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Does Silent Hill have a gym leader?

Does Silent Hill have a gym leader?

The Vergea day ago
Posted Aug 19, 2025 at 2:15 PM UTC Does Silent Hill have a gym leader?
Horror survival has never really been the Pokemon franchise's vibe, but Nintendo is teasing something about Legends Z-A that looks very Silent Hill -y. Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates. Charles Pulliam-Moore
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Hands-On: Pragmata Is The Stylish Sci-Fi Action I've Been Craving
Hands-On: Pragmata Is The Stylish Sci-Fi Action I've Been Craving

Forbes

time2 hours ago

  • Forbes

Hands-On: Pragmata Is The Stylish Sci-Fi Action I've Been Craving

If you were surprised to see a few months ago that PRAGMATA still exists and wasn't canceled, you wouldn't be the only one. After originally being unveiled several years ago, it mostly went silent until springing back to life over the summer. Well, Capcom must have some confidence in the project again because it was included in a lineup of pre-release demos I got to check out over at their office in San Francisco a few days ago. Thankfully, I can confirm that not only is PRAGMATA a real game that feels close to being finished, but it's also incredibly fun. What I love about Capcom games is that they always deliver in terms of production values with wonderfully detailed and weirdly realized worlds that you won't find anywhere else and PRAGMATA seems to be checking both of those boxes. PRAGMATA—Hands-On Preview I really wasn't sure what to expect with PRAGMATA since the footage I'd seen up until this point didn't shed much light on the world, setting, or characters beyond the fact that you play as a guy in a space suit with guns while a small child clings to your back. As it turns out, that's pretty much it—well, kind of. In PRAGMATA you play as Hugh Williams, an everyman astronaut guy sent to a lunar facility to investigate its loss of contact with Earth. A lunar quake hits, Hugh gets separated from his team, and that seems to be right around the point where my demo picks up from with Diana awakening to rescue Hugh from a creepy robot guy. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder Diana isn't a human child though, she's an android technically classified as D-I-03367, but can be referred to as Diana instead. I appreciate that PRAGMATA leans into the strong male protagonist with a weaker, small companion trope that's become exceedingly common these days, but does so with a bit of subversion as well. Instead of the companion being a little robot buddy or a child, it's just both. This isn't Ellie in The Last of Us or BD-1 in Star Wars Jedi, it's Diana, and I think she's pretty fantastic. Right off the bat, she proves her utility in her ability to hack the robots you're facing, unlock pressure locks, and generally interact with most things that Hugh can't. They complement each other perfectly and it creates a really wholesome dynamic that's fun to see evolve. In my brief 20 minutes with the game, I found Diana endearing in her earnestness and chipper attitude. She lends a lot of levity to an otherwise bleak and sterile sci-fi setting. PRAGMATA puts a pistol in your hand very quickly, but it shoots incredibly slowly and has a small magazine size that slowly recharges. Just as you start to feel like your firepower isn't enough for the mast basic enemy, Diana chimes in that she can help by hacking. The little hacking mini game looked very confusing at first glance (pictured below) but actually ended up being incredibly intuitive and fun. Essentially, when you aim at an enemy, Diana will lock on and a hacking window will appear. While aiming at the enemy, you'll use the face buttons (square, triangle, circle, and X) to move around the grid. You'll have to pass your cursor across the arrows in the correct direction and land on the green node to initiate the hack which deals damage on its own, but more importantly, lowers their defenses and allows your weapons to do real damage. Mapping this mechanic to the face buttons and not slowing the action down at all is a great design choice. The result is that combat feels frantic and stressful, but in a fun way. You can still move and dodge while hacking, so it doesn't hinder you entirely, you'll just have to keep an eye on the enemy while you perform the hacking sequence. It can get chaotic when there's a lot going on. In addition to the Grip Gun pistol, I also found a Shockwave Gun, which was like a ridiculously powerful shotgun, and the Stasis Net, a crowd control weapon that freezes enemies in place. Both of these secondary weapons have limited ammo and once you expend everything, the gun disappears from your inventory until you find another to pick up. At first, I was unsure on this 'vanishing gun' system, but I actually think it works well. It keeps you moving and forces you to experiment with weapons as you come across them without just sticking to the same handful you gravitate towards at the start. Similar to the weapon degradation in Breath of the Wild, I think this is a good idea here as well. The demo essentially consisted of three core elements: combat against basic enemies, some light puzzle solving and exploration, and then a big boss fight. The exploration and puzzle solving bits were a lot more rewarding than I anticipated though, thanks once again to the clever hacking mechanic. Instead of navigating a grid maze like you do in combat, hacking things like terminals and locks was a little more straight forward with rotating barriers and number sequences. The layer of interactivity is just enough to break up the core gameplay loop and keep scratching that part of your brain that likes figuring things out. The visual feedback, sound design, and adorable quips from Diana make everything really sing too. This is a stylish brand of sci-fi action quirkiness I've been missing for a very long time. Once I eventually made my way to the boss fight, all the pieces come together in a harmony of chaos. Despite its hulking size, this enemy was dashing around at breakneck speed, dropping missile strikes all around, and blasting lasers in an attempt to eviscerate me. I had to constantly stay on the move, while hacking at the same time, in an attempt to rotate around behind the enemy and blast away at the fuel tank weak spot on its back. Once the deed was done and it collapsed, the demo quickly ended. This was one of those demos I went in knowing very little and came away absolutely salivating for more. PRAGMATA is a game that feels wholly unique and charming in a very special kind of way and I'm eager to continue digging into what it has to offer. We still don't have a definitive release date for PRAGMATA, but I can guarantee I'll be there on day one without a doubt. I need more of this in my life expeditiously. PRAGMATA is slated for release sometime in 2026 for PC, PlayStation 5, and Xbox Series X|S. If you want to see my hands-on impressions from the other Capcom games from this preview event, check out my author page here.

Hands-On: Resident Evil Requiem Is Terrifying In All The Best Ways
Hands-On: Resident Evil Requiem Is Terrifying In All The Best Ways

Forbes

time2 hours ago

  • Forbes

Hands-On: Resident Evil Requiem Is Terrifying In All The Best Ways

Forcing myself to play Resident Evil 7 in VR back on PS VR is still one of the scariest and most nightmare-inducing (literally, I had nightmares) experiences of my entire life. I've been a huge fan of the series ever since the first three games back on the original PlayStation, so naturally I jumped at the opportunity to visit Capcom's office in San Francisco to check out the latest installment, Resident Evil Requiem, for myself. As is the case with the last several games, the official title doesn't include a number, technically, but Resident Evil Requiem is essentially still just Resident Evil 9. The demo I played on PlayStation 5 was a quick snippet that took me about 25 minutes to get through, including two deaths, and my palms were sweaty the entire time. It was absolutely terrifying in all of the best ways, and I can't wait to see more. Resident Evil Requiem—Hands-On Preview In Resident Evil Requiem, we play as Grace Ashcroft, a young, but talented, FBI agent. She's savvy and well-read, but is obviously far less physically gifted and imposing compared to other series protagonists. That doesn't mean she isn't a fighter, though. My demo started with Grace in a rather precarious position as she's suspended upside down, attached to a medical bed, with a needle in her arm actively draining her blood. After she manages to tip over and get herself free, that's when gameplay begins. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder She whispers to herself something along the lines of, 'What did he do to me?' which implies this takes place part of the way through the game and she's aware of who may be behind her predicament. Resident Evil Requiem allows you to play from both a first-person and third-person camera angle, which you can toggle in the options menu. I spent the majority of my time in first-person because the game recommended that perspective for this section and it felt appropriate given the gameplay and framing was reminiscent of RE7 and RE8. After I got my bearings, I began exploring every nook and cranny of the room before leaving. I was able to inspect the massive puddle of blood I've left behind, turn off and on some lights, and do a little bit of light reading from some notes left on a table about my condition. That's lovely. Exiting the room and entering the dark hallway is where the game really started to creep me out. I'm unsure if I was being held in an actual medical ward, or if this was a hotel of some kind, or perhaps something else, but it didn't exactly give off welcoming vibes in any case. A few well-placed unsettling sounds here, a few flickering lights there, and lots of shadowy corners later, I found myself with my first real obstacle. After collecting an empty glass bottle from the ground and discovering a few dead bodies, I needed to find a key to enter a locked door a little further down the hall. And after that, I found a circuit that needed (you guessed it) a fuse to operate. It was near a large, metal gate blocking off another section of the hall so I assumed that was a major progression marker I needed to get through. Once I made my way back down the hall with a lighter to help guide me, I started to open a door when the first big jump scare got me good as a dead body fell out. A few seconds later, what can only be described as a very large monster lady chomped down on its head and snarled in my direction. What followed for the rest of the demo was a complex and nerve-wracking chase sequence. Grace being injured, she wasn't able to move very quickly so I had to loop around and duck under objects to get some distance between me and the creature. Not long after the first chase began, she cornered me and bit my head off in a single bite. It was the signature kind of beautiful gore and violence you expect from Resident Evil. Something that stuck out for me with Requiem is how different Grace feels as a protagonist. She isn't a fearless and seasoned veteran of fighting monsters like Leon Kennedy or Jill Valentine. She doesn't have massive muscles and huge firepower like Chris Redfield. When playing as Grace, you really do feel vulnerable and it's definitely a change of pace even compared to Ethan Winters. Thankfully, the mistake allowed me to learn the layout a little better and I tried again. This time, she somehow managed to crawl through the ceiling and erupt at the end of the hallway as I approached—which of course elicited another jump scare out of me—so I spun around back the other direction before eventually getting cornered and eaten again. For the third chase, I finally had the flow figured out. After losing her near the end of the hall and hiding until she went away, I could sneak back, grab a screwdriving, throw a bottle to distract her, open the fuse box, and install it in the empty slot to open the gate. I was free! Or at least I was for a few seconds. Before Grace is able to fully crawl under the gate the monster explodes through and destroys the gate, grabbing Grace by the leg, dragging her as she kicks, screams, and cries. The demo ends with a long, uncomfortable shot of Grace absolutely frozen in fear, tears streaming down her face. It's really unnerving and it's the sort of moment you'd never have seen from most other leading characters in this franchise. I'm extremely intrigued to see where this one goes next. Resident Evil 9—Everything You Need to Know As I mentioned before, Resident Evil Requiem will include both first-person and third-person gameplay perspectives and I can personally confirm that the third-person option won't try to obscure Grace's face like the camera tried to do with Ethan Winters in Resident Evil 8. Thankfully, it's a much more normal implementation. Based on confirmed details so far, Grace Ashcroft seems to be the sole primary protagonist of this new story and she's the daughter of Alyssa Ashcroft from Resident Evil Outbreak. However, some unconfirmed rumors have mentioned that Leon Kennedy could be playable in some capacity as well. It wouldn't be unheard of to shift perspectives at some point. Requiem marks our return to Raccoon City, the first time we'll be headed back to the iconic (albeit absolutely cursed) town since the events of Resident Evil 2 and Resident Evil 3. That also means the mansion from the original Resident Evil game is very close by. According to recent confirmation from Capcom at Gamescom, we know that Requiem takes place 30 years after the events at Racoon City just as the series celebrates its 30th anniversary as well. In related news, Weapons and Barbarian director Zach Cregger is working on a Resident Evil movie next, but it won't be connected to the games. Resident Evil Requiem is slated for release next year on February 27, 2026 for PC, PlayStation 5, and Xbox Series X|S.

Hands-On: Onimusha: Way Of The Sword Is An Excellent Samurai Revival
Hands-On: Onimusha: Way Of The Sword Is An Excellent Samurai Revival

Forbes

time2 hours ago

  • Forbes

Hands-On: Onimusha: Way Of The Sword Is An Excellent Samurai Revival

Out of all the games that Capcom has on its upcoming slate, I'll be honest and admit that Onimusha: Way of the Sword was probably the least appealing to me personally. I don't have a ton of experience with the series, having just recently played a bit of the older games, and I'm a bit tired of grimdark sword bros fighting monsters and demons. Thankfully, despite my apprehension, I came away from this demo absolutely hungry for more. Capcom recently invited me to their office in San Francisco to check out this and a few other games early and I'm definitely happy I took them up on that offer. Onimusha: Way of the Sword doesn't even have a definitive release date yet, but it's already shaping up to be an unbelievably smooth and effortlessly cool action game. Onimusha: Way of the Sword—Hands-On Preview I don't know much about the lore and timeline of the Onimusha series, but from what I've gathered, Way of the Sword serves as a sort of soft reboot. For longtime fans there will be plenty to dissect and sink their teeth into, but for newcomers like me you won't necessarily feel confused or out of place if you're just jumping right in. Something I find interesting about Onimusha is that it blends fantastical elements and folklore with real world locations, figures, and elements. Like yes, there was a famous samurai named Miyamoto Musashi, but no, he probably didn't fight demons or have a magical energy gauntlet. Then again, we can never be too sure. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder In my demo, it seemed like the game was picking up perhaps a couple of hours into the main storyline. Clearly, lots of stuff had already happened, but it was also still relatively early on as basic mechanics were being explained and our main character, Musashi himself, seemed very confused about everything still. This new Onimusha adventure takes place in Edo-era Kyoto, except its overrun and corrupted by some disgusting creatures and horrible, infected energy. Monsters roam around, zombie-like husks of humanoid bodies attack you on sight, and plenty of horrifying creatures are out for blood. It's a pretty dangerous world and the few innocent civilians I saw were only in frame long enough for me to witness their death before I had the chance to save them. Onimusha is an extremely violent and gory game, but it's not gratuitous. The blood and visceral imagery plays an important role of not only setting the oppressive tone, but also in establishing your character as an absolute badass. Once you get the hang of combat, Musashi is able to literally slice enemies in half and dispatch basic foes with little more than a flick of his wrist. This is absolutely a dark and dangerous world, don't get me wrong, but it's liberating to feel like a force to be feared and respected rather than like a bystander struggling to survive. It's a palpable juxtaposition and the flow of combat in this game is something that came to me very quickly. For a brief 20-minute demo, I was exposed to a ton of depth in the at-first simple melee combat system. There are basic quick attacks with square, two-handed heavy attacks with triangle, and blocks with L1. You can sprint around and lock onto enemies, or use your special Oni gauntlet powers with R1. Plus, absorbing different colored souls from dead enemies will charge up different gauges or heal you as well. But looking deeper than the basics is where things got really interesting. If I tapped L1 just as an attack is about to connect, I can parry the attack and redirect an enemy's momentum in a different direction, often exposing their backside, and powering up the Blaze Gauge for my sword. Once full, I can enter a Blazing State, dealing more sword damager and freeing me up to continue focusing on other threats. Alternatively, I can hold L1 and press X to deflect an attack instead, redirecting it back at them, and depleting their stamina in a big way. This opens them up for finishing attacks once their stamina is depleted fully. It's a slightly riskier maneuver than a simple parry and has its own situational usefulness. Pressing circle instead allows me to evade an attack and if timed perfectly, opens the enemy up for a quick follow-up attack. When surrounded, I found this especially useful as the window for a successful evasion is much larger than for other more offensive finally, the most difficult but rewarding maneuver, is the Issen. Just before an enemy attack lands—like, literally, just a millisecond before—you can choose to attack via square or triangle preemptively. While the timing has to be just right and missing it will obviously force you to take full damage, when you land it, the results are extremely satisfying. The real magic is when you combine all of these elements together into a reactive, improvised ballet of carnage. Rather than feeling nervous and overwhelmed, I got excited if a group of enemies surrounded me because it finally meat combat would last longer than three seconds. Instead of slicing a single enemy in half with two quick slashes, I could deflect one enemy into another, spin around behind the third to execute them from behind and evade into a slow-motion finisher for the rest. It feels like a mixture of the combo-laden intensity of modern Ninja Gaiden games with the rhythmic counter attacking fluidity of a Batman Arkham game. The best part of the whole demo was undoubtedly the boss fight at the very end, as it finally presented a real challenge. The enemy was just as fast, fluid, and unrelenting as I was so I enjoyed that fight most of all. I don't think my health ever dropped below halfway the entire demo while playing on the normal 'Action' difficulty setting, so I'm eager to see what the rest of the game has in store. Onimusha: Way of the Sword is slated for release next year in 2026 for PC, PlayStation 5, and Xbox Series X|S.

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