets of black gore were always served with a salty rim of intentional melodrama. <br><br>That's the perfect Saw recipe. And Saw: Genesis, co-developed by  Anshar Studios and Broken Mirror Games seems to acknowledge this in a perfectly disgusting trailer featuring back alley surgery, broken teeth, and soldiers missing jaws against the hopeless background of World War I. Excitingly, the puppet king Tobin Bell – the legendary horror actor who's played John Kramer since the first movie in 2004 – will also be in the game. <br><br>Are Jigsaw and his Billy the Puppet on a tricycle primordial beings, risen from the atomic soup to punish humanity with sticks in our eyeballs and nu-metal title screens? God, I hope so. </p><p>I'm a freak, Jigsaw and his puppet son are freaks, and I want to freak out forever. Now in multiplayer! <br><br><a href="https://www.gamesradar.com/games/action/007-first-light-roadmap-revealed-including-new-game-plus-and-the-return-of-lenny-kravitzs-bawma-in-a-new-story-mission/"><em>007 First Light roadmap revealed, including New Game Plus and the return of Lenny Kravitz's Bawma in a new story mission.</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/i-am-diagnostically-rabid-for-silent-hill-remake-studio-bloobers-new-saw-horror-game/</link>
                                                                            <description>
                            <![CDATA[ Saw: Genesis is my gift from God ]]>
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                                                                        <pubDate>Fri, 05 Jun 2026 22:46:18 +0000</pubDate>                                                                                                                                <updated>Fri, 05 Jun 2026 22:58:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Bloober]]></media:credit>
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                                <p>Silent Hill 2 remake studio Bloober has just revealed Saw: Genesis, an asymmetrical, 3v1 horror multiplayer game it's publishing based on Lionsgate's Saw movie franchise at <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026. </a>Related: I need someone to fan me with a wind turbine generator to calm down.<br><br>Saw: Genesis, according to <a href="https://sawgenesisgame.com/" target="_blank">a new website Bloober's created for the game,</a> is a prequel set 100 years before the brain cancer patient John Kramer, or Jigsaw – my grandfather – became a serial killer convinced he was curing society's depression with handmade traps that snap your limbs off at the joints and dump them into vats of green acid, and stuff like that.<br><br>He had brain cancer. But Bloober's game suggests a more mystical impulse for Kramer's sick devotion to butchery, and in it, players will need to sacrifice their appendages to weasel out of traps made by a sadistic "Judge" determined to save their tragic lives through more pain. You can watch the reveal trailer below, which also alerts you to an alpha sign-up you can access from the game's website I mentioned earlier.</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/jBfOqQq5ZPY" allowfullscreen></iframe></div></div><p>I am a pathetic, dedicated fan of the Saw movies the same way a housecat sadly accepts dry snacks when it knows it could be eating fresh rat – the past decade of awkward spin-offs and limp prequels have only brought me disappointment.<br><br>I've become increasingly desperate for a return to the blood vessel-bursting camp of the early 2000s films, where buckets of black gore were always served with a salty rim of intentional melodrama. <br><br>That's the perfect Saw recipe. And Saw: Genesis, co-developed by  Anshar Studios and Broken Mirror Games seems to acknowledge this in a perfectly disgusting trailer featuring back alley surgery, broken teeth, and soldiers missing jaws against the hopeless background of World War I. Excitingly, the puppet king Tobin Bell – the legendary horror actor who's played John Kramer since the first movie in 2004 – will also be in the game. <br><br>Are Jigsaw and his Billy the Puppet on a tricycle primordial beings, risen from the atomic soup to punish humanity with sticks in our eyeballs and nu-metal title screens? God, I hope so. </p><p>I'm a freak, Jigsaw and his puppet son are freaks, and I want to freak out forever. Now in multiplayer! <br><br><a href="https://www.gamesradar.com/games/action/007-first-light-roadmap-revealed-including-new-game-plus-and-the-return-of-lenny-kravitzs-bawma-in-a-new-story-mission/"><em>007 First Light roadmap revealed, including New Game Plus and the return of Lenny Kravitz's Bawma in a new story mission.</em></a></p>
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                                                            <title><![CDATA[ Alien Isolation 2 claustrophobic new trailer promises pure terror 12 years after the Xbox 360 survival horror classic ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/alien-isolation-2-guide">Alien: Isolation 2</a> received a freaky new <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a> trailer with enough rows of marbled Xenomorph teeth to fill each of the 12 years since Creative Assembly's last survival horror game.<br><br>The sequel to the heart-thumping, claustrophobic classic Alien: Isolation is currently available to wishlist, and it'll eventually arrive on Xbox, PS5, Nintendo Switch 2, and PC via Steam. Watch the full trailer below.</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/lUfKBrUgiS0" allowfullscreen></iframe></div></div><p>The pre-alpha footage shown in Alien: Isolation 2's new trailer is soaked in shades of slate gray, dusk blue, and the mandatory, black, nighttime sparkle of a Xenomorph's perverse flesh. A narrator refers to an "expensive" mistake as we're shown a dismal slideshow: chopped, knobby trees eaten by mist, the twisted intestines of a ruined spaceship, and someone's sweating face as their wide eyes seem to scream. <br><br>Alien: Isolation 2 apparently follows the original in offering first-person gameplay to make you extra anxious, and its new trailer teases the emergency flares, environmental puzzles, and monsters you can expect while bearing the consequences of your so-called mistake. <br><br>That brings us to the trailer's apex, one of the apex predators of horror history – the salivating Xenomorph. The Summer Game Fest trailer gives us just a glimpse at the protective mother, but the glimmer of its teeth burn a deep and horrific impression.<br><br>Even better, art director Ana Sopikova describes the creature as an "unkillable, relentless alien," and it'll skulk around the "unsuspecting colony world" Kurosaki Station, which you're tasked with escaping.<br><br>"Players will face a desperate struggle to survive," she says cheerfully, "and we cannot wait to show you more."<br><br>The game does not yet have a release date.<br><em></em><br><a href="https://www.gamesradar.com/games/platformer/cuphead-devs-announce-two-new-games-a-hand-animated-successor-and-an-8-bit-throwback/"><em>Cuphead devs announce two new games: a hand-animated successor, and an 8-bit throwback.</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/alien-isolation-2-claustrophobic-new-trailer-promises-pure-terror-12-years-after-the-xbox-360-survival-horror-classic/</link>
                                                                            <description>
                            <![CDATA[ Creative Assembly will have more to share soon ]]>
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                                                                        <pubDate>Fri, 05 Jun 2026 21:34:03 +0000</pubDate>                                                                                                                                <updated>Fri, 05 Jun 2026 21:56:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                <p><a href="https://www.gamesradar.com/alien-isolation-2-guide">Alien: Isolation 2</a> received a freaky new <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest 2026</a> trailer with enough rows of marbled Xenomorph teeth to fill each of the 12 years since Creative Assembly's last survival horror game.<br><br>The sequel to the heart-thumping, claustrophobic classic Alien: Isolation is currently available to wishlist, and it'll eventually arrive on Xbox, PS5, Nintendo Switch 2, and PC via Steam. Watch the full trailer below.</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/lUfKBrUgiS0" allowfullscreen></iframe></div></div><p>The pre-alpha footage shown in Alien: Isolation 2's new trailer is soaked in shades of slate gray, dusk blue, and the mandatory, black, nighttime sparkle of a Xenomorph's perverse flesh. A narrator refers to an "expensive" mistake as we're shown a dismal slideshow: chopped, knobby trees eaten by mist, the twisted intestines of a ruined spaceship, and someone's sweating face as their wide eyes seem to scream. <br><br>Alien: Isolation 2 apparently follows the original in offering first-person gameplay to make you extra anxious, and its new trailer teases the emergency flares, environmental puzzles, and monsters you can expect while bearing the consequences of your so-called mistake. <br><br>That brings us to the trailer's apex, one of the apex predators of horror history – the salivating Xenomorph. The Summer Game Fest trailer gives us just a glimpse at the protective mother, but the glimmer of its teeth burn a deep and horrific impression.<br><br>Even better, art director Ana Sopikova describes the creature as an "unkillable, relentless alien," and it'll skulk around the "unsuspecting colony world" Kurosaki Station, which you're tasked with escaping.<br><br>"Players will face a desperate struggle to survive," she says cheerfully, "and we cannot wait to show you more."<br><br>The game does not yet have a release date.<br><em></em><br><a href="https://www.gamesradar.com/games/platformer/cuphead-devs-announce-two-new-games-a-hand-animated-successor-and-an-8-bit-throwback/"><em>Cuphead devs announce two new games: a hand-animated successor, and an 8-bit throwback.</em></a></p>
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                                                            <title><![CDATA[ Resident Evil Code Veronica remake is coming in 2027, Capcom reveals ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The next Resident Evil remake has officially been announced: The 2000 Dreamcast classic survival horror game Resident Evil - Code: Veronica is getting the RE Engine treatment and releasing in 2027.</p><p>Capcom kicked off this year's <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest</a> by announcing the Resident Evil Code Veronica remake and showing off a good 3.5 minutes of cinematic footage, ending with a shot of the iconic Gold Lugers, which shimmer beautifully in the new engine. The remake, titled simply Resident Evil Veronica, is due out in 2027 for PS5, Xbox Series X, and PC.</p><p>Check out the reveal 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/-JNv2CwmoRA" allowfullscreen></iframe></div></div><p>Code Veronica was the first Resident Evil game to launch on a non-PlayStation platform, and it was also the final full-blown survival horror game before the series took a turn toward action horror with Resident Evil 4, and then 5 and 6, before Biohazard took it back to its roots and scared the crap out of everyone.</p><p>The story of Code Veronica centers around siblings Chris and Claire Redfield and takes place about three months after the events of Resident Evil 2. After escaping Raccoon City, Claire is captured by Umbrella and imprisoned on an island in the Southern Ocean, which is experiencing a T-virus outbreak. Chris eventually shows up in search of her, and gameplay is split roughly equally between the two characters.</p><p>Code Veronica is one a lot of casual fans skipped out on due to the inaccurate perception that it's a spinoff due to it not being a numbered entry, when in reality it's very much a mainline title with a story that's crucial to fully understanding Resident Evil 5. The gameplay is rough, there's no getting around that, but that's why I'm so excited about the remake. It'll give a whole new generation of fans a very good reason to play one of the strongest games in the series, at least in terms of story, world, and atmosphere, and it'll give old fans like me a much smoother experience.</p><p><a href="https://www.gamesradar.com/games/resident-evil/capcom-producer-teases-a-resident-evil-based-in-japan-it-might-make-an-appearance-at-some-point/"><em>Capcom producer teases a Resident Evil based in Japan: "It might make an appearance at some point"</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-code-veronica-remake-is-coming-in-2027-capcom-reveals/</link>
                                                                            <description>
                            <![CDATA[ The Dreamcast classic is getting the RE Engine treatment ]]>
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                                                                        <pubDate>Fri, 05 Jun 2026 21:19:42 +0000</pubDate>                                                                                                                                <updated>Fri, 05 Jun 2026 21:48:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A close-up of Code Veronica star Claire Redfield]]></media:description>                                                            <media:text><![CDATA[A close-up of Code Veronica star Claire Redfield]]></media:text>
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                                <p>The next Resident Evil remake has officially been announced: The 2000 Dreamcast classic survival horror game Resident Evil - Code: Veronica is getting the RE Engine treatment and releasing in 2027.</p><p>Capcom kicked off this year's <a href="https://www.gamesradar.com/news/live/summer-game-fest-live-coverage-2026-everything-announced/">Summer Game Fest</a> by announcing the Resident Evil Code Veronica remake and showing off a good 3.5 minutes of cinematic footage, ending with a shot of the iconic Gold Lugers, which shimmer beautifully in the new engine. The remake, titled simply Resident Evil Veronica, is due out in 2027 for PS5, Xbox Series X, and PC.</p><p>Check out the reveal 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/-JNv2CwmoRA" allowfullscreen></iframe></div></div><p>Code Veronica was the first Resident Evil game to launch on a non-PlayStation platform, and it was also the final full-blown survival horror game before the series took a turn toward action horror with Resident Evil 4, and then 5 and 6, before Biohazard took it back to its roots and scared the crap out of everyone.</p><p>The story of Code Veronica centers around siblings Chris and Claire Redfield and takes place about three months after the events of Resident Evil 2. After escaping Raccoon City, Claire is captured by Umbrella and imprisoned on an island in the Southern Ocean, which is experiencing a T-virus outbreak. Chris eventually shows up in search of her, and gameplay is split roughly equally between the two characters.</p><p>Code Veronica is one a lot of casual fans skipped out on due to the inaccurate perception that it's a spinoff due to it not being a numbered entry, when in reality it's very much a mainline title with a story that's crucial to fully understanding Resident Evil 5. The gameplay is rough, there's no getting around that, but that's why I'm so excited about the remake. It'll give a whole new generation of fans a very good reason to play one of the strongest games in the series, at least in terms of story, world, and atmosphere, and it'll give old fans like me a much smoother experience.</p><p><a href="https://www.gamesradar.com/games/resident-evil/capcom-producer-teases-a-resident-evil-based-in-japan-it-might-make-an-appearance-at-some-point/"><em>Capcom producer teases a Resident Evil based in Japan: "It might make an appearance at some point"</em></a></p>
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                                                            <title><![CDATA[ After Silent Hill f combat discourse, Silent Hill Townfall goes all-in on stealth as "evasion is your only option" sometimes ]]></title>
                                                                                                <dc:content><![CDATA[ <p>During yesterday's <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> showcase – the first big event to come out of this year's <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/">Summer Game Fest</a> – we got a <a href="https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-gets-september-2026-release-date-alongside-terrifying-look-at-konamis-mind-bending-new-horror-game/">new glimpse</a> at <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, as well as our first word of its precise release date of September 24, 2026.</p><p>It was a big moment for longtime fans of Konami's beloved horror game series, as Townfall marks a <em>very</em> different entry to Silent Hill – and one that features a greater emphasis on stealth-based gameplay, apparently. <br><br>As per Sony's official <a href="https://blog.playstation.com/2026/06/02/silent-hill-townfall-launches-september-24-on-ps5/" target="_blank">blog post</a> on the upcoming title, combat might feel a bit removed from predecessors as evasion, hiding, and general stealth seem to be more of a necessity at times rather than a workaround. </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/eXLfSEipn7I" allowfullscreen></iframe></div></div><p>"The trailer also gives us our first glimpse of a new creature, seen stalking Simon in the darkness of the Otherworld," it reads. <br><br>"With some enemies, combat is an important aspect of survival. In others, evasion is your only option. Using the CRTV and peek mechanic to assess the situation as you navigate, staying out of sight and moving carefully is paramount, as being seen can lead to a terrifying chase and dire consequences."</p><p>That certainly makes it sound as though stealth is a core component of Townfall's gameplay – and, coupled with its new focus on a first-person point of view, something tells me that fans are bound to have <em>thoughts</em> on how it plays come this fall.<br><br>I'm immediately reminded of <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a> and its <a href="https://www.gamesradar.com/games/silent-hill/silent-hill-f-fans-cant-decide-if-its-combat-is-ruining-the-whole-experience-with-fights-harder-than-elden-ring-or-if-the-new-horror-game-was-designed-for-you-to-pick-your-battles/">divisive action-packed combat</a>, which left fans unable to decide whether or not it was a positive change or a negative one.</p><p>Thankfully, Sony's little SGF update on Townfall does make it clear that it's still got many of the features Silent Hill players know and love. I'm personally hopeful that the game's blend of old and new works, but I suppose we'll just have to play it to see. </p><p><a href="https://www.gamesradar.com/games/action/silent-hill-townfall-onimusha-way-of-the-sword-and-control-resonant-all-launch-a-day-apart-in-september-as-everyone-gets-the-hell-out-of-gta-6s-november/"><em>Silent Hill Townfall, Onimusha: Way of the Sword, and Control Resonant all launch a day apart in September as everyone gets the hell out of GTA 6's November. </em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W02dkX"></div>                            </div>                            <script src="https://kwizly.com/embed/W02dkX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/after-silent-hill-f-combat-discourse-silent-hill-townfall-goes-all-in-on-stealth-as-evasion-is-your-only-option-sometimes/</link>
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                            <![CDATA[ Not to mention the first-person POV ]]>
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                                                                        <pubDate>Wed, 03 Jun 2026 16:39:23 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Silent Hill]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill: Townfall]]></media:description>                                                            <media:text><![CDATA[Silent Hill: Townfall]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill: Townfall]]></media:title>
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                                <p>During yesterday's <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> showcase – the first big event to come out of this year's <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/">Summer Game Fest</a> – we got a <a href="https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-gets-september-2026-release-date-alongside-terrifying-look-at-konamis-mind-bending-new-horror-game/">new glimpse</a> at <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>, as well as our first word of its precise release date of September 24, 2026.</p><p>It was a big moment for longtime fans of Konami's beloved horror game series, as Townfall marks a <em>very</em> different entry to Silent Hill – and one that features a greater emphasis on stealth-based gameplay, apparently. <br><br>As per Sony's official <a href="https://blog.playstation.com/2026/06/02/silent-hill-townfall-launches-september-24-on-ps5/" target="_blank">blog post</a> on the upcoming title, combat might feel a bit removed from predecessors as evasion, hiding, and general stealth seem to be more of a necessity at times rather than a workaround. </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/eXLfSEipn7I" allowfullscreen></iframe></div></div><p>"The trailer also gives us our first glimpse of a new creature, seen stalking Simon in the darkness of the Otherworld," it reads. <br><br>"With some enemies, combat is an important aspect of survival. In others, evasion is your only option. Using the CRTV and peek mechanic to assess the situation as you navigate, staying out of sight and moving carefully is paramount, as being seen can lead to a terrifying chase and dire consequences."</p><p>That certainly makes it sound as though stealth is a core component of Townfall's gameplay – and, coupled with its new focus on a first-person point of view, something tells me that fans are bound to have <em>thoughts</em> on how it plays come this fall.<br><br>I'm immediately reminded of <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a> and its <a href="https://www.gamesradar.com/games/silent-hill/silent-hill-f-fans-cant-decide-if-its-combat-is-ruining-the-whole-experience-with-fights-harder-than-elden-ring-or-if-the-new-horror-game-was-designed-for-you-to-pick-your-battles/">divisive action-packed combat</a>, which left fans unable to decide whether or not it was a positive change or a negative one.</p><p>Thankfully, Sony's little SGF update on Townfall does make it clear that it's still got many of the features Silent Hill players know and love. I'm personally hopeful that the game's blend of old and new works, but I suppose we'll just have to play it to see. </p><p><a href="https://www.gamesradar.com/games/action/silent-hill-townfall-onimusha-way-of-the-sword-and-control-resonant-all-launch-a-day-apart-in-september-as-everyone-gets-the-hell-out-of-gta-6s-november/"><em>Silent Hill Townfall, Onimusha: Way of the Sword, and Control Resonant all launch a day apart in September as everyone gets the hell out of GTA 6's November. </em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W02dkX"></div>                            </div>                            <script src="https://kwizly.com/embed/W02dkX.js" async></script>
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                                                            <title><![CDATA[ After 4 years of silence, dinosaur survival horror game The Lost Wild emerges with a promise to make good on its director's Alien: Isolation experience ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of my low-key favorite reveals from last night's <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> was The Lost Wild, a dinosaur-infested survival horror title developed by Great Ape Games and published by Annapurna Interactive. It had been so long that I'd managed to forget that The Lost Wild was actually first revealed way back in 2022, but the <a href="https://www.youtube.com/watch?v=A-frigam660" target="_blank">new trailer</a> and accompanying details have me beyond excited for what these devs are cooking up.</p><p>Gary Napper serves as game director on The Lost Wild, drawing on his time helping build one of the <a href="https://www.gamesradar.com/best-survival-horror-games/">best survival horror games</a> of the modern era. "My experience working on Alien: Isolation has inevitably shaped how I approach horror design and is definitely a lens I view this game’s design through," he says in a <a href="https://blog.playstation.com/2026/06/02/the-lost-wild-comes-to-ps5-in-2027/" target="_blank">PlayStation Blog</a> post.</p><p>The Lost Wild will not load you up with shotguns and rocket launchers to take down the prehistoric creatures that populate it. "When encounters happen, players evade, hide, create distractions, and use the environment to escape," Napper explains, and the game avoids offering predictable attack patterns or obvious vulnerabilities to exploit.</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/A-frigam660" allowfullscreen></iframe></div></div><p>"From the outset, our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals," Napper says. "They exist within the world with their own instincts, behaviors, and drives. This shift in perspective fundamentally changes the player’s role. You are not the dominant force, the hero or the conqueror, you are the outsider, vulnerable and exposed, trying to navigate a food chain where you no longer sit at the top."</p><p>That's something even the <a href="https://www.gamesradar.com/best-dinosaur-games/">best dinosaur games</a> often miss, treating their star creatures as monsters rather than simply big, scary animals. The Lost Wild is certainly playing with tone to emphasize the terror here, as watching the seemingly impossible – yet pretty much realistic – Quetzalcoatlus lumbering around the foggy, burnt forest trailer is scarier than any shuffling zombie, but it's clear there's a grounding force here.</p><p>At this point, I'm not convinced that Capcom will ever give fans the Dino Crisis revival they've been demanding, and the drip-feed of information we've been getting about Jurassic Park Survival has been so slow that I'm still not sure what  to expect from it. But between the trailer and Napper's design philosophy, I think The Lost Wild might be just what the raptor ordered.</p><p>The Lost Wild is scheduled to hit PS5 and PC in 2027.</p><p><em>There's a lot more coming in the </em><a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/"><em>Summer Game Fest 2026 schedule</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eyN6BW"></div>                            </div>                            <script src="https://kwizly.com/embed/eyN6BW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/after-4-years-of-silence-dinosaur-survival-horror-game-the-lost-wild-emerges-with-a-promise-to-make-good-on-its-directors-alien-isolation-experience/</link>
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                            <![CDATA[ "Our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals" ]]>
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                                                                        <pubDate>Wed, 03 Jun 2026 16:09:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                <author><![CDATA[ dustin.bailey@futurenet.com (Dustin Bailey) ]]></author>                    <dc:creator><![CDATA[ Dustin Bailey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/j8jDhQh7y8VawwTuRvrNbn.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Annapurna Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[An allosaurus in The Lost Wild]]></media:description>                                                            <media:text><![CDATA[An allosaurus in The Lost Wild]]></media:text>
                                <media:title type="plain"><![CDATA[An allosaurus in The Lost Wild]]></media:title>
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                                <p>One of my low-key favorite reveals from last night's <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> was The Lost Wild, a dinosaur-infested survival horror title developed by Great Ape Games and published by Annapurna Interactive. It had been so long that I'd managed to forget that The Lost Wild was actually first revealed way back in 2022, but the <a href="https://www.youtube.com/watch?v=A-frigam660" target="_blank">new trailer</a> and accompanying details have me beyond excited for what these devs are cooking up.</p><p>Gary Napper serves as game director on The Lost Wild, drawing on his time helping build one of the <a href="https://www.gamesradar.com/best-survival-horror-games/">best survival horror games</a> of the modern era. "My experience working on Alien: Isolation has inevitably shaped how I approach horror design and is definitely a lens I view this game’s design through," he says in a <a href="https://blog.playstation.com/2026/06/02/the-lost-wild-comes-to-ps5-in-2027/" target="_blank">PlayStation Blog</a> post.</p><p>The Lost Wild will not load you up with shotguns and rocket launchers to take down the prehistoric creatures that populate it. "When encounters happen, players evade, hide, create distractions, and use the environment to escape," Napper explains, and the game avoids offering predictable attack patterns or obvious vulnerabilities to exploit.</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/A-frigam660" allowfullscreen></iframe></div></div><p>"From the outset, our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals," Napper says. "They exist within the world with their own instincts, behaviors, and drives. This shift in perspective fundamentally changes the player’s role. You are not the dominant force, the hero or the conqueror, you are the outsider, vulnerable and exposed, trying to navigate a food chain where you no longer sit at the top."</p><p>That's something even the <a href="https://www.gamesradar.com/best-dinosaur-games/">best dinosaur games</a> often miss, treating their star creatures as monsters rather than simply big, scary animals. The Lost Wild is certainly playing with tone to emphasize the terror here, as watching the seemingly impossible – yet pretty much realistic – Quetzalcoatlus lumbering around the foggy, burnt forest trailer is scarier than any shuffling zombie, but it's clear there's a grounding force here.</p><p>At this point, I'm not convinced that Capcom will ever give fans the Dino Crisis revival they've been demanding, and the drip-feed of information we've been getting about Jurassic Park Survival has been so slow that I'm still not sure what  to expect from it. But between the trailer and Napper's design philosophy, I think The Lost Wild might be just what the raptor ordered.</p><p>The Lost Wild is scheduled to hit PS5 and PC in 2027.</p><p><em>There's a lot more coming in the </em><a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/"><em>Summer Game Fest 2026 schedule</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eyN6BW"></div>                            </div>                            <script src="https://kwizly.com/embed/eyN6BW.js" async></script>
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                                                            <title><![CDATA[ Silent Hill: Townfall gets September 2026 release date alongside terrifying look at Konami's mind-bending new horror game ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's that time of year, as <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/">Summer Game Fest</a> rolls around with various new reveals and sneak peeks – and today's big <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> showcase from Sony certainly offers no exception there, giving us another look at <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>.<br><br>That's right – Silent Hill: Townfall is back in the limelight after its big release date reveal during tonight's State of Play event, finally confirming just when Konami's new horror game is set to launch. <br><br>There's apparently not too long left to wait, as the exciting trailer unveils the title's arrival: September 24 of this year. While we already knew it would come in 2026, the precise day is news... good news.<br><br>After all, it's nearly been a year since <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a>, the previous series gem, dropped in September of 2025 – and yes, that means that Silent Hill: Townfall is marked to launch around the same time of year as its most recent predecessor. <br><br>Will it be as good as the last series entry, though? Only time will tell, but honestly, if this new trailer is anything to go by, then I'm voting that it almost definitely will be.</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/eXLfSEipn7I" allowfullscreen></iframe></div></div><p>Just <em>look</em> at the terrifying creatures and scenes protagonist Simon will witness in St. Amelia, the new Silent Hill setting – it's all too reminiscent of an old-school camcorder horror film for me, but I'm loving the eerie vibes.<br><br>And, what's more, we can finally put a face to the mysterious voice previously heard on the CRTV in Konami's reveal trailer... Zoe. As per <a href="https://blog.playstation.com/2026/06/02/silent-hill-townfall-launches-september-24-on-ps5/" target="_blank">Sony's blog post</a> on Silent Hill: Townfall, she's a nurse from a local family clinic. Simon evidently doesn't recognize her, much like he doesn't recognize St. Amelia itself.<br><br>We also get a quick look at some of the upcoming Silent Hill: Townfall puzzles – and, yep, it's looking like the game will feature the series' iconic mind-boggling scenarios to solve between all of the monstrosities and mystery.<br><br>As Sony puts it, "Solving these puzzles isn’t just a way to progress in the game, though, but rather a way to understand the situation Simon finds himself in." Hm – that's a bit of a head scratcher in itself... but it <em>does</em> leave me all the more excited.<br><br>Here's hoping Silent Hill: Townfall is as promising as it appears it'll be so far. September 24, 2026, please don't be late.<br><br><em>Searching for something else to wishlist? Here are the best </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new games</em></a><em> coming this year and beyond to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W02dkX"></div>                            </div>                            <script src="https://kwizly.com/embed/W02dkX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-gets-september-2026-release-date-alongside-terrifying-look-at-konamis-mind-bending-new-horror-game/</link>
                                                                            <description>
                            <![CDATA[ Another State of Play win ]]>
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                                                                        <pubDate>Tue, 02 Jun 2026 21:45:44 +0000</pubDate>                                                                                                                                <updated>Tue, 02 Jun 2026 22:30:49 +0000</updated>
                                                                                                                                            <category><![CDATA[Silent Hill]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill: Townfall]]></media:description>                                                            <media:text><![CDATA[Silent Hill: Townfall]]></media:text>
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                                <p>It's that time of year, as <a href="https://www.gamesradar.com/summer-game-fest-schedule-2026/">Summer Game Fest</a> rolls around with various new reveals and sneak peeks – and today's big <a href="https://www.gamesradar.com/news/live/sony-ps5-state-of-play-live-coverage-june-2026-everything-announced/">PlayStation State of Play</a> showcase from Sony certainly offers no exception there, giving us another look at <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill: Townfall</a>.<br><br>That's right – Silent Hill: Townfall is back in the limelight after its big release date reveal during tonight's State of Play event, finally confirming just when Konami's new horror game is set to launch. <br><br>There's apparently not too long left to wait, as the exciting trailer unveils the title's arrival: September 24 of this year. While we already knew it would come in 2026, the precise day is news... good news.<br><br>After all, it's nearly been a year since <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a>, the previous series gem, dropped in September of 2025 – and yes, that means that Silent Hill: Townfall is marked to launch around the same time of year as its most recent predecessor. <br><br>Will it be as good as the last series entry, though? Only time will tell, but honestly, if this new trailer is anything to go by, then I'm voting that it almost definitely will be.</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/eXLfSEipn7I" allowfullscreen></iframe></div></div><p>Just <em>look</em> at the terrifying creatures and scenes protagonist Simon will witness in St. Amelia, the new Silent Hill setting – it's all too reminiscent of an old-school camcorder horror film for me, but I'm loving the eerie vibes.<br><br>And, what's more, we can finally put a face to the mysterious voice previously heard on the CRTV in Konami's reveal trailer... Zoe. As per <a href="https://blog.playstation.com/2026/06/02/silent-hill-townfall-launches-september-24-on-ps5/" target="_blank">Sony's blog post</a> on Silent Hill: Townfall, she's a nurse from a local family clinic. Simon evidently doesn't recognize her, much like he doesn't recognize St. Amelia itself.<br><br>We also get a quick look at some of the upcoming Silent Hill: Townfall puzzles – and, yep, it's looking like the game will feature the series' iconic mind-boggling scenarios to solve between all of the monstrosities and mystery.<br><br>As Sony puts it, "Solving these puzzles isn’t just a way to progress in the game, though, but rather a way to understand the situation Simon finds himself in." Hm – that's a bit of a head scratcher in itself... but it <em>does</em> leave me all the more excited.<br><br>Here's hoping Silent Hill: Townfall is as promising as it appears it'll be so far. September 24, 2026, please don't be late.<br><br><em>Searching for something else to wishlist? Here are the best </em><a href="https://www.gamesradar.com/video-game-release-dates/"><em>new games</em></a><em> coming this year and beyond to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W02dkX"></div>                            </div>                            <script src="https://kwizly.com/embed/W02dkX.js" async></script>
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                                                            <title><![CDATA[ Capcom producer teases a Resident Evil based in Japan: "It might make an appearance at some point" ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> put the power of nostalgia on full display with the return of longtime hero Leon Kennedy and with Raccoon City as a delightfully dilapidated playground, but you'd be hard-pressed to find a Resident Evil fan that hasn't fantasized about a future entry based in Japan, where developer Capcom is based. According to Resident Evil Requiem producer Masato Kumazawa, everyone at Capcom has considered the possibility too, and nothing's off the table at this point.</p><p>"I think a Japanese setting is something every Japanese Resident Evil fan has though about, and I've also considered it myself," says Kumazawa in an interview with Japanese publication <a href="https://futaman.futabanet.jp/articles/-/131417?page=3" target="_blank">Futaman</a> (translated by <a href="https://automaton-media.com/en/news/a-future-resident-evil-game-set-in-japan-is-possible-requiems-producer-says-i-think-every-member-of-the-dev-team-has-thought-about-it/" target="_blank">Automaton</a>). </p><p>"Since the development team is primarily based in Japan, I think every member has given it some thought. While Japan hasn't appeared as a game setting so far, it might make an appearance at some point in the future."</p><p>A Resident Evil set in Japan is a no-brainer, and you only need to look at the success of Konami's <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a> for proof. If anything, Silent Hill is even more synonymous with its titular Maine resort town than Resident Evil and Raccoon City, even if the excellent Resident Evil Requiem triumphantly returned the series to its geographical roots. </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="b4cztG7YTmuW9uQ6Z8aMPj" name="silent-hill-f" alt="Silent Hill f" src="https://cdn.mos.cms.futurecdn.net/b4cztG7YTmuW9uQ6Z8aMPj.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>If Silent Hill f can completely abandon the series' namesake, introduce a whole new cast of characters, fly off to the opposite end of the world, and still be a massive hit with fans new and old, surely Capcom can do the same with Resident Evil.</p><p>If that were to happen, however, Kumazawa says the series' identity would remain the same, which is something I struggled with playing Silent Hill f. </p><p>"We won't compromise the core elements of the series, such as the characters and the events that unfold, and we'll continue to preserve what the series holds dear," assures Kumazawa. He adds, "However, if we keep releasing the same kind of game over and over, players will eventually get bored, so we'd like to keep taking on new challenges moving forward."</p><p>I love almost everything about Silent Hill f, the combat being the key exception, but it doesn't really look, sound, or play like a Silent Hill game. That hasn't stopped me from thoroughly enjoying multiple playthroughs, but it created a void that <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill Townfall</a> is unlikely to fill. If Resident Evil does go to Japan, I hope it doesn't lose its Resident Evilness.</p><p><a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><em>After 2 hours, this new Lovecraftian horror game feels like a faithful mashup of Resident Evil and Silent Hill.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/capcom-producer-teases-a-resident-evil-based-in-japan-it-might-make-an-appearance-at-some-point/</link>
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                            <![CDATA[ Resident Evil f ]]>
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                                                                        <pubDate>Mon, 01 Jun 2026 18:32:24 +0000</pubDate>                                                                                                                                <updated>Mon, 01 Jun 2026 18:32:49 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon frowns in the care center in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Leon frowns in the care center in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Leon frowns in the care center in Resident Evil Requiem]]></media:title>
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                                <p><a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> put the power of nostalgia on full display with the return of longtime hero Leon Kennedy and with Raccoon City as a delightfully dilapidated playground, but you'd be hard-pressed to find a Resident Evil fan that hasn't fantasized about a future entry based in Japan, where developer Capcom is based. According to Resident Evil Requiem producer Masato Kumazawa, everyone at Capcom has considered the possibility too, and nothing's off the table at this point.</p><p>"I think a Japanese setting is something every Japanese Resident Evil fan has though about, and I've also considered it myself," says Kumazawa in an interview with Japanese publication <a href="https://futaman.futabanet.jp/articles/-/131417?page=3" target="_blank">Futaman</a> (translated by <a href="https://automaton-media.com/en/news/a-future-resident-evil-game-set-in-japan-is-possible-requiems-producer-says-i-think-every-member-of-the-dev-team-has-thought-about-it/" target="_blank">Automaton</a>). </p><p>"Since the development team is primarily based in Japan, I think every member has given it some thought. While Japan hasn't appeared as a game setting so far, it might make an appearance at some point in the future."</p><p>A Resident Evil set in Japan is a no-brainer, and you only need to look at the success of Konami's <a href="https://www.gamesradar.com/games/silent-hill-f-guide/">Silent Hill f</a> for proof. If anything, Silent Hill is even more synonymous with its titular Maine resort town than Resident Evil and Raccoon City, even if the excellent Resident Evil Requiem triumphantly returned the series to its geographical roots. </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="b4cztG7YTmuW9uQ6Z8aMPj" name="silent-hill-f" alt="Silent Hill f" src="https://cdn.mos.cms.futurecdn.net/b4cztG7YTmuW9uQ6Z8aMPj.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>If Silent Hill f can completely abandon the series' namesake, introduce a whole new cast of characters, fly off to the opposite end of the world, and still be a massive hit with fans new and old, surely Capcom can do the same with Resident Evil.</p><p>If that were to happen, however, Kumazawa says the series' identity would remain the same, which is something I struggled with playing Silent Hill f. </p><p>"We won't compromise the core elements of the series, such as the characters and the events that unfold, and we'll continue to preserve what the series holds dear," assures Kumazawa. He adds, "However, if we keep releasing the same kind of game over and over, players will eventually get bored, so we'd like to keep taking on new challenges moving forward."</p><p>I love almost everything about Silent Hill f, the combat being the key exception, but it doesn't really look, sound, or play like a Silent Hill game. That hasn't stopped me from thoroughly enjoying multiple playthroughs, but it created a void that <a href="https://www.gamesradar.com/games/silent-hill-townfall-guide/">Silent Hill Townfall</a> is unlikely to fill. If Resident Evil does go to Japan, I hope it doesn't lose its Resident Evilness.</p><p><a href="https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/"><em>After 2 hours, this new Lovecraftian horror game feels like a faithful mashup of Resident Evil and Silent Hill.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ Dying Light The Beast is "very strong proof" that slowing down and focusing on the core details works, former series lead says: "We learned that quality beats quantity" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Over the course of the three entries thus far, the <a href="https://www.gamesradar.com/dying-light/">Dying Light</a> series has become a staple if you're a fan of outrunning hordes of zombies. That said, the road to last year's <a href="https://www.gamesradar.com/uk/dying-light-the-beast/">Dying Light: The Beast</a> wasn't the smoothest, as studio Techland learned some hard lessons from the second installment.</p><p>"It's the details that make your game, because your franchise is not only about the great vision, the pillars, but the little things that create the unique feel of your game," Tymon Smektala, former <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/">franchise director at Techland</a>, said during a Digital Dragons talk attended by GamesRadar+.</p><p>"We learned that right away when we launched Dying Light 2 in 2022. It was a hard lesson," he explained. "The game was very hyped, millions of players [were] waiting for it. We launched it and quickly realized that even [though on the] surface it's quite similar, almost the same type of game, we had missed a lot of the details, the little things that were important for players, and they were very vocal about it."</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/qsqBCs7o5go" allowfullscreen></iframe></div></div><p>He puts this down to a mixture of focusing on deadlines and working on a new engine and other requirements that warped the perspective somewhat. In Dying Light 2 updates, then, Techland wound up trying to make something for everyone, which didn't work either.</p><p>"Some want more tension, some want more RPG elements, more parkour," he says. "Combat could be less bloody, more bloody. Realism, power fantasy, the first game again, or maybe something new. So, you want to give everything to everyone all at once, but it is a trap."</p><p>Honing in on what makes Dying Light special - in my view, the particular blend of carnage, exploration and terror - allowed The Beast to be a return to form, of sorts. It was "very strong proof" of a solitary principle.</p><p>"We learned that quality beats quantity," Smektala explained. "We slowed down, we focused more, we adapted that for Dying Light 2, and kept using that mindset for Dying Light: The Beast, understanding that the quality of core elements is more important than satisfying all of the needs and expectations."</p><p>It worked, because The Beast released to over 90% positive Steam reviews, and a fervent player-base who were quick to stomp the undead by the billions. Sometimes you just need to figure out what really works, even if it includes a gratuitous amount of headshots.</p><p><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beasts-restored-land-update-isnt-dlc-lead-says-its-another-chapter-in-the-survival-horror-thats-adding-permadeath-new-game-a-hunger-meter-and-more/"><em>Dying Light: The Beast's Restored Land update isn't DLC, lead says – it's "another chapter" in the survival horror that's adding permadeath, New Game+, a hunger meter, and more</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W09aMO"></div>                            </div>                            <script src="https://kwizly.com/embed/W09aMO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-is-very-strong-proof-that-slowing-down-and-focusing-on-the-core-details-works-former-series-lead-says-we-learned-that-quality-beats-quantity/</link>
                                                                            <description>
                            <![CDATA[ Techland took some hard lessons into the third game ]]>
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                                                                        <pubDate>Mon, 25 May 2026 17:58:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anthony McGlynn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ho98fjFoKZx5B8fUtAtzdW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for Dying Light: The Beast showing Kyle Crane stunning an infected undead zombie in waist high water with a taser while raising a machete to finish the job - all while more infected hands reach out of the dense foliage towards him]]></media:description>                                                            <media:text><![CDATA[Key art for Dying Light: The Beast showing Kyle Crane stunning an infected undead zombie in waist high water with a taser while raising a machete to finish the job - all while more infected hands reach out of the dense foliage towards him]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for Dying Light: The Beast showing Kyle Crane stunning an infected undead zombie in waist high water with a taser while raising a machete to finish the job - all while more infected hands reach out of the dense foliage towards him]]></media:title>
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                                <p>Over the course of the three entries thus far, the <a href="https://www.gamesradar.com/dying-light/">Dying Light</a> series has become a staple if you're a fan of outrunning hordes of zombies. That said, the road to last year's <a href="https://www.gamesradar.com/uk/dying-light-the-beast/">Dying Light: The Beast</a> wasn't the smoothest, as studio Techland learned some hard lessons from the second installment.</p><p>"It's the details that make your game, because your franchise is not only about the great vision, the pillars, but the little things that create the unique feel of your game," Tymon Smektala, former <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/">franchise director at Techland</a>, said during a Digital Dragons talk attended by GamesRadar+.</p><p>"We learned that right away when we launched Dying Light 2 in 2022. It was a hard lesson," he explained. "The game was very hyped, millions of players [were] waiting for it. We launched it and quickly realized that even [though on the] surface it's quite similar, almost the same type of game, we had missed a lot of the details, the little things that were important for players, and they were very vocal about it."</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/qsqBCs7o5go" allowfullscreen></iframe></div></div><p>He puts this down to a mixture of focusing on deadlines and working on a new engine and other requirements that warped the perspective somewhat. In Dying Light 2 updates, then, Techland wound up trying to make something for everyone, which didn't work either.</p><p>"Some want more tension, some want more RPG elements, more parkour," he says. "Combat could be less bloody, more bloody. Realism, power fantasy, the first game again, or maybe something new. So, you want to give everything to everyone all at once, but it is a trap."</p><p>Honing in on what makes Dying Light special - in my view, the particular blend of carnage, exploration and terror - allowed The Beast to be a return to form, of sorts. It was "very strong proof" of a solitary principle.</p><p>"We learned that quality beats quantity," Smektala explained. "We slowed down, we focused more, we adapted that for Dying Light 2, and kept using that mindset for Dying Light: The Beast, understanding that the quality of core elements is more important than satisfying all of the needs and expectations."</p><p>It worked, because The Beast released to over 90% positive Steam reviews, and a fervent player-base who were quick to stomp the undead by the billions. Sometimes you just need to figure out what really works, even if it includes a gratuitous amount of headshots.</p><p><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beasts-restored-land-update-isnt-dlc-lead-says-its-another-chapter-in-the-survival-horror-thats-adding-permadeath-new-game-a-hunger-meter-and-more/"><em>Dying Light: The Beast's Restored Land update isn't DLC, lead says – it's "another chapter" in the survival horror that's adding permadeath, New Game+, a hunger meter, and more</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W09aMO"></div>                            </div>                            <script src="https://kwizly.com/embed/W09aMO.js" async></script>
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                                                            <title><![CDATA[ Former Dying Light lead knew Techland devs were "not afraid to do things differently" as soon as he found out what their jump button was ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Former Dying Light lead says the moment he realised the devs at Techland weren't afraid to think outside of the box was when he tried to jump for the first time in the game.</p><p>Speaking at a Digital Dragons 2026 panel attended by GamesRadar+ the now-former Dying Light franchise director Tymon Smektała – who <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/">announced he was stepping away from the zombie franchise after 13 years earlier this month</a> – recalled the first time he got his hands on the zombie parkour classic. "I had just joined the studio, I knew we were making a game about parkour, so running, jumping. I held the controller, I started moving, I wanted to jump, so I pressed 'A' – the same way that you were doing in all of the other games back then." </p><p>He recalls "there was a gameplay programmer sitting next to me… and he created the parkour system. So, he looked at me smiling… and he said, 'You know what, we don't jump with 'A' here.' And I remember thinking, OK, so these guys, Techland, they are not afraid to do things differently."</p><p>And while it was presented as being different, Smektała explained "it was not different just for the sake of being different. There is a reason why in Dying Light you jump [with] the right bumper – you jump [with the] right bumper because you don't have to take your finger off the right stick, so you can look where you jump." But he explains, "for me, that small thing was a sign of a bigger attitude, that Techland was brave from the beginning, and Dying Light was brave from the beginning."</p><p>Not to burst Smektała's bubble, but Mirrors Edge actually did the same thing for its first-person parkour about seven years before the release of Dying Light. Still, it <em>is </em>an unconventional control system, and considering how many devs map a dodge/dash button to one of the face buttons when it absolutely should be on the triggers, it's still worth applauding that Techland made the right choice with its mapping. </p><p><em></em><a href="https://www.gamesradar.com/games/survival-horror/former-dying-light-lead-says-devs-have-an-obligation-to-listen-to-player-feedback-even-if-theyre-very-often-wrong/"><em>Former Dying Light lead says devs have an "obligation" to listen to player feedback even if "they're very often wrong"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmVgEe"></div>                            </div>                            <script src="https://kwizly.com/embed/XmVgEe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/former-dying-light-lead-knew-techland-devs-were-not-afraid-to-do-things-differently-as-soon-as-he-found-out-what-their-jump-button-was/</link>
                                                                            <description>
                            <![CDATA[ Hardcore parkour ]]>
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                                                                        <pubDate>Sun, 24 May 2026 10:17:33 +0000</pubDate>                                                                                                                                <updated>Sun, 24 May 2026 13:29:18 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Catherine Lewis ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Techland]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Dying Light characters walk across the screen through a town]]></media:description>                                                            <media:text><![CDATA[Dying Light characters walk across the screen through a town]]></media:text>
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                                <p>Former Dying Light lead says the moment he realised the devs at Techland weren't afraid to think outside of the box was when he tried to jump for the first time in the game.</p><p>Speaking at a Digital Dragons 2026 panel attended by GamesRadar+ the now-former Dying Light franchise director Tymon Smektała – who <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/">announced he was stepping away from the zombie franchise after 13 years earlier this month</a> – recalled the first time he got his hands on the zombie parkour classic. "I had just joined the studio, I knew we were making a game about parkour, so running, jumping. I held the controller, I started moving, I wanted to jump, so I pressed 'A' – the same way that you were doing in all of the other games back then." </p><p>He recalls "there was a gameplay programmer sitting next to me… and he created the parkour system. So, he looked at me smiling… and he said, 'You know what, we don't jump with 'A' here.' And I remember thinking, OK, so these guys, Techland, they are not afraid to do things differently."</p><p>And while it was presented as being different, Smektała explained "it was not different just for the sake of being different. There is a reason why in Dying Light you jump [with] the right bumper – you jump [with the] right bumper because you don't have to take your finger off the right stick, so you can look where you jump." But he explains, "for me, that small thing was a sign of a bigger attitude, that Techland was brave from the beginning, and Dying Light was brave from the beginning."</p><p>Not to burst Smektała's bubble, but Mirrors Edge actually did the same thing for its first-person parkour about seven years before the release of Dying Light. Still, it <em>is </em>an unconventional control system, and considering how many devs map a dodge/dash button to one of the face buttons when it absolutely should be on the triggers, it's still worth applauding that Techland made the right choice with its mapping. </p><p><em></em><a href="https://www.gamesradar.com/games/survival-horror/former-dying-light-lead-says-devs-have-an-obligation-to-listen-to-player-feedback-even-if-theyre-very-often-wrong/"><em>Former Dying Light lead says devs have an "obligation" to listen to player feedback even if "they're very often wrong"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmVgEe"></div>                            </div>                            <script src="https://kwizly.com/embed/XmVgEe.js" async></script>
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                                                            <title><![CDATA[ Former Dying Light lead says devs have an "obligation" to listen to player feedback even if "they're very often wrong" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Tymon Smektała is proud to say he helped developer Techland establish a reputation for truly listening to its players. After operating as Dying Light's franchise director <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/"><u>for 13 years</u></a> – the gaming vet recently stepped away from the zombie-slayer horror series – Smektała knows the customer is… not necessarily always right, but they need to be heard.</p><p>There's no other option in the video game business, which relies on hordes of other people to take your art seriously enough to make it part of their routine – after work, before dinner, as the basis of their Twitter arguments, and so on. Smektała tells other developers during a Digital Dragons Conference talk attended by GamesRadar+, "I believe very strongly that this makes it your obligation to focus and listen to the players."</p><p>"As soon as you release the game, it stops being only your game. Suddenly, there are hundreds, thousands, hopefully millions of 'stakeholders,' players with opinions, expectations, memories, frustrations, theories, ideas, requests,"  Smektała reasons. "Suddenly, the game starts belonging not only to you, the makers, the creators, but also to the people who play it." </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:56.25%;"><img id="EwCej6Gy8VAdZGmpaAPSxm" name="dying-light.jpg" alt="Games like Dying Light 2" src="https://cdn.mos.cms.futurecdn.net/EwCej6Gy8VAdZGmpaAPSxm.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Techland)</span></figcaption></figure><p>That said, Smektała isn't convinced by old business advice recommending you tell your customer exactly what they want to hear. He reminds developers, "we are not just selling products to customers, we are building a leading relationship with our community." </p><p>"This doesn't mean that you have to do what the loudest players are saying," the former director adds. After all, players loudly say all kinds of things, like that Dying Light protagonist Kyle <a href="https://www.reddit.com/r/dyinglight/comments/1nxhnsm/we_can_all_agree_that_crane_is_sexy/" target="_blank"><u>Crane "is sexy"</u></a> and <a href="https://www.reddit.com/r/dyinglight/comments/1nzl7km/why_does_this_sub_love_crane_so_much/" target="_blank"><u>deserves a big birthday present and kiss on the mouth</u></a>. Well, in this case, they're correct. </p><p>But Smektała reminds developers "players are not always right about the solution," although "what they mostly shout are the solutions: do this, do that, change this into that. They're very often wrong."</p><p>However, they're also experts at detailing their opinions – whether it's favorable, like their thoughts on hard-boiled protagonist Crane, or angry. For this reason, Smektała says fans "are always right when it comes to the feeling, so if something frustrates them, something disappoints them, if something excites them, scares them, or makes them feel somehow special – you should pay attention." Now that's good advice. </p><p><em>Try these 10 </em><a href="https://www.gamesradar.com/games-like-dying-light-2/"><u><em>games like Dying Light</em></u></a><em> 2 to play once you're done with Techland's latest.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exNNNO"></div>                            </div>                            <script src="https://kwizly.com/embed/exNNNO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/former-dying-light-lead-says-devs-have-an-obligation-to-listen-to-player-feedback-even-if-theyre-very-often-wrong/</link>
                                                                            <description>
                            <![CDATA[ That's generous ]]>
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                                                                        <pubDate>Thu, 21 May 2026 21:01:59 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Catherine Lewis ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Techland]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Dying Light]]></media:description>                                                            <media:text><![CDATA[Dying Light]]></media:text>
                                <media:title type="plain"><![CDATA[Dying Light]]></media:title>
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                                <p>Tymon Smektała is proud to say he helped developer Techland establish a reputation for truly listening to its players. After operating as Dying Light's franchise director <a href="https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/"><u>for 13 years</u></a> – the gaming vet recently stepped away from the zombie-slayer horror series – Smektała knows the customer is… not necessarily always right, but they need to be heard.</p><p>There's no other option in the video game business, which relies on hordes of other people to take your art seriously enough to make it part of their routine – after work, before dinner, as the basis of their Twitter arguments, and so on. Smektała tells other developers during a Digital Dragons Conference talk attended by GamesRadar+, "I believe very strongly that this makes it your obligation to focus and listen to the players."</p><p>"As soon as you release the game, it stops being only your game. Suddenly, there are hundreds, thousands, hopefully millions of 'stakeholders,' players with opinions, expectations, memories, frustrations, theories, ideas, requests,"  Smektała reasons. "Suddenly, the game starts belonging not only to you, the makers, the creators, but also to the people who play it." </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:56.25%;"><img id="EwCej6Gy8VAdZGmpaAPSxm" name="dying-light.jpg" alt="Games like Dying Light 2" src="https://cdn.mos.cms.futurecdn.net/EwCej6Gy8VAdZGmpaAPSxm.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Techland)</span></figcaption></figure><p>That said, Smektała isn't convinced by old business advice recommending you tell your customer exactly what they want to hear. He reminds developers, "we are not just selling products to customers, we are building a leading relationship with our community." </p><p>"This doesn't mean that you have to do what the loudest players are saying," the former director adds. After all, players loudly say all kinds of things, like that Dying Light protagonist Kyle <a href="https://www.reddit.com/r/dyinglight/comments/1nxhnsm/we_can_all_agree_that_crane_is_sexy/" target="_blank"><u>Crane "is sexy"</u></a> and <a href="https://www.reddit.com/r/dyinglight/comments/1nzl7km/why_does_this_sub_love_crane_so_much/" target="_blank"><u>deserves a big birthday present and kiss on the mouth</u></a>. Well, in this case, they're correct. </p><p>But Smektała reminds developers "players are not always right about the solution," although "what they mostly shout are the solutions: do this, do that, change this into that. They're very often wrong."</p><p>However, they're also experts at detailing their opinions – whether it's favorable, like their thoughts on hard-boiled protagonist Crane, or angry. For this reason, Smektała says fans "are always right when it comes to the feeling, so if something frustrates them, something disappoints them, if something excites them, scares them, or makes them feel somehow special – you should pay attention." Now that's good advice. </p><p><em>Try these 10 </em><a href="https://www.gamesradar.com/games-like-dying-light-2/"><u><em>games like Dying Light</em></u></a><em> 2 to play once you're done with Techland's latest.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exNNNO"></div>                            </div>                            <script src="https://kwizly.com/embed/exNNNO.js" async></script>
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                                                            <title><![CDATA[ Legendary Silent Hill artist clarifies iconic Bubble Head nurse origins after 21 years, yet some fans still don't believe him ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There is a fight boiling over in Silent Hill – not for love, lust, nor the pendulous future of your sinner's soul, but over pop legend Madonna and how much she influenced the horror franchise's 2001 sequel. Silent Hill 2 artist art director is adamant the answer is <em>barely at all</em>. </p><p><a href="https://x.com/cinemetary/status/2057265064839672111" target="_blank"><u>A popular Twitter post</u></a> says facetiously that Madonna's music video for 1998 anthem 'Nothing Really Matters' was "inspiration for the atmosphere of silent hill 2 so technically we have madonna to thank for the perfection that is silent hill 2." They're referencing <a href="https://www.resetera.com/threads/madonna-was-one-of-the-influences-of-silent-hill-2s-atmosphere.108016/" target="_blank"><u>a deleted post Ito made in 2019</u></a> naming the 'Nothing Really Matters' video as one of his influences while curating Silent Hill 2's rotten mood. But the horror artist says he's been misunderstood.</p><p>"I said I inspired by Madonna's Nothing Really Matters video," Ito writes in <a href="https://x.com/adsk4/status/2057410755981611433" target="_blank"><u>a May 21 Twitter post</u></a>, "but I meant the Butoh-like dances by Asian dancers painted entirely white in the video, not herself/her song." Butoh is a beautiful, nauseating form of Japanese dance theater defined by sharp and labored movements. Artists of all kinds have used its tender-to-touch action as inspiration for their own vulnerable horror – the blurry ghosts of Kiyoshi Kurosawa's 2001 film Pulse, for example, twist into Butoh-like configurations before inspiring victims to kill themselves immediately. Guillermo del Toro also <a href="https://www.tiktok.com/@netflix/video/7571910074134826254?lang=en" target="_blank"><u>had actor Jacob Elordi learn Butoh</u></a> in order to become the miserable Creature in 2025's Frankenstein. </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/cAVx9RKaLPU" allowfullscreen></iframe></div></div><p>In Madonna's music video, background dancers wearing all-white shiver and moan in a Butoh style while the singer pulsates in red, dancing against Silent Hillish rust-stained hallways. "Just a coincidence," <a href="https://x.com/adsk4/status/2057427929358102710" target="_blank"><u>according to Ito</u></a>. <br><br>Nonetheless, the video was simply "1 of inspirations for the Lying Figure, BHNurse's etc [animations]," Ito says about Silent Hill 2's <a href="https://silenthill.fandom.com/wiki/Lying_Figure" target="_blank"><u>armless sacks of skin</u></a> and <a href="https://silenthill.fandom.com/wiki/Bubble_Head_Nurse" target="_blank"><u>nasty Bubble Head nurse</u></a> enemies, who both approach you while trembling like flies. "That's all. Plz don't jump to conclusions."</p><p>He's warned fans of this before, <a href="https://x.com/adsk4/status/1849787613898735939" target="_blank"><u>clarifying in 2024</u></a> he was inspired "NOT from the song BUT from the video." He's very insistent, and <a href="https://x.com/adsk4/status/2057489534317887940" target="_blank"><u>he does not like Madonna</u></a>. </p><p>But the subset of horror fans who happen to also love Madonna – personally, I've been known to occasionally have 'Like a Prayer' on replay – are distraught. They're denying Ito's own memory, informing him <a href="https://x.com/adsk4/status/2057451536478003592" target="_blank"><u>that Madonna "birthed silent hill."</u></a> Meanwhile, Ito is growing <a href="https://x.com/adsk4/status/2057515940607299684" target="_blank"><u>increasingly aggravated, saying</u></a>, "Even if that person posted it as a joke, once it spreads, many people take it at face value." </p><p>And he is right. At the same time, though, I'd really love to introduce Pyramid Head to 'Like a Virgin.'</p><p><a href="https://www.gamesradar.com/games/silent-hill/konami-seemingly-confirms-silent-hill-townfall-will-be-a-playstation-console-exclusive-at-launch/"><u><em>Konami seemingly confirms Silent Hill Townfall will be a PlayStation console exclusive at launch</em></u></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/legendary-silent-hill-artist-clarifies-iconic-bubble-head-nurse-origins-after-21-years-yet-some-fans-still-dont-believe-him/</link>
                                                                            <description>
                            <![CDATA[ Life is a mystery… ]]>
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                                                                        <pubDate>Thu, 21 May 2026 18:11:40 +0000</pubDate>                                                                                                                                <updated>Thu, 21 May 2026 19:59:44 +0000</updated>
                                                                                                                                            <category><![CDATA[Silent Hill]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Maria holds James&#039; face in Silent Hill 2]]></media:description>                                                            <media:text><![CDATA[Maria holds James&#039; face in Silent Hill 2]]></media:text>
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                                <p>There is a fight boiling over in Silent Hill – not for love, lust, nor the pendulous future of your sinner's soul, but over pop legend Madonna and how much she influenced the horror franchise's 2001 sequel. Silent Hill 2 artist art director is adamant the answer is <em>barely at all</em>. </p><p><a href="https://x.com/cinemetary/status/2057265064839672111" target="_blank"><u>A popular Twitter post</u></a> says facetiously that Madonna's music video for 1998 anthem 'Nothing Really Matters' was "inspiration for the atmosphere of silent hill 2 so technically we have madonna to thank for the perfection that is silent hill 2." They're referencing <a href="https://www.resetera.com/threads/madonna-was-one-of-the-influences-of-silent-hill-2s-atmosphere.108016/" target="_blank"><u>a deleted post Ito made in 2019</u></a> naming the 'Nothing Really Matters' video as one of his influences while curating Silent Hill 2's rotten mood. But the horror artist says he's been misunderstood.</p><p>"I said I inspired by Madonna's Nothing Really Matters video," Ito writes in <a href="https://x.com/adsk4/status/2057410755981611433" target="_blank"><u>a May 21 Twitter post</u></a>, "but I meant the Butoh-like dances by Asian dancers painted entirely white in the video, not herself/her song." Butoh is a beautiful, nauseating form of Japanese dance theater defined by sharp and labored movements. Artists of all kinds have used its tender-to-touch action as inspiration for their own vulnerable horror – the blurry ghosts of Kiyoshi Kurosawa's 2001 film Pulse, for example, twist into Butoh-like configurations before inspiring victims to kill themselves immediately. Guillermo del Toro also <a href="https://www.tiktok.com/@netflix/video/7571910074134826254?lang=en" target="_blank"><u>had actor Jacob Elordi learn Butoh</u></a> in order to become the miserable Creature in 2025's Frankenstein. </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/cAVx9RKaLPU" allowfullscreen></iframe></div></div><p>In Madonna's music video, background dancers wearing all-white shiver and moan in a Butoh style while the singer pulsates in red, dancing against Silent Hillish rust-stained hallways. "Just a coincidence," <a href="https://x.com/adsk4/status/2057427929358102710" target="_blank"><u>according to Ito</u></a>. <br><br>Nonetheless, the video was simply "1 of inspirations for the Lying Figure, BHNurse's etc [animations]," Ito says about Silent Hill 2's <a href="https://silenthill.fandom.com/wiki/Lying_Figure" target="_blank"><u>armless sacks of skin</u></a> and <a href="https://silenthill.fandom.com/wiki/Bubble_Head_Nurse" target="_blank"><u>nasty Bubble Head nurse</u></a> enemies, who both approach you while trembling like flies. "That's all. Plz don't jump to conclusions."</p><p>He's warned fans of this before, <a href="https://x.com/adsk4/status/1849787613898735939" target="_blank"><u>clarifying in 2024</u></a> he was inspired "NOT from the song BUT from the video." He's very insistent, and <a href="https://x.com/adsk4/status/2057489534317887940" target="_blank"><u>he does not like Madonna</u></a>. </p><p>But the subset of horror fans who happen to also love Madonna – personally, I've been known to occasionally have 'Like a Prayer' on replay – are distraught. They're denying Ito's own memory, informing him <a href="https://x.com/adsk4/status/2057451536478003592" target="_blank"><u>that Madonna "birthed silent hill."</u></a> Meanwhile, Ito is growing <a href="https://x.com/adsk4/status/2057515940607299684" target="_blank"><u>increasingly aggravated, saying</u></a>, "Even if that person posted it as a joke, once it spreads, many people take it at face value." </p><p>And he is right. At the same time, though, I'd really love to introduce Pyramid Head to 'Like a Virgin.'</p><p><a href="https://www.gamesradar.com/games/silent-hill/konami-seemingly-confirms-silent-hill-townfall-will-be-a-playstation-console-exclusive-at-launch/"><u><em>Konami seemingly confirms Silent Hill Townfall will be a PlayStation console exclusive at launch</em></u></a><em>.</em></p>
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                                                            <title><![CDATA[ Capcom says generative AI "still cannot match" the devs who make Resident Evil and Monster Hunter, but it is useful for testing games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom isn't using generative AI to make any of the assets you see in <a href="https://www.gamesradar.com/uk/resident-evil-requiem/">Resident Evil Requiem</a> or Monster Hunter Stories 3, for example, because the developers behind some of this year's very best games are simply better.</p><p>In an <a href="https://www.4gamer.net/games/991/G999101/20260519017/" target="_blank">interview with 4Gamer</a>, with quotes translated by <a href="https://automaton-media.com/en/news/capcom-engineers-say-even-the-smartest-ai-cant-match-our-creators-when-it-comes-to-sensibility-the-technology-is-being-adopted-to-reduce-routin/" target="_blank">Automaton</a>, Capcom executive Shinichi Inoue, who serves as the company's vice president of game development platform and AI solutions, says the publisher isn't using the controversial tech for asset generation and has no plans to do so. The reason is pretty simple: Gen AI can't stand up next to the stuff Capcom's devs make. </p><p>"What we in the entertainment industry consider extremely important in contrast to artificial intelligence is human sensibility," Inoue says. "Even top-tier AI still cannot match our creators when it comes to sensibility. That's the current reality. Because of that, concentrating human effort on work requiring this kind of sensibility is more efficient from the standpoint of human capital management, and it's also important for coexistence with creators." </p><p>Capcom is embracing the tech in other areas, though, specifically when it comes to communication-related tasks and debugging. The publisher is apparently cutting down on this "routine work" with a playtesting system driven by Google Gemini and in-house AI that "reports its findings to debugging check agents, but rather than leaving everything to humans, another agent first evaluates the reports against the game director's concept."</p><p>"A huge volume of this checking and evaluation work is carried out while humans are asleep," Inoue adds. "After that, the system screens for issues that are highly likely to be 'incorrect when compared to the game's intended concept' and presents them."</p><p>As Automaton notes, just last year the publisher <a href="https://automaton-media.com/en/game-development/capcom-is-experimenting-with-generative-ai-to-help-generate-the-hundreds-of-thousands-of-ideas-needed-for-game-development/" target="_blank">toyed around</a> with the idea of using generative AI to make the hundreds, if not tens of thousands, of assets required for blockbuster games nowadays – your in-game TVs and trees and chairs and sinks and so on. But it seems, somewhere in that last year, Capcom's had a change of heart.</p><p>Just recently, <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-developer-capcom-will-not-be-implementing-any-ai-generated-assets-into-our-video-game-content-but-plans-to-actively-utilize-the-tech-to-improve-efficiency/">the company stated that</a> "we are currently testing out various methods" of AI usage "across our departments, including graphics, sound, and programming," but affirmed that "our company will not be implementing any AI-generated assets into our video game content."</p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/capcoms-glad-we-hated-resident-evil-requiems-terrible-dlss-5-ai-demo-because-it-means-fans-really-liked-the-original-design-of-grace/"><em>Capcom's glad we hated Resident Evil Requiem's terrible DLSS 5 AI demo, because it means fans "really liked the original design of Grace."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYQr0X"></div>                            </div>                            <script src="https://kwizly.com/embed/XYQr0X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/capcom-says-generative-ai-still-cannot-match-the-devs-who-make-resident-evil-and-monster-hunter-but-it-is-useful-for-testing-games/</link>
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                            <![CDATA[ Capcom's Shinichi Inoue says it cuts down on routine work ]]>
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                                                                        <pubDate>Thu, 21 May 2026 11:00:19 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Gideon talks to a tied up Leon in Resident Evil Requiem]]></media:title>
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                                <p>Capcom isn't using generative AI to make any of the assets you see in <a href="https://www.gamesradar.com/uk/resident-evil-requiem/">Resident Evil Requiem</a> or Monster Hunter Stories 3, for example, because the developers behind some of this year's very best games are simply better.</p><p>In an <a href="https://www.4gamer.net/games/991/G999101/20260519017/" target="_blank">interview with 4Gamer</a>, with quotes translated by <a href="https://automaton-media.com/en/news/capcom-engineers-say-even-the-smartest-ai-cant-match-our-creators-when-it-comes-to-sensibility-the-technology-is-being-adopted-to-reduce-routin/" target="_blank">Automaton</a>, Capcom executive Shinichi Inoue, who serves as the company's vice president of game development platform and AI solutions, says the publisher isn't using the controversial tech for asset generation and has no plans to do so. The reason is pretty simple: Gen AI can't stand up next to the stuff Capcom's devs make. </p><p>"What we in the entertainment industry consider extremely important in contrast to artificial intelligence is human sensibility," Inoue says. "Even top-tier AI still cannot match our creators when it comes to sensibility. That's the current reality. Because of that, concentrating human effort on work requiring this kind of sensibility is more efficient from the standpoint of human capital management, and it's also important for coexistence with creators." </p><p>Capcom is embracing the tech in other areas, though, specifically when it comes to communication-related tasks and debugging. The publisher is apparently cutting down on this "routine work" with a playtesting system driven by Google Gemini and in-house AI that "reports its findings to debugging check agents, but rather than leaving everything to humans, another agent first evaluates the reports against the game director's concept."</p><p>"A huge volume of this checking and evaluation work is carried out while humans are asleep," Inoue adds. "After that, the system screens for issues that are highly likely to be 'incorrect when compared to the game's intended concept' and presents them."</p><p>As Automaton notes, just last year the publisher <a href="https://automaton-media.com/en/game-development/capcom-is-experimenting-with-generative-ai-to-help-generate-the-hundreds-of-thousands-of-ideas-needed-for-game-development/" target="_blank">toyed around</a> with the idea of using generative AI to make the hundreds, if not tens of thousands, of assets required for blockbuster games nowadays – your in-game TVs and trees and chairs and sinks and so on. But it seems, somewhere in that last year, Capcom's had a change of heart.</p><p>Just recently, <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-developer-capcom-will-not-be-implementing-any-ai-generated-assets-into-our-video-game-content-but-plans-to-actively-utilize-the-tech-to-improve-efficiency/">the company stated that</a> "we are currently testing out various methods" of AI usage "across our departments, including graphics, sound, and programming," but affirmed that "our company will not be implementing any AI-generated assets into our video game content."</p><p><em></em><a href="https://www.gamesradar.com/games/resident-evil/capcoms-glad-we-hated-resident-evil-requiems-terrible-dlss-5-ai-demo-because-it-means-fans-really-liked-the-original-design-of-grace/"><em>Capcom's glad we hated Resident Evil Requiem's terrible DLSS 5 AI demo, because it means fans "really liked the original design of Grace."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYQr0X"></div>                            </div>                            <script src="https://kwizly.com/embed/XYQr0X.js" async></script>
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                                                            <title><![CDATA[ 2 hours in, The Sinking City 2's cosmic horror twists on Resident Evil-style mechanics has me hooked ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Sinking City 2 had me anxious before I booted it up for the first time, and that had nothing to do with the cosmic horror in store. I'm a long-time fan of Frogware's Sherlock Holmes games, and really enjoyed the open-world investigation of the original The Sinking City in spite of its clunky combat. The news that this sequel would focus <em>on</em> that survival horror, frankly, isn't what I was hoping for. But, one of the great, cosmic unknowables lies between what we think we want and what we actually want. So far, I'm pleasantly surprised to be loving the drippy, tentacled survival horror in The Sinking City 2.</p><p>This sequel shifts the action from Oakmont to Arkham. Like the first game's setting, this city is also under the grip of a supernatural flood, completely submerging the many streets between buildings, the water bringing with it tentacled horrors from the depths to infect and destroy surface dwellers like the fedora-wearing Calvin Rafferty, who's come to the town to hunt down Faye, his missing wife. This city, after all, is where they fell in love.</p><h2 id="water-we-like">Water we like</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="XEcPM2G4etrpkwVbtda5KQ" name="PR_sinking_city_2_Hospital_Slither_1080" alt="The hospital grounds are covered with Slither, standing between Calvin and the door inside, in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/XEcPM2G4etrpkwVbtda5KQ.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> In-house<br><strong>Publisher:</strong> Frogwares<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> TBC</p></div></div><p>The Sinking City 2's wife-hunt survival horror premise isn't the most original in the world. In all things, this is a genre-savvy outing, and having played both the <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a> and the <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a> to death in recent years I'm right at home from the moment Calvin wakes up in the local university's waterlogged library annex. If it ain't broke, well, you know.</p><p>Soaked in darkness, Calvin has a torch that can light the way. On the hunt for a mysterious book, I push forward through any doors that aren't locked, pulling up a map screen now and then which is helpfully annotated with nearby pick-ups and points of interests, and switches its rooms from red to blue once they've been appropriately scoured for goodies.</p><p>My goal lies upstairs, and, pleasingly, the map isn't perfect. Broken walls and rubble can block off passages that at first seem viable on the map, while at other points partial collapse can connect new pathways through rooms. Cautiously, I move through the shin-high water, ripples as Calvin moves forward putting me on edge, and some wonderful gnarly set-dressing doing much the same. This library is infested with thick, leech-like worms, and dead bodies that they're doing <em>something</em> to litter the hallways. With glistening terrors aplenty, The Sinking City 2 offers up some stomach-churningly good horror.</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="3nYvMALZYoaFrZcJYfhjMH" name="PR_sinking_city_2_5_1080" alt="A corpse-like man reaches towards Calvin from the shadows in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/3nYvMALZYoaFrZcJYfhjMH.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Before long, the ripples in the water aren't coming from Calvin alone. A bloated human – or former human – twitches towards me, pus covering its body. Playing on normal difficulty, I end up unloading most of my handgun clip to down the monster in a panic, feeling thoroughly resource-starved as I creep towards the library's upper levels.</p><p>Then, I'm jumped by a small, spindly monster that knocks me back down over a balcony, splashes a quick retreat, and awakens more bloating shamblers. This time, I take a breath and aim at the monsters' pus-clusters. They pop, and finally I feel like my pea-shooter has some impact. The clusters reform, and I burst them with another bullet to finish them off.</p><p>The next one I stagger takes a knee, and I run over to stomp on it while it's down to conserve ammo and end the encounter with impact. It's a returning move from the first game, but it's nice to see the stamp get some extra love in this new context. These don't lock you into finishing animations like they do in <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>, nor do they feel as punchy – but it's still nice to feel like there is a rhythm and process to optimally keeping the drowned at bay, though I still fall into a panic on occasion.</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="kG3q622sZMtoupM3bYR5KQ" name="PR_sinking_city_2_Arkham_1080" alt="Calvin steers a boat through in The Sinking City 2 through flooded streets and towards a church" src="https://cdn.mos.cms.futurecdn.net/kG3q622sZMtoupM3bYR5KQ.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: Frogwares)</span></figcaption></figure><p>Soon enough, I'm leaving the library behind, navigating the flooded streets on a tiny motorboat in order to reach The Devil's Reef Hotel (a curious detail for those familiar with the Oakmont branch). A blocked gate forces me to detour into a church, fighting and sometimes running through its graveyard full of the spider-like spindly creatures that I only briefly encountered before.</p><p>Ready to jump at Calvin and claw at his face, the strategy of dodging out of the way at the right moment from the first game persists, their flubbed pounce opening them up to a good stamping or, better yet, sending them hurtling into one of the many bear traps the residents of Arkham seem keen to leave around the place (to be fair, with the size of these monsters, mousetraps wouldn't cut it).</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="VHtjJfCzQjtfDZUoio9nJQ" name="PR_sinking_city_2_Church_Puzzle_1080" alt="Lightning strikes a glowing obelisk behind a church in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VHtjJfCzQjtfDZUoio9nJQ.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: Frogwares)</span></figcaption></figure><p>It's here in the church I finally get to put my detective fedora back on to puzzle through a Lovecraftian mystery. With the floodgates locked, I have to explore in and around the church to puzzle it out. Picked up clues can be placed on a mind-map investigation board, and connected together freely to infer solutions.</p><div><blockquote><p>In typical Lovecraftian fashion, the answers I get just raise more questions.</p></blockquote></div><p>Though, you don't <em>need </em>to do so. Only a couple of clues are required to find the code, and it's up to me whether I continue my investigation to uncover the true mystery behind the strange church, a mysterious trident, and an obelisk puzzle in its garden. I'm only pushed to do so as reaching its end is part of my demo, otherwise I'd be free to progress to the hotel.</p><p>In typical Lovecraftian fashion, the answers I get just raise more questions, and I'm curious how optional sections like this will square with Calvin's larger quest. But, with resource rewards and an upgrade currency for Calvin's Nightshade mask (a weird blank-faced mask that Calvin has for some reason) up for grabs for correct solutions, they're worth puzzling out even if only to twist the cosmic to your own ends.</p><h2 id="call-the-medic">Call the medic</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="3HVVVzNiTJ5EAGU8qHQxRP" name="PR_sinking_city_2_Thaddeus_Lowe_1080" alt="Thaddeus Lowe, a surgeon, speaks with Calvin through a locked metal gate in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/3HVVVzNiTJ5EAGU8qHQxRP.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Terrifying neighbor</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FiuToDqSJWkDHpV5rndXKF" name="SS_resident_evil_requiem_gideon_binoculars_1080" caption="" alt="Dr Gideon adjusts his helmet and goggles in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/FiuToDqSJWkDHpV5rndXKF.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text">For more survival horror deep dives, open up the creaking door to our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/on-the-radar-resident-evil-requiem-coverage-hub/">Resident Evil Requiem: On the Radar</a>!</p></div></div><p>From there, I'm skipped ahead to play through the beginning of a much larger, twistier building – the Akeley Memorial Hospital. Still riddled with the tentacled, the bloated, and the wet, there's also weird science afoot that suggests a broadening of the Lovecraftian mythos at play within Arkham's streets. Here, the labyrinthine halls that I slowly open up through finding keys and opening up bolted doors are sometimes blocked by strange, slick, curved metal mirrors that will only open up to specific faces.</p><p>The MacGuffin that Calvin is here to collect lies behind a similarly high-tech lock, which combines science with runic symbols – having me combine both at charging stations to suck up energy into a prism device. I only get to work part of my way towards this goal before my demo is over, yet this location doesn't just up The Sinking City 2's strangeness, but suggests how sweeping and maze-like some of the game's later areas could get (this, I'm told, is about midway through).</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="5Gwtj4WVu9bUV8D6EX3FqH" name="PR_sinking_city_2_11_1080" alt="A map of the Akeley Hospital in The Sinking City 2, with red and blue fill for explored rooms, and icons marking points of interest" src="https://cdn.mos.cms.futurecdn.net/5Gwtj4WVu9bUV8D6EX3FqH.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: Frogwares)</span></figcaption></figure><p>It's high praise to compare The Sinking City 2 to the modern takes on Resident Evil 2 and Silent Hill 2. This definitely feels a bit ropier, especially when it comes to combat, though later weapon upgrades promise a smidge more punch. But, as ever, this is Frogwares absolutely locking in to punching about its weight, and, to be honest, I didn't expect pivoting from the investigation-focused original to survival horror would work nearly as well as my two hours hands-on with The Sinking City 2 has shaped up. The studio definitely knows its stuff when it comes to developing in this new genre.</p><p>It's a mechanical pivot that still won't be for everyone, though. While it's great to see investigation elements make a return, the emphasis on survival horror will still turn away some of those who are only interested in the mysteries. But, it does further delineate the studio's cosmic horror series with its Sherlock Holmes one. And, it works well for me – because I just so happen to also really like survival horror as well as a good mystery. This combination of both feels a bit forbidden, but I won't be able to resist cracking it open to peer in once more once The Sinking City 2 releases later in 2026 across PC, PS5, and Xbox Series X/S.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ayhzaPdcAac4fficqxBuqa" name="gr_summer_info_panel_the_sinking_city_2" alt="The GamesRadar+ Summer Preview 2026 info box for The Sinking City 2, listing the developer and publisher as Frogwares" src="https://cdn.mos.cms.futurecdn.net/ayhzaPdcAac4fficqxBuqa.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> recommendations if you're feeling brave enough for more!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/after-2-hours-this-new-lovecraftian-horror-game-feels-like-a-faithful-mashup-of-resident-evil-and-silent-hill/</link>
                                                                            <description>
                            <![CDATA[ Summer Preview | The Sinking City 2 splices together great survival horror mechanics, and its detective chops keep me hooked ]]>
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                                                                        <pubDate>Tue, 12 May 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 13 Aug 2026 14:09:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
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                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
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                                                                                                <author><![CDATA[ oscar.taylor-kent@futurenet.com (Oscar Taylor-Kent) ]]></author>                    <dc:creator><![CDATA[ Oscar Taylor-Kent ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tAGBsLp6arrjDpz7yUPZyX.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Games Editor Oscar Taylor-Kent brings his years of Official PlayStation Magazine and PLAY knowledge to the fore. A noted PS Vita apologist, he&#039;s also written for Edge, PC Gamer, SFX, Official Xbox Magazine, Kotaku, Waypoint, and more. When not dishing out deadly combos in Ninja Gaiden 4, he&#039;s a fan of platformers, RPGs, mysteries, and narrative games. A lover of retro games as well, he&#039;s always up for a quick evening speed through Sonic 3 &amp; Knuckles or yet another Jakathon through Naughty Dog&#039;s PS2 masterpieces.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Frogwares]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Sinking City 2 key art showing a detective from behind with numerous weapons, tentacles reaching up to him from surrounding water, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:description>                                                            <media:text><![CDATA[The Sinking City 2 key art showing a detective from behind with numerous weapons, tentacles reaching up to him from surrounding water, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:text>
                                <media:title type="plain"><![CDATA[The Sinking City 2 key art showing a detective from behind with numerous weapons, tentacles reaching up to him from surrounding water, with the orange GamesRadar+ Summer Preview 2026 frame]]></media:title>
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                                <p>The Sinking City 2 had me anxious before I booted it up for the first time, and that had nothing to do with the cosmic horror in store. I'm a long-time fan of Frogware's Sherlock Holmes games, and really enjoyed the open-world investigation of the original The Sinking City in spite of its clunky combat. The news that this sequel would focus <em>on</em> that survival horror, frankly, isn't what I was hoping for. But, one of the great, cosmic unknowables lies between what we think we want and what we actually want. So far, I'm pleasantly surprised to be loving the drippy, tentacled survival horror in The Sinking City 2.</p><p>This sequel shifts the action from Oakmont to Arkham. Like the first game's setting, this city is also under the grip of a supernatural flood, completely submerging the many streets between buildings, the water bringing with it tentacled horrors from the depths to infect and destroy surface dwellers like the fedora-wearing Calvin Rafferty, who's come to the town to hunt down Faye, his missing wife. This city, after all, is where they fell in love.</p><h2 id="water-we-like">Water we like</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="XEcPM2G4etrpkwVbtda5KQ" name="PR_sinking_city_2_Hospital_Slither_1080" alt="The hospital grounds are covered with Slither, standing between Calvin and the door inside, in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/XEcPM2G4etrpkwVbtda5KQ.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> In-house<br><strong>Publisher:</strong> Frogwares<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> TBC</p></div></div><p>The Sinking City 2's wife-hunt survival horror premise isn't the most original in the world. In all things, this is a genre-savvy outing, and having played both the <a href="https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-guide/"><u>Silent Hill 2 remake</u></a> and the <a href="https://www.gamesradar.com/resident-evil-2-remake-guide-walkthrough/"><u>Resident Evil 2 remake</u></a> to death in recent years I'm right at home from the moment Calvin wakes up in the local university's waterlogged library annex. If it ain't broke, well, you know.</p><p>Soaked in darkness, Calvin has a torch that can light the way. On the hunt for a mysterious book, I push forward through any doors that aren't locked, pulling up a map screen now and then which is helpfully annotated with nearby pick-ups and points of interests, and switches its rooms from red to blue once they've been appropriately scoured for goodies.</p><p>My goal lies upstairs, and, pleasingly, the map isn't perfect. Broken walls and rubble can block off passages that at first seem viable on the map, while at other points partial collapse can connect new pathways through rooms. Cautiously, I move through the shin-high water, ripples as Calvin moves forward putting me on edge, and some wonderful gnarly set-dressing doing much the same. This library is infested with thick, leech-like worms, and dead bodies that they're doing <em>something</em> to litter the hallways. With glistening terrors aplenty, The Sinking City 2 offers up some stomach-churningly good horror.</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="3nYvMALZYoaFrZcJYfhjMH" name="PR_sinking_city_2_5_1080" alt="A corpse-like man reaches towards Calvin from the shadows in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/3nYvMALZYoaFrZcJYfhjMH.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Summer Preview 2026</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZXRSXM3CEJk7EGGc6hFEsH" name="gr_summer_2026_main" caption="" alt="An assortment of characters form the GamesRadar+ Summer Preview 2026 montage, including Wolverine, Lara Croft, characters from GTA, and more" src="https://cdn.mos.cms.futurecdn.net/ZXRSXM3CEJk7EGGc6hFEsH.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation, Xbox, Amazon, Rockstar)</span></figcaption></figure><p class="fancy-box__body-text">Our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026">Summer Preview 2026</a> special is here to spotlight the biggest games of the year with hands-on impressions, dev access, and more!</p></div></div><p>Before long, the ripples in the water aren't coming from Calvin alone. A bloated human – or former human – twitches towards me, pus covering its body. Playing on normal difficulty, I end up unloading most of my handgun clip to down the monster in a panic, feeling thoroughly resource-starved as I creep towards the library's upper levels.</p><p>Then, I'm jumped by a small, spindly monster that knocks me back down over a balcony, splashes a quick retreat, and awakens more bloating shamblers. This time, I take a breath and aim at the monsters' pus-clusters. They pop, and finally I feel like my pea-shooter has some impact. The clusters reform, and I burst them with another bullet to finish them off.</p><p>The next one I stagger takes a knee, and I run over to stomp on it while it's down to conserve ammo and end the encounter with impact. It's a returning move from the first game, but it's nice to see the stamp get some extra love in this new context. These don't lock you into finishing animations like they do in <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a>, nor do they feel as punchy – but it's still nice to feel like there is a rhythm and process to optimally keeping the drowned at bay, though I still fall into a panic on occasion.</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="kG3q622sZMtoupM3bYR5KQ" name="PR_sinking_city_2_Arkham_1080" alt="Calvin steers a boat through in The Sinking City 2 through flooded streets and towards a church" src="https://cdn.mos.cms.futurecdn.net/kG3q622sZMtoupM3bYR5KQ.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: Frogwares)</span></figcaption></figure><p>Soon enough, I'm leaving the library behind, navigating the flooded streets on a tiny motorboat in order to reach The Devil's Reef Hotel (a curious detail for those familiar with the Oakmont branch). A blocked gate forces me to detour into a church, fighting and sometimes running through its graveyard full of the spider-like spindly creatures that I only briefly encountered before.</p><p>Ready to jump at Calvin and claw at his face, the strategy of dodging out of the way at the right moment from the first game persists, their flubbed pounce opening them up to a good stamping or, better yet, sending them hurtling into one of the many bear traps the residents of Arkham seem keen to leave around the place (to be fair, with the size of these monsters, mousetraps wouldn't cut it).</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="VHtjJfCzQjtfDZUoio9nJQ" name="PR_sinking_city_2_Church_Puzzle_1080" alt="Lightning strikes a glowing obelisk behind a church in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/VHtjJfCzQjtfDZUoio9nJQ.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: Frogwares)</span></figcaption></figure><p>It's here in the church I finally get to put my detective fedora back on to puzzle through a Lovecraftian mystery. With the floodgates locked, I have to explore in and around the church to puzzle it out. Picked up clues can be placed on a mind-map investigation board, and connected together freely to infer solutions.</p><div><blockquote><p>In typical Lovecraftian fashion, the answers I get just raise more questions.</p></blockquote></div><p>Though, you don't <em>need </em>to do so. Only a couple of clues are required to find the code, and it's up to me whether I continue my investigation to uncover the true mystery behind the strange church, a mysterious trident, and an obelisk puzzle in its garden. I'm only pushed to do so as reaching its end is part of my demo, otherwise I'd be free to progress to the hotel.</p><p>In typical Lovecraftian fashion, the answers I get just raise more questions, and I'm curious how optional sections like this will square with Calvin's larger quest. But, with resource rewards and an upgrade currency for Calvin's Nightshade mask (a weird blank-faced mask that Calvin has for some reason) up for grabs for correct solutions, they're worth puzzling out even if only to twist the cosmic to your own ends.</p><h2 id="call-the-medic">Call the medic</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="3HVVVzNiTJ5EAGU8qHQxRP" name="PR_sinking_city_2_Thaddeus_Lowe_1080" alt="Thaddeus Lowe, a surgeon, speaks with Calvin through a locked metal gate in The Sinking City 2" src="https://cdn.mos.cms.futurecdn.net/3HVVVzNiTJ5EAGU8qHQxRP.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: Frogwares)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Terrifying neighbor</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FiuToDqSJWkDHpV5rndXKF" name="SS_resident_evil_requiem_gideon_binoculars_1080" caption="" alt="Dr Gideon adjusts his helmet and goggles in Resident Evil Requiem" src="https://cdn.mos.cms.futurecdn.net/FiuToDqSJWkDHpV5rndXKF.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text">For more survival horror deep dives, open up the creaking door to our <a data-analytics-id="inline-link" href="https://www.gamesradar.com/games/resident-evil/on-the-radar-resident-evil-requiem-coverage-hub/">Resident Evil Requiem: On the Radar</a>!</p></div></div><p>From there, I'm skipped ahead to play through the beginning of a much larger, twistier building – the Akeley Memorial Hospital. Still riddled with the tentacled, the bloated, and the wet, there's also weird science afoot that suggests a broadening of the Lovecraftian mythos at play within Arkham's streets. Here, the labyrinthine halls that I slowly open up through finding keys and opening up bolted doors are sometimes blocked by strange, slick, curved metal mirrors that will only open up to specific faces.</p><p>The MacGuffin that Calvin is here to collect lies behind a similarly high-tech lock, which combines science with runic symbols – having me combine both at charging stations to suck up energy into a prism device. I only get to work part of my way towards this goal before my demo is over, yet this location doesn't just up The Sinking City 2's strangeness, but suggests how sweeping and maze-like some of the game's later areas could get (this, I'm told, is about midway through).</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="5Gwtj4WVu9bUV8D6EX3FqH" name="PR_sinking_city_2_11_1080" alt="A map of the Akeley Hospital in The Sinking City 2, with red and blue fill for explored rooms, and icons marking points of interest" src="https://cdn.mos.cms.futurecdn.net/5Gwtj4WVu9bUV8D6EX3FqH.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: Frogwares)</span></figcaption></figure><p>It's high praise to compare The Sinking City 2 to the modern takes on Resident Evil 2 and Silent Hill 2. This definitely feels a bit ropier, especially when it comes to combat, though later weapon upgrades promise a smidge more punch. But, as ever, this is Frogwares absolutely locking in to punching about its weight, and, to be honest, I didn't expect pivoting from the investigation-focused original to survival horror would work nearly as well as my two hours hands-on with The Sinking City 2 has shaped up. The studio definitely knows its stuff when it comes to developing in this new genre.</p><p>It's a mechanical pivot that still won't be for everyone, though. While it's great to see investigation elements make a return, the emphasis on survival horror will still turn away some of those who are only interested in the mysteries. But, it does further delineate the studio's cosmic horror series with its Sherlock Holmes one. And, it works well for me – because I just so happen to also really like survival horror as well as a good mystery. This combination of both feels a bit forbidden, but I won't be able to resist cracking it open to peer in once more once The Sinking City 2 releases later in 2026 across PC, PS5, and Xbox Series X/S.</p><a href="https://www.gamesradar.com/games/gamesradar-summer-preview-the-biggest-games-of-summer-game-fest-2026"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ayhzaPdcAac4fficqxBuqa" name="gr_summer_info_panel_the_sinking_city_2" alt="The GamesRadar+ Summer Preview 2026 info box for The Sinking City 2, listing the developer and publisher as Frogwares" src="https://cdn.mos.cms.futurecdn.net/ayhzaPdcAac4fficqxBuqa.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure></a><p><em>Take a look at our </em><a href="https://www.gamesradar.com/best-survival-horror-games/"><em>best survival horror games</em></a><em> recommendations if you're feeling brave enough for more!</em></p>
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                                                            <title><![CDATA[ Resident Evil creator's new studio is working on "multiple projects" according to Stellar Blade developer backing it ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/stellar-blade-review/">Stellar Blade</a> developer Shift Up has confirmed that Unbound – the new studio founded by Resident Evil creator Shinji Mikami – is working on multiple titles.</p><p>Unbound was founded by Resident Evil director Shinji Mikami in 2022, with an<a href="https://www.gamesradar.com/games/action-rpg/resident-evil-director-shinji-mikami-has-been-working-on-a-new-aaa-action-rpg-for-at-least-1-year-after-microsoft-closed-his-last-studio-and-no-one-noticed/"> action RPG</a> having been in development at the studio for a while now. And while nothing is actually known about what Mikami and team are making, earlier this year it was announced that <a href="https://www.gamesradar.com/games/action-rpg/resident-evil-directors-new-aaa-studio-is-joining-forces-with-stellar-blade-developer-shift-up-to-create-a-masterpiece-of-a-game-and-no-this-isnt-an-april-fools-joke/">Stellar Blade developer Shift Up will be joining forces with Unbound</a>, and is set to publish the studio's debut title – <a href="https://www.gamesradar.com/games/action-rpg/stellar-blade-2-might-not-be-ps5-exclusive-as-sony-isnt-publishing-the-sequel/">alongside the sequel to Stellar Blade</a> – with the studio describing it as an "acqui-hire deal" in its <a href="https://shiftup.co.kr/eng/ir/ir.php?ptype=view&idx=439&page=1&code=ir_eng" target="_blank">latest earnings report.</a> </p><p>The studio explained the partnership, saying, "Shift Up and Unbound share a strong alignment in strategic direction, and the synergies achievable through collaboration were clear, making the decision to join forces a natural one. We are already collaborating across multiple areas including worldbuilding and creative planning, generating positive outcomes for both parties on the game development front."</p><p>Shift Up continued, "Unbound's team of approximately 60 developers – many of whom have experience creating and successfully launching globally recognized IPs – is fully dedicated to bringing new titles to players. With multiple projects currently in development spanning both high-end and mid-scale titles, we expect a sequential rollout of new releases. Details on the titles under development at Unbound will be shared with the market and players progressively over time."</p><p>While the sequel to Stellar Blade and Shift Up's "Project Spirits" are set to be revealed within the year, the studio didn't elaborate on when we may be seeing what Unbound is working on. Although, whatever it is, I'm seated, because there's not many in this industry with the resume of Shinji Mikami, and I'm always willing to give a game by the director of God Hand and Vanquish my full attention. </p><p><em></em><a href="https://www.gamesradar.com/games/action-rpg/stellar-blade-lead-believes-ai-is-essential-for-south-korea-to-compete-with-studios-in-the-us-and-china-with-the-government-to-provide-financial-backing-to-support-the-use-of-the-tech/"><em>Stellar Blade lead believes AI is essential for South Korea to compete with studios in the US and China, with the government to provide financial backing to support the use of the tech</em></a><em>. </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eBBmQe"></div>                            </div>                            <script src="https://kwizly.com/embed/eBBmQe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/resident-evil-creators-new-studio-is-working-on-multiple-projects-according-to-stellar-blade-developer-backing-it/</link>
                                                                            <description>
                            <![CDATA[ Shift Up and Unbound announced their partnership last month ]]>
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                                                                        <pubDate>Mon, 11 May 2026 14:10:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Resident Evil]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Resident Evil 4 Remake screenshot of Leon holding a pistol]]></media:description>                                                            <media:text><![CDATA[Resident Evil 4 Remake screenshot of Leon holding a pistol]]></media:text>
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                                <p><a href="https://www.gamesradar.com/stellar-blade-review/">Stellar Blade</a> developer Shift Up has confirmed that Unbound – the new studio founded by Resident Evil creator Shinji Mikami – is working on multiple titles.</p><p>Unbound was founded by Resident Evil director Shinji Mikami in 2022, with an<a href="https://www.gamesradar.com/games/action-rpg/resident-evil-director-shinji-mikami-has-been-working-on-a-new-aaa-action-rpg-for-at-least-1-year-after-microsoft-closed-his-last-studio-and-no-one-noticed/"> action RPG</a> having been in development at the studio for a while now. And while nothing is actually known about what Mikami and team are making, earlier this year it was announced that <a href="https://www.gamesradar.com/games/action-rpg/resident-evil-directors-new-aaa-studio-is-joining-forces-with-stellar-blade-developer-shift-up-to-create-a-masterpiece-of-a-game-and-no-this-isnt-an-april-fools-joke/">Stellar Blade developer Shift Up will be joining forces with Unbound</a>, and is set to publish the studio's debut title – <a href="https://www.gamesradar.com/games/action-rpg/stellar-blade-2-might-not-be-ps5-exclusive-as-sony-isnt-publishing-the-sequel/">alongside the sequel to Stellar Blade</a> – with the studio describing it as an "acqui-hire deal" in its <a href="https://shiftup.co.kr/eng/ir/ir.php?ptype=view&idx=439&page=1&code=ir_eng" target="_blank">latest earnings report.</a> </p><p>The studio explained the partnership, saying, "Shift Up and Unbound share a strong alignment in strategic direction, and the synergies achievable through collaboration were clear, making the decision to join forces a natural one. We are already collaborating across multiple areas including worldbuilding and creative planning, generating positive outcomes for both parties on the game development front."</p><p>Shift Up continued, "Unbound's team of approximately 60 developers – many of whom have experience creating and successfully launching globally recognized IPs – is fully dedicated to bringing new titles to players. With multiple projects currently in development spanning both high-end and mid-scale titles, we expect a sequential rollout of new releases. Details on the titles under development at Unbound will be shared with the market and players progressively over time."</p><p>While the sequel to Stellar Blade and Shift Up's "Project Spirits" are set to be revealed within the year, the studio didn't elaborate on when we may be seeing what Unbound is working on. Although, whatever it is, I'm seated, because there's not many in this industry with the resume of Shinji Mikami, and I'm always willing to give a game by the director of God Hand and Vanquish my full attention. </p><p><em></em><a href="https://www.gamesradar.com/games/action-rpg/stellar-blade-lead-believes-ai-is-essential-for-south-korea-to-compete-with-studios-in-the-us-and-china-with-the-government-to-provide-financial-backing-to-support-the-use-of-the-tech/"><em>Stellar Blade lead believes AI is essential for South Korea to compete with studios in the US and China, with the government to provide financial backing to support the use of the tech</em></a><em>. </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eBBmQe"></div>                            </div>                            <script src="https://kwizly.com/embed/eBBmQe.js" async></script>
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                                                            <title><![CDATA[ What do golden spiders do in RE9 Leon Must Die Forever? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In Resident Evil Requiem Leon Must Die Forever, golden spiders are often seen skittering about, and you can even hear them twinkling in the background, but what are they for? Thankfully, they won't hurt you, and the fact that they're gold might give away that they have a beneficial use.</p><p>Leon Must Die Forever is the first minigame to be added to <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a>, and it features roguelike gameplay as our protagonist makes his way to Victor once again. You're on the clock, though, and these golden spiders might be worth your attention when time's running out - here's what they do.</p><h2 id="what-do-golden-spiders-do-in-lmdf">What do golden spiders do in LMDF?</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="4qAgrNJ5T9QV8ZkY4PSqs5" name="lmdf-golden-soider" alt="Leon looks at a Golden Spider in the Leon Must Die Forever minigame" src="https://cdn.mos.cms.futurecdn.net/4qAgrNJ5T9QV8ZkY4PSqs5.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><strong>In Re 9's Leon Must Die Forever mode, golden spiders appear with a number above their head, which relates to the amount of extra time given when they're killed - simple as that.</strong></p><p>Since they give you more time, they are worth killing, but obviously don't waste more time chasing them down. I also strongly recommend killing them with your hatchet so you don't waste valuable ammo - though you'll find there is plenty of it, at least in the earlier ranks.</p><p>Speaking of ranks, once you've completed you first runthrough at Rank 1, you'll unlock Wolf Leon, one of four <a href="https://www.gamesradar.com/games/resident-evil/leon-must-die-skins-unlock">LMDF skins</a> available, each with their own starting weapons and enhancements. They might not be among the best LMDF enhancements, but these unique starting criteria can make your playthrough a little easier - or provide an extra challenge.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/requiem-leon-must-die-forever-golden-spiders/</link>
                                                                            <description>
                            <![CDATA[ Thankfully, Resident Evil Requiem Leon Must Die golden spiders are harmless, but what are they for if not to scare? ]]>
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                                                                        <pubDate>Fri, 08 May 2026 11:41:13 +0000</pubDate>                                                                                                                                <updated>Fri, 08 May 2026 11:44:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
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                                                    <category><![CDATA[PlayStation]]></category>
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                                                                                                <author><![CDATA[ danielle.rose@futurenet.com (Danielle Rose) ]]></author>                    <dc:creator><![CDATA[ Danielle Rose ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/cPYQEHEykbVt5fdqAwXgoG.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;After studying Music and Lifestyle journalism and writing a column for a stylish lifestyle magazine in her hometown of Brighton, Danielle finally found her feet writing about videogames for WePC in 2021. She then honed her guides writing skills at PCGamesN between 2022 and 2026, when she took those skills to GamesRadar as a Guides Writer. Danielle&#039;s guides are a safe space - she definitely got stuck before you did, which is why she&#039;s perfect for the job. When she&#039;s not replaying the Silent Hill games or a more up-to-date single-player horror game, you&#039;ll find her fighting for her life in Dead by Daylight, tending to a garden in Stardew Valley, or doing both in Minecraft.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A golden spider in the Resident Evil Requiem Leon Must Die Forever minigame]]></media:description>                                                            <media:text><![CDATA[A golden spider in the Resident Evil Requiem Leon Must Die Forever minigame]]></media:text>
                                <media:title type="plain"><![CDATA[A golden spider in the Resident Evil Requiem Leon Must Die Forever minigame]]></media:title>
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                                <p>In Resident Evil Requiem Leon Must Die Forever, golden spiders are often seen skittering about, and you can even hear them twinkling in the background, but what are they for? Thankfully, they won't hurt you, and the fact that they're gold might give away that they have a beneficial use.</p><p>Leon Must Die Forever is the first minigame to be added to <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a>, and it features roguelike gameplay as our protagonist makes his way to Victor once again. You're on the clock, though, and these golden spiders might be worth your attention when time's running out - here's what they do.</p><h2 id="what-do-golden-spiders-do-in-lmdf">What do golden spiders do in LMDF?</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="4qAgrNJ5T9QV8ZkY4PSqs5" name="lmdf-golden-soider" alt="Leon looks at a Golden Spider in the Leon Must Die Forever minigame" src="https://cdn.mos.cms.futurecdn.net/4qAgrNJ5T9QV8ZkY4PSqs5.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><strong>In Re 9's Leon Must Die Forever mode, golden spiders appear with a number above their head, which relates to the amount of extra time given when they're killed - simple as that.</strong></p><p>Since they give you more time, they are worth killing, but obviously don't waste more time chasing them down. I also strongly recommend killing them with your hatchet so you don't waste valuable ammo - though you'll find there is plenty of it, at least in the earlier ranks.</p><p>Speaking of ranks, once you've completed you first runthrough at Rank 1, you'll unlock Wolf Leon, one of four <a href="https://www.gamesradar.com/games/resident-evil/leon-must-die-skins-unlock">LMDF skins</a> available, each with their own starting weapons and enhancements. They might not be among the best LMDF enhancements, but these unique starting criteria can make your playthrough a little easier - or provide an extra challenge.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to unlock Leon Must Die skins in Re9 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It might not be Cat Leon, but one of the Leon Must Die Forever skins in Resident Evil 9's minigame turns the horror hunk into a wolf - complete with a cute, fluffy tail - so you might be wondering how to unlock this furry favorite.</p><p>This <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> minigame takes on a roguelike format, as you defeat enemies in different 'rooms', moving between areas via glowing red doors, before finally beating Victor at the end - all, hopefully, before your timer hits zero. With the Leon Must Die Forever skins below, you can then restart again with a new challenge, thanks to varying starting equipment - and a new look to boot. Here's how to unlock them all.</p><h2 class="article-body__section" id="section-how-to-unlock-the-leon-must-die-forever-wolf-skin"><span>How to unlock the Leon Must Die Forever wolf skin</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="oRdXLwdhNBewaU6STcVLXN" name="leon-must-die-forever-wolf-skin" alt="The menu where you unlock the LMDF Wolf skin in Re9" src="https://cdn.mos.cms.futurecdn.net/oRdXLwdhNBewaU6STcVLXN.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>To unlock the Leon Must Die Forever Wolf Mode skin, you just need to complete the minigame once - AKA Rank 1. From here, head into the Special Content section from the LMDF main menu, where you'll be able to equip your new costume.<br><br>Leon's wolf skin starts you off with a powerful SMG, the Stiri REVO3 SA1, as well as your usual hatchet, making the next Rank that much easier to complete. You'll also start with Surveyor, one of the many Leon Must Die Forever enhancements. </p><h2 class="article-body__section" id="section-how-to-get-the-leon-wolf-skin-with-different-effects"><span>How to get the Leon Wolf skin with different effects</span></h2><p>Leon Must Die skins aren't just to look pretty, they also grant special starting gear for an easier time or an increased challenge. However, if you don't want flashing lights on your head (see below), you can equip one skin but still have Leon look like a wolf by unlocking the Accessory Appearance upgrade.</p><p>Unlock this by completing Leon Must Die Forever in Forever mode, Rank 4. Then you can equip any of the other costumes for their effect and press the left and right buttons on your controller to scroll through all unlocked skins in-game - including cat, I mean wolf, Leon.</p><h2 class="article-body__section" id="section-other-leon-must-die-forever-skins"><span>Other Leon Must Die Forever skins</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="2exRrVNJShz5TfukKkBYVR" name="leon-must-die-forever-skins-menu" alt="Other Leon Must Die Forever skins" src="https://cdn.mos.cms.futurecdn.net/2exRrVNJShz5TfukKkBYVR.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>Aside from the obvious choice, there are three other Leon Skins in Leon Must Die Forever. They're a bit daft, but they do have unique effects that you might want to consider.</p><ul><li><strong>Turbo GT</strong> - Turbo GT headgear<ul><li>Start with the MSBG 500 and a hatchet</li><li>Start with the Strategist enhancement<ul><li><strong>Complete LMDF on Forever - Rank 2</strong></li></ul></li></ul></li><li><strong>Hot Fuzz</strong> - Flashing light headgear<ul><li>Start with a Classic 70 and a hatchet</li><li>Start with the Big-game Hunter enhancement<ul><li><strong>Complete LMDF on Forever - Rank 3</strong></li></ul></li></ul></li><li><strong>Axe-orcist</strong> - Glowing red eyes<ul><li>Start with just a Hatchet</li><li>Start with the Maverick enhancement<ul><li><strong>Complete LMDF on Forever - Rank 5</strong></li></ul></li></ul></li></ul><p>Again, once you've unlocked the Accessory Appearance upgrade, you can equip any of these while wearing any unlocked costumes, but you'll have to beat the mode a few times first!</p><p><em>While you're looking at Resident Evil Requiem unlocks, have you tried playing the base game with </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-infinite-ammo/"><em>infinite Re9 ammo</em></a><em> yet? And if you're unsure, here's what those glistening </em><a href="https://www.gamesradar.com/games/resident-evil/requiem-leon-must-die-forever-golden-spiders"><em>LMDF Golden Spiders</em></a><em> do.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/leon-must-die-skins-unlock/</link>
                                                                            <description>
                            <![CDATA[ Unlocking Leon Must Die skins for everyone's favorite RE9 protagonist allows you to enter Wolf Mode or gain a deadly glare ]]>
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                                                                        <pubDate>Fri, 08 May 2026 11:17:54 +0000</pubDate>                                                                                                                                <updated>Fri, 08 May 2026 11:43:09 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                                                                <author><![CDATA[ danielle.rose@futurenet.com (Danielle Rose) ]]></author>                    <dc:creator><![CDATA[ Danielle Rose ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/cPYQEHEykbVt5fdqAwXgoG.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;After studying Music and Lifestyle journalism and writing a column for a stylish lifestyle magazine in her hometown of Brighton, Danielle finally found her feet writing about videogames for WePC in 2021. She then honed her guides writing skills at PCGamesN between 2022 and 2026, when she took those skills to GamesRadar as a Guides Writer. Danielle&#039;s guides are a safe space - she definitely got stuck before you did, which is why she&#039;s perfect for the job. When she&#039;s not replaying the Silent Hill games or a more up-to-date single-player horror game, you&#039;ll find her fighting for her life in Dead by Daylight, tending to a garden in Stardew Valley, or doing both in Minecraft.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Leon from Leon Must Die Forever in black and white with a wolf ear and wolf tail.]]></media:description>                                                            <media:text><![CDATA[Leon from Leon Must Die Forever in black and white with a wolf ear and wolf tail.]]></media:text>
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                                <p>It might not be Cat Leon, but one of the Leon Must Die Forever skins in Resident Evil 9's minigame turns the horror hunk into a wolf - complete with a cute, fluffy tail - so you might be wondering how to unlock this furry favorite.</p><p>This <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> minigame takes on a roguelike format, as you defeat enemies in different 'rooms', moving between areas via glowing red doors, before finally beating Victor at the end - all, hopefully, before your timer hits zero. With the Leon Must Die Forever skins below, you can then restart again with a new challenge, thanks to varying starting equipment - and a new look to boot. Here's how to unlock them all.</p><h2 class="article-body__section" id="section-how-to-unlock-the-leon-must-die-forever-wolf-skin"><span>How to unlock the Leon Must Die Forever wolf skin</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="oRdXLwdhNBewaU6STcVLXN" name="leon-must-die-forever-wolf-skin" alt="The menu where you unlock the LMDF Wolf skin in Re9" src="https://cdn.mos.cms.futurecdn.net/oRdXLwdhNBewaU6STcVLXN.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>To unlock the Leon Must Die Forever Wolf Mode skin, you just need to complete the minigame once - AKA Rank 1. From here, head into the Special Content section from the LMDF main menu, where you'll be able to equip your new costume.<br><br>Leon's wolf skin starts you off with a powerful SMG, the Stiri REVO3 SA1, as well as your usual hatchet, making the next Rank that much easier to complete. You'll also start with Surveyor, one of the many Leon Must Die Forever enhancements. </p><h2 class="article-body__section" id="section-how-to-get-the-leon-wolf-skin-with-different-effects"><span>How to get the Leon Wolf skin with different effects</span></h2><p>Leon Must Die skins aren't just to look pretty, they also grant special starting gear for an easier time or an increased challenge. However, if you don't want flashing lights on your head (see below), you can equip one skin but still have Leon look like a wolf by unlocking the Accessory Appearance upgrade.</p><p>Unlock this by completing Leon Must Die Forever in Forever mode, Rank 4. Then you can equip any of the other costumes for their effect and press the left and right buttons on your controller to scroll through all unlocked skins in-game - including cat, I mean wolf, Leon.</p><h2 class="article-body__section" id="section-other-leon-must-die-forever-skins"><span>Other Leon Must Die Forever skins</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="2exRrVNJShz5TfukKkBYVR" name="leon-must-die-forever-skins-menu" alt="Other Leon Must Die Forever skins" src="https://cdn.mos.cms.futurecdn.net/2exRrVNJShz5TfukKkBYVR.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>Aside from the obvious choice, there are three other Leon Skins in Leon Must Die Forever. They're a bit daft, but they do have unique effects that you might want to consider.</p><ul><li><strong>Turbo GT</strong> - Turbo GT headgear<ul><li>Start with the MSBG 500 and a hatchet</li><li>Start with the Strategist enhancement<ul><li><strong>Complete LMDF on Forever - Rank 2</strong></li></ul></li></ul></li><li><strong>Hot Fuzz</strong> - Flashing light headgear<ul><li>Start with a Classic 70 and a hatchet</li><li>Start with the Big-game Hunter enhancement<ul><li><strong>Complete LMDF on Forever - Rank 3</strong></li></ul></li></ul></li><li><strong>Axe-orcist</strong> - Glowing red eyes<ul><li>Start with just a Hatchet</li><li>Start with the Maverick enhancement<ul><li><strong>Complete LMDF on Forever - Rank 5</strong></li></ul></li></ul></li></ul><p>Again, once you've unlocked the Accessory Appearance upgrade, you can equip any of these while wearing any unlocked costumes, but you'll have to beat the mode a few times first!</p><p><em>While you're looking at Resident Evil Requiem unlocks, have you tried playing the base game with </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-infinite-ammo/"><em>infinite Re9 ammo</em></a><em> yet? And if you're unsure, here's what those glistening </em><a href="https://www.gamesradar.com/games/resident-evil/requiem-leon-must-die-forever-golden-spiders"><em>LMDF Golden Spiders</em></a><em> do.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Resident Evil Requiem gets free roguelike minigame Leon Must Die Forever, which Capcom had been teasing in plain sight all along ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Capcom has announced the free minigame for Resident Evil Requiem, giving Leon Kennedy a sequel to Resident Evil 7's Ethan Must Die minigame. </p><p><a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> director Koshi Nakanishi <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-is-getting-a-story-expansion-to-delve-deeper-into-the-world-director-reveals-as-well-as-photo-mode-and-a-new-minigame-that-had-better-be-mercenaries/"><u>announced that Resident Evil Requiem DLC is in the works</u></a> earlier this year, but ahead of the DLC, we were also told that a mystery free minigame would be added to the game. Then, last week it was teased that players in Japan will want to beat the main storyline during Golden Week, suggesting its release could be imminent, and this turned out to be true. This morning, Capcom surprise-dropped the brand new Resident Evil Requiem update, adding Leon Must Die Forever. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2052678219908677763"><p lang="en" dir="ltr">Leon Must Die Forever is out now as a free update to Resident Evil Requiem!In this new minigame mode unlocked by completing the main story, clear numerous stages while using randomized enhancer abilities as you race against the clock. Will you be able to make it to the end? pic.twitter.com/nxbW3LwrW8<a href="https://twitter.com/cantworkitout/status/2052678219908677763">May 8, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The  roguelike mode sees you take control of Leon throughout areas of the main game, with Capcom explaining that you must "clear numerous stages while using randomized enhancer abilities as you race against the clock." It's not The Mercenaries, another staple mode of the Resident Evil series, but its the type of mode that gives you a way to play about with the action gameplay. The enhancer abilities and stage-based layout were a part of Resident Evil Village's version of Mercenaries, so fans of that version may be happy.</p><p>This mode also gives Leon some new costumes, including one where he wears his Porsche on top of his head like a bicycle helmet, and one that gives him wolf ears and a tail that definitely isn't going to send a <a href="https://x.com/LONEWOLF_LSK/status/2052572426157084691?s=20" target="_blank"><u>contingent of the Leon Kennedy fanbase into overdrive</u></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/2052575142069551355"><p lang="en" dir="ltr">New Leon minigame costumes in Resident Evil Requiem! #RE9 pic.twitter.com/w4SzU9ip86<a href="https://twitter.com/cantworkitout/status/2052575142069551355">May 8, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>If the "Must Die" suffix sounds familiar, you may remember that Resident Evil 7 had Ethan Must Die, which is a similar mode to this (or you're thinking of the Dante Must Die difficulty from Devil May Cry). And, funnily enough, the answer to what this minigame would turn out to be was right in front of us for months. <a href="https://x.com/DangerXCV/status/2052572688053420384" target="_blank">As a fan </a> points out, in the video where Nakanishi announced the DLC, he was wearing an Ethan Must Die t-shirt, which in hindsight was a definite hint of what was to come.</p><p><em>You can check out our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em> if you're yet to play the horror game yourself, or our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through it.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-gets-free-roguelike-minigame-leon-must-die-forever-which-capcom-had-been-teasing-in-plain-sight-all-along/</link>
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                            <![CDATA[ It also gives Leon wolf ears, which I'm sure is the main event of this DLC for some ]]>
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                                                                        <pubDate>Fri, 08 May 2026 10:19:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PS5]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon attacks a zombie in the care center using a hatchet in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Leon attacks a zombie in the care center using a hatchet in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Leon attacks a zombie in the care center using a hatchet in Resident Evil Requiem]]></media:title>
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                            <article>
                                <p>Capcom has announced the free minigame for Resident Evil Requiem, giving Leon Kennedy a sequel to Resident Evil 7's Ethan Must Die minigame. </p><p><a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> director Koshi Nakanishi <a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-is-getting-a-story-expansion-to-delve-deeper-into-the-world-director-reveals-as-well-as-photo-mode-and-a-new-minigame-that-had-better-be-mercenaries/"><u>announced that Resident Evil Requiem DLC is in the works</u></a> earlier this year, but ahead of the DLC, we were also told that a mystery free minigame would be added to the game. Then, last week it was teased that players in Japan will want to beat the main storyline during Golden Week, suggesting its release could be imminent, and this turned out to be true. This morning, Capcom surprise-dropped the brand new Resident Evil Requiem update, adding Leon Must Die Forever. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2052678219908677763"><p lang="en" dir="ltr">Leon Must Die Forever is out now as a free update to Resident Evil Requiem!In this new minigame mode unlocked by completing the main story, clear numerous stages while using randomized enhancer abilities as you race against the clock. Will you be able to make it to the end? pic.twitter.com/nxbW3LwrW8<a href="https://twitter.com/cantworkitout/status/2052678219908677763">May 8, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The  roguelike mode sees you take control of Leon throughout areas of the main game, with Capcom explaining that you must "clear numerous stages while using randomized enhancer abilities as you race against the clock." It's not The Mercenaries, another staple mode of the Resident Evil series, but its the type of mode that gives you a way to play about with the action gameplay. The enhancer abilities and stage-based layout were a part of Resident Evil Village's version of Mercenaries, so fans of that version may be happy.</p><p>This mode also gives Leon some new costumes, including one where he wears his Porsche on top of his head like a bicycle helmet, and one that gives him wolf ears and a tail that definitely isn't going to send a <a href="https://x.com/LONEWOLF_LSK/status/2052572426157084691?s=20" target="_blank"><u>contingent of the Leon Kennedy fanbase into overdrive</u></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/2052575142069551355"><p lang="en" dir="ltr">New Leon minigame costumes in Resident Evil Requiem! #RE9 pic.twitter.com/w4SzU9ip86<a href="https://twitter.com/cantworkitout/status/2052575142069551355">May 8, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>If the "Must Die" suffix sounds familiar, you may remember that Resident Evil 7 had Ethan Must Die, which is a similar mode to this (or you're thinking of the Dante Must Die difficulty from Devil May Cry). And, funnily enough, the answer to what this minigame would turn out to be was right in front of us for months. <a href="https://x.com/DangerXCV/status/2052572688053420384" target="_blank">As a fan </a> points out, in the video where Nakanishi announced the DLC, he was wearing an Ethan Must Die t-shirt, which in hindsight was a definite hint of what was to come.</p><p><em>You can check out our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review</em></a><em> if you're yet to play the horror game yourself, or our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> to help you through it.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ Dying Light head leaves Techland after 13 years: "The franchise is in great hands, and I'm excited to see it grow even further" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Dying Light franchise director Tymon Smektała has left developer Techland after 13 years at the company. </p><p>In a statement released on his Twitter account, Smektała says, "After years with Dying Light, I'm moving into a new chapter. It's been an incredible journey, and I'm proud of what we've built." He thanks those involved in the development and publishing of the series over the years and the community of Dying Light fans. </p><p><a href="https://www.linkedin.com/in/tymon-smektala-4205534/" target="_blank"><u>Per his LinkedIn</u></a>, Smektała joined Techland in 2013 as a game designer during the development of the first Dying Light game, becoming franchise director in 2022. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2052024894116724915"><p lang="en" dir="ltr">Hey Everyone! There's no easy way to say it, so let me just say it: pic.twitter.com/lHJYVpwg21<a href="https://twitter.com/cantworkitout/status/2052024894116724915">May 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As for what's next for the series, Smektała says that "the franchise is in great hands, and I'm excited to see it grow even further, and I can't wait to experience its next chapter as a player. I'll always root for Dying Light!" It's currently unknown what's next for Dying Light, but after the release of <a href="https://www.gamesradar.com/games/open-world/dying-light-the-beast-guide/">Dying Light: The Beast</a> last year, with <a href="https://www.gamesradar.com/games/survival-horror/its-sort-of-like-two-games-in-one-dying-light-the-beasts-restored-land-update-puts-the-survival-back-into-survival-horror/">it just receiving a persistent survival mode in the form of Restored Land</a> earlier this year, it's maybe safe to assume that a proper third entry is in the cards somewhere down the line.</p><p>I haven't played the series past the first game, but one thing that has always stuck with me is how much Techland has supported all of the games in the series even years after they first release. My only hope is that kind of effort continues with the new leadership, and that Dying Light 3 can solve some players' major issues with the second game in the series, like the cut mechanics and worse physics compared to the first entry. </p><p><em>Why not check out our guide for </em><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-docket-codes/"><em>Dying Light The Beast docket codes and how to redeem them?</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmVgEe"></div>                            </div>                            <script src="https://kwizly.com/embed/XmVgEe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/dying-light-head-leaves-techland-after-13-years-the-franchise-is-in-great-hands-and-im-excited-to-see-it-grow-even-further/</link>
                                                                            <description>
                            <![CDATA[ "I can't wait to experience its next chapter as a player," Tymon Smektała says ]]>
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                                                                        <pubDate>Wed, 06 May 2026 16:34:30 +0000</pubDate>                                                                                                                                <updated>Wed, 06 May 2026 16:37:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
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                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
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                                                    <category><![CDATA[Games]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Techland]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot of Kyle Crane on a rooftop in the upcoming PS5 game, Dying Light: The Beast. ]]></media:description>                                                            <media:text><![CDATA[A screenshot of Kyle Crane on a rooftop in the upcoming PS5 game, Dying Light: The Beast. ]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot of Kyle Crane on a rooftop in the upcoming PS5 game, Dying Light: The Beast. ]]></media:title>
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                                <p>Dying Light franchise director Tymon Smektała has left developer Techland after 13 years at the company. </p><p>In a statement released on his Twitter account, Smektała says, "After years with Dying Light, I'm moving into a new chapter. It's been an incredible journey, and I'm proud of what we've built." He thanks those involved in the development and publishing of the series over the years and the community of Dying Light fans. </p><p><a href="https://www.linkedin.com/in/tymon-smektala-4205534/" target="_blank"><u>Per his LinkedIn</u></a>, Smektała joined Techland in 2013 as a game designer during the development of the first Dying Light game, becoming franchise director in 2022. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2052024894116724915"><p lang="en" dir="ltr">Hey Everyone! There's no easy way to say it, so let me just say it: pic.twitter.com/lHJYVpwg21<a href="https://twitter.com/cantworkitout/status/2052024894116724915">May 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As for what's next for the series, Smektała says that "the franchise is in great hands, and I'm excited to see it grow even further, and I can't wait to experience its next chapter as a player. I'll always root for Dying Light!" It's currently unknown what's next for Dying Light, but after the release of <a href="https://www.gamesradar.com/games/open-world/dying-light-the-beast-guide/">Dying Light: The Beast</a> last year, with <a href="https://www.gamesradar.com/games/survival-horror/its-sort-of-like-two-games-in-one-dying-light-the-beasts-restored-land-update-puts-the-survival-back-into-survival-horror/">it just receiving a persistent survival mode in the form of Restored Land</a> earlier this year, it's maybe safe to assume that a proper third entry is in the cards somewhere down the line.</p><p>I haven't played the series past the first game, but one thing that has always stuck with me is how much Techland has supported all of the games in the series even years after they first release. My only hope is that kind of effort continues with the new leadership, and that Dying Light 3 can solve some players' major issues with the second game in the series, like the cut mechanics and worse physics compared to the first entry. </p><p><em>Why not check out our guide for </em><a href="https://www.gamesradar.com/games/survival-horror/dying-light-the-beast-docket-codes/"><em>Dying Light The Beast docket codes and how to redeem them?</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XmVgEe"></div>                            </div>                            <script src="https://kwizly.com/embed/XmVgEe.js" async></script>
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                                                            <title><![CDATA[ Resident Evil Requiem director hints Leon Kennedy might still be fighting zombies in his retirement as Capcom "could bring him back when he's 70" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you were somehow worried that <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> was a send-off for Leon Kennedy, I wouldn't stress, as the game's director is down to bring him back after retirement age. </p><p>Speaking to <a href="https://www.eurogamer.net/the-big-resident-evil-requiem-interview-capcom-modern-horror-classic" target="_blank">Eurogamer</a>, Resident Evil Requiem director Koshi Nakanishi explains: "It's not a cast iron rule that whenever we come up with a new game and we decide to release it here, that we have to exactly age everyone up to match it or anything like that." Granted, age has never really been a factor – Leon himself is pushing 50 in Requiem, but he moves and looks far younger than that (especially at the end of the game). </p><p>And while the passage of time in the series should necessitate its characters passing the torch as they age out of zombie-killing territory, Nakanishi says <a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> doesn't "feel the need to replace [its most recognizable faces] with younger characters... we don't really think of it in those terms."</p><p>Even at his older age, the people loved Leon, dubbing him a "hot unc" almost the second he was revealed for Requiem. Nakanishi seemingly agrees with this assessment, saying: "I mean, I think Leon is really appealing in his current form." And if you thought there was a chance that Requiem would be a final send-off for the character, he may have good news for you, saying: "Who knows, we could bring him back when he's 70, and I'm sure he'll still be a great character." </p><p>Normally I'd stress the importance of boosting the series' longevity by introducing new characters, but Resident Evil is already pretty good at that. Sure, Ethan was – intentionally – a bit bland at times, but he's become a faceless icon of the series, and shared the screen with Chris in Resident Evil Village. Meanwhile, Grace was a great addition to the series and managed to hold her own alongside Leon. Plus, with how little Claire and Jill have been used since the early years of the series, they may as well be new characters if this point if Capcom ever decides to go back to them. </p><p><em>If you're yet to play the newest Capcom horror game, be sure to take a look at our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review.</em></a><em> You can also check out our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> if you're looking to uncover all its secrets.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-director-hints-leon-kennedy-might-still-be-fighting-zombies-in-his-retirement-as-capcom-could-bring-him-back-when-hes-70/</link>
                                                                            <description>
                            <![CDATA[ Koshi Nakanishi thinks "Leon is really appealing in his current form" ]]>
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                                                                        <pubDate>Tue, 05 May 2026 10:05:15 +0000</pubDate>                                                                                                                                <updated>Tue, 05 May 2026 10:07:49 +0000</updated>
                                                                                                                                            <category><![CDATA[Resident Evil]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon exits his Porsche into streets at night in Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Leon exits his Porsche into streets at night in Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Leon exits his Porsche into streets at night in Resident Evil Requiem]]></media:title>
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                                <p>If you were somehow worried that <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> was a send-off for Leon Kennedy, I wouldn't stress, as the game's director is down to bring him back after retirement age. </p><p>Speaking to <a href="https://www.eurogamer.net/the-big-resident-evil-requiem-interview-capcom-modern-horror-classic" target="_blank">Eurogamer</a>, Resident Evil Requiem director Koshi Nakanishi explains: "It's not a cast iron rule that whenever we come up with a new game and we decide to release it here, that we have to exactly age everyone up to match it or anything like that." Granted, age has never really been a factor – Leon himself is pushing 50 in Requiem, but he moves and looks far younger than that (especially at the end of the game). </p><p>And while the passage of time in the series should necessitate its characters passing the torch as they age out of zombie-killing territory, Nakanishi says <a href="https://www.gamesradar.com/uk/tag/capcom/">Capcom</a> doesn't "feel the need to replace [its most recognizable faces] with younger characters... we don't really think of it in those terms."</p><p>Even at his older age, the people loved Leon, dubbing him a "hot unc" almost the second he was revealed for Requiem. Nakanishi seemingly agrees with this assessment, saying: "I mean, I think Leon is really appealing in his current form." And if you thought there was a chance that Requiem would be a final send-off for the character, he may have good news for you, saying: "Who knows, we could bring him back when he's 70, and I'm sure he'll still be a great character." </p><p>Normally I'd stress the importance of boosting the series' longevity by introducing new characters, but Resident Evil is already pretty good at that. Sure, Ethan was – intentionally – a bit bland at times, but he's become a faceless icon of the series, and shared the screen with Chris in Resident Evil Village. Meanwhile, Grace was a great addition to the series and managed to hold her own alongside Leon. Plus, with how little Claire and Jill have been used since the early years of the series, they may as well be new characters if this point if Capcom ever decides to go back to them. </p><p><em>If you're yet to play the newest Capcom horror game, be sure to take a look at our </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-review/"><em>Resident Evil Requiem review.</em></a><em> You can also check out our guide to </em><a href="https://www.gamesradar.com/games/resident-evil/resident-evil-requiem-safe-codes-combinations/"><em>Resident Evil Requiem's safe codes</em></a><em> if you're looking to uncover all its secrets.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdqA6X"></div>                            </div>                            <script src="https://kwizly.com/embed/OdqA6X.js" async></script>
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                                                            <title><![CDATA[ Capcom's glad we hated Resident Evil Requiem's terrible DLSS 5 AI demo, because it means fans "really liked the original design of Grace" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When Nvidia unveiled its AI-powered DLSS 5 tech earlier this year, <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> was one of the titles on display. The yassified versions of Leon and Grace that accompanied the announcement were presented as next-generation graphics technology, but most people with eyes pretty quickly recognized them as a serious insult to the original game's art direction. For its part, Capcom is glad people hated the demo, since that means they liked the real Grace's look.</p><p>"The fact a lot of players commented they really liked the original design of Grace and didn't want to see it changed was a positive," producer Masato Kumzawa tells <a href="https://www.eurogamer.net/the-big-resident-evil-requiem-interview-capcom-modern-horror-classic" target="_blank">Eurogamer</a>. "It meant we got the design right [and] points to the fact that Grace quickly established herself as a fan favourite, that people had such strong opinions on her design."</p><p>It's unclear how much input Capcom had into Requiem's appearance in Nvidia's DLSS 5 demonstration, but as part of the <a href="https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough-in-visual-fidelity-for-games/" target="_blank">announcement</a> executive producer Jun Takeuchi called the tech "another important step in pushing visual fidelity forward."</p><p>I guess some might argue that Grace did, indeed, look "better" under the DLSS 5 filter, but that's largely because of all the traditional beauty markers. She's got brighter eyes, plumper lips, and clearer skin with DLSS 5 on, but it's tough to say the actual graphical fidelity has actually improved at all. And, personally, Grace doesn't strike me as the type to apply her finest lipstick before delving into unknown horrors.</p><p>Nvidia has issued contradictory explanations of how DLSS 5 works, with <a href="https://www.gamesradar.com/hardware/desktop-pc/its-content-control-generative-ai-nvidia-has-dlssd-too-close-to-the-sun-and-im-not-convinced-jensen-huang-will-listen-to-anyones-dlss-5-ai-slop-concerns/">CEO Jensen Huang insisting that it integrates with a game's internal rendering</a> in order to apply its questionable magic. A few days later, another Nvidia employee confirmed that, nah, it really is just an <a href="https://www.gamesradar.com/hardware/desktop-pc/the-underlying-geometry-is-unchanged-turns-out-dlss-5-really-is-just-a-filter-over-2d-images-as-nvidia-employee-reveals-materials-are-inferred-from-the-rendered-frame/">AI filter applied over 2D images</a>. DLSS has, up to this point, encompassed some genuinely cool and useful machine learning based upscaling tricks, but DLSS 5 is doing an incredible job of throwing that goodwill away.</p><p><a href="https://www.gamesradar.com/games/as-garrys-mod-successor-quickly-becomes-overrun-with-gen-ai-after-launching-on-steam-garry-himself-commits-to-taking-action-to-promote-human-creativity/"><em>As Garry's Mod successor quickly becomes overrun with gen-AI after launching on Steam, Garry himself commits to "taking action to promote human creativity."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XZBDKX"></div>                            </div>                            <script src="https://kwizly.com/embed/XZBDKX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/resident-evil/capcoms-glad-we-hated-resident-evil-requiems-terrible-dlss-5-ai-demo-because-it-means-fans-really-liked-the-original-design-of-grace/</link>
                                                                            <description>
                            <![CDATA[ "Grace quickly established herself as a fan favourite" ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 04 May 2026 21:41:21 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Resident Evil]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                <author><![CDATA[ dustin.bailey@futurenet.com (Dustin Bailey) ]]></author>                    <dc:creator><![CDATA[ Dustin Bailey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/j8jDhQh7y8VawwTuRvrNbn.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom / Nvidia]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Nvidia DLSS 5 version of Grace from Resident Evil Requiem]]></media:description>                                                            <media:text><![CDATA[Nvidia DLSS 5 version of Grace from Resident Evil Requiem]]></media:text>
                                <media:title type="plain"><![CDATA[Nvidia DLSS 5 version of Grace from Resident Evil Requiem]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <p>When Nvidia unveiled its AI-powered DLSS 5 tech earlier this year, <a href="https://www.gamesradar.com/resident-evil-9-requiem/">Resident Evil Requiem</a> was one of the titles on display. The yassified versions of Leon and Grace that accompanied the announcement were presented as next-generation graphics technology, but most people with eyes pretty quickly recognized them as a serious insult to the original game's art direction. For its part, Capcom is glad people hated the demo, since that means they liked the real Grace's look.</p><p>"The fact a lot of players commented they really liked the original design of Grace and didn't want to see it changed was a positive," producer Masato Kumzawa tells <a href="https://www.eurogamer.net/the-big-resident-evil-requiem-interview-capcom-modern-horror-classic" target="_blank">Eurogamer</a>. "It meant we got the design right [and] points to the fact that Grace quickly established herself as a fan favourite, that people had such strong opinions on her design."</p><p>It's unclear how much input Capcom had into Requiem's appearance in Nvidia's DLSS 5 demonstration, but as part of the <a href="https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough-in-visual-fidelity-for-games/" target="_blank">announcement</a> executive producer Jun Takeuchi called the tech "another important step in pushing visual fidelity forward."</p><p>I guess some might argue that Grace did, indeed, look "better" under the DLSS 5 filter, but that's largely because of all the traditional beauty markers. She's got brighter eyes, plumper lips, and clearer skin with DLSS 5 on, but it's tough to say the actual graphical fidelity has actually improved at all. And, personally, Grace doesn't strike me as the type to apply her finest lipstick before delving into unknown horrors.</p><p>Nvidia has issued contradictory explanations of how DLSS 5 works, with <a href="https://www.gamesradar.com/hardware/desktop-pc/its-content-control-generative-ai-nvidia-has-dlssd-too-close-to-the-sun-and-im-not-convinced-jensen-huang-will-listen-to-anyones-dlss-5-ai-slop-concerns/">CEO Jensen Huang insisting that it integrates with a game's internal rendering</a> in order to apply its questionable magic. A few days later, another Nvidia employee confirmed that, nah, it really is just an <a href="https://www.gamesradar.com/hardware/desktop-pc/the-underlying-geometry-is-unchanged-turns-out-dlss-5-really-is-just-a-filter-over-2d-images-as-nvidia-employee-reveals-materials-are-inferred-from-the-rendered-frame/">AI filter applied over 2D images</a>. DLSS has, up to this point, encompassed some genuinely cool and useful machine learning based upscaling tricks, but DLSS 5 is doing an incredible job of throwing that goodwill away.</p><p><a href="https://www.gamesradar.com/games/as-garrys-mod-successor-quickly-becomes-overrun-with-gen-ai-after-launching-on-steam-garry-himself-commits-to-taking-action-to-promote-human-creativity/"><em>As Garry's Mod successor quickly becomes overrun with gen-AI after launching on Steam, Garry himself commits to "taking action to promote human creativity."</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XZBDKX"></div>                            </div>                            <script src="https://kwizly.com/embed/XZBDKX.js" async></script>
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