
‘Karma: The Dark World' Review (PS5): Beauty And The East
Karma: The Dark World is one of the most beautiful indie titles of 2025. You might not know what the hell is going on, or understand why you're doing what you need to, but this trippy ride consistently rewards your eyes, even though your head is spinning.
As the debut title for independent Chinese developer Pollard Studio, Karma: The Dark World is the latest in a long line of non-combat, slow-paced, first-person thriller games in the vein of Still Wakes the Deep. It draws inspiration from Twin Peaks, Alan Wake, Silent Hill, and anything Hideo Kojima had his hands on, as well as George Orwell — entirely unsurprising, given its setting.
Its trailer gives only a taste of the absolute madness you'll experience over its 10-to-12-hour running time — and its sumptuous art direction, under the watchful eye of Ke Yang — and it's unlike anything you'll have ever seen before, even though Karma's influences are very clear.
You take on the role of Daniel McGovern, a secret police agent in an alternate universe version of East Germany, which has been taken over by the all-seeing, all-knowing corporate dictator, Leviathan. Luckily, you're on their side, working as a member of ROAM, a technocratic uber-Stasi whose interrogators can dive into the minds and memories of suspects.
You start proceedings on a hospital bed, with no memory of who you are, and a trio of plugs sticking into your arm, which gives you the impression you're dressed like Psycho Mantis. Still, that's the least of your problems; you gaze out of the window to see cars and birds flicker in and out of reality, plus a dead body that doesn't.
Karma: The Dark World combines its initial game calibration with the perfect introduction to a quietly malicious world. It's 1984. You're scared and alone, faced with weird tests that check your audio settings, as you play tapes which calmly recite passages about 'trampled humans' and their 'dying cries'. You calibrate your field of vision in an oddly sanitised room. Then you walk into a room filled with baths, in which 'potted,' mannequin-like humans sit in dirt. Less (more?) fortunate cadavers are piled in a corner.
The worst type of mudbath.
Pollard Studio
Soon, you meet a disabled man who promises answers, but not before he puts you into a chair and plunges you into the past. Via a quick flashback to 1968, in which you're 'onboarded' to the world by Leviathan agents acting on behalf of MOTHER — this world's Big Brother character — you begin to explore memories that constantly blur the lines between cold, boring reality and manic, Lynchian delirium.
Karma: The Dark World is a slow game, both in its exposition and its occasionally frustrating slow walking speed. However, this world demands you pay attention to the minutiae, both to solve its puzzles and to slowly understand the sheer depths of its repressive world.
While it has horror characteristics, Karma is much more of a dystopian thriller; if you're worried about gore or jump scares, don't be. It has two or three 'shock' moments, but none of them quite connect to lift you out of your seat, or force a shower and change of clothing.
Mannequins. Of course there are mannequins.
Pollard Studio
That's not to say you won't feel sick to your stomach, because you never trust the world around you, even when it looks like a simple office or quiet street. Much like Still Wakes the Deep, even the most solid-looking walls can disappear in the blink of an eye.
Much like its setting, Karma: The Dark World is dripping with allegories and metaphors, to the point you don't ever feel like you know or necessarily understand the story. You might perceive this as its main weakness, mainly because it doesn't come close to giving you any real answers for hours, but it soon becomes its core strength. Apt, really, given how Orwellian it is.
You wonder if those people with TVs for heads are an allegory, or really do have CRTs on their necks. memories are selective in the minds of people you explore, so is that ten-foot-tall monster really a hulking brute, or a symbol of something else?
And how exactly are you smoking that, anyway?
Pollard Studio
Still, specific issues remain consistently clear, including the helpless despair faced by both leading characters — most notably, Sean Mehndez — and broader society, which you watch fall under the ever-tightening grip of slavery by a faceless dictator that issues heartbreaking decrees and forces unfortunates into drug-fuelled bureaucracy. Read into it what you will, but you'll be reminded of many bêtes noires of the 21st century: authoritarianism, AI, surveillance, and more.
For all its storytelling and artistic strengths, Karma: The Dark World offers a handful of annoyances along the way. The first is the control system on PS5, which feels poorly optimized; 'sprinting' is bound to L1, your inventory is on Square, and you open doors and drawers with the right stick, but only by holding the interact button (X, but also R2?). Combined with an imprecise reticle, this can be really annoying, though luckily the slow pace of the game doesn't mean you need accuracy under pressure.
Meanwhile, the voice acting is genuinely strong, but the script can often let the talent down. It's worst with player-character Daniel, who often responds to deep and meaningful exposition as if he's deaf, forcing him to lash out like a confused child and repeat the same queries and concerns that have already been answered — and in a frustratingly child-like tone.
Ah great, more mannequins.
Pollard Studio
Critically, the most disappointing element of Karma: The Dark World is that it doesn't make the most of its East German setting. The GDR is arguably the most fascinating failed state in history, but I can't recall one explicit mention of it throughout the game. Pollard Studio adopts a catch-all 'concrete totalitarianism' approach, but does away with iconography, art styles, and even the German language. For history fans, it amputates a huge selling point of the game, making it feel like it could be set in any European country of that era.
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For all these minor faults, Karma: The Dark World should be on the list for any fan of slow-burn thrillers like Layers of Fear, Soma, or Observer. Puzzles, in particular, are very rewarding, and areas in which you find them are carefully restricted so you stay focused on fewer moving parts or clues. A particular late-game room with four clocks was a real air-puncher when I finally figured it out — few games can be so consistently satisfying.
What's more, Pollard Studio should be celebrated for creating one of the most stunning games of 2025. While its technical performance doesn't match the heights of Kojima or Remedy's most recent work, Karma: The Dark World consistently hits the mindbending heights of its artistic vision. I'm still piecing the story and its meanings together over a week since completing the game, and that's entirely because certain scenes and ideas have lived rent-free in my head since I put the controller down.
For $25, Karma: The Dark World really does need to be played to be understood — or not understood, as the case often proves — but its weirdness, beauty, and strange approach to puzzles are truly rewarding. Much like Fear the Spotlight, the ending isn't the end, either, and even if you did platinum it, you'll still feel like you've missed something. Maybe that's the point.
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Summer Game Fest 2025: World Premieres and Everything Announced!
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The audience should note many of the titles featured did not come with a known release date, so waiting might be on the table for months and in some cases, years from these announcements. A development studio that started with just four developers, that has ballooned up to 30, the first new game announcement presented at Summer Game Fest 2025 is a dark medieval title with tons of action and tons of gore. Players will have to contend with hostile environments and grotesque abominations when Mortal Shell II comes out sometime in 2026. Hideo Kojima then took to the stage to talk his studio's newest title, Death Stranding 2: On the Beach. A new trailer was shown for the sequel at the showcase, surprisingly, nothing was shown regarding the new OD title revealed at The Game Awards 2024 ceremony. The character played by actor Luca Marinelli, Neil, showed his true colours beyond looking like Solid Snake. 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is just around the corner. Later this month, players around the world will get their hands on Hideo Kojima's next game. Typically, a game of this scope may require players to delete tons of games from their PS5. Luckily, it seems that may not be entirely the case. In a recent tweet from JeuxActu Editor-in-Chief Maxime Chao, he posts that he is about to start Death Stranding 2. In terms of its file size, the journalist confirms the game clocks in at 92.80 GB on PS5. 'Here we go, I'm launching into Metal Gear Sol… uh… Death Stranding 2,' reads the translated tweet. ' 92.80 GB for the game on PS5.' Although that does seem like a lot, that isn't so bad considering how big the initial release was on the PS5. Death Stranding Director's Cut is 68 GB. This puts Death Stranding 2 around 25 GB more than its predecessor. For a modern, single-player, open-world RPG that looks as good as Kojima's upcoming game, this really isn't that bad. Considering most modern triple-A games, like Call of Duty or NBA 2K25, go above 100 GB, this seems manageable by comparison. Death Stranding 2 will release for PS5 on June 26 for $69.99. There is a Digital Deluxe Edition priced at $79.99. That slightly more expensive version comes with the base game, 48 hours early access, Machine Gun [MP] (Lv.1) early unlock, Quokka, Chiral Cat and Why Me? Patches, Battle Skeleton: Gold (Levels 1, 2, 3), Boost Skeleton: Gold (Levels 1, 2, 3), Bokka Skeleton: Gold (Levels 1, 2, 3,). The Kojima production will be PS5 Pro enhanced. Are you excited for Death Stranding 2? Let us know all of your thoughts in the comments below. The post Death Stranding 2 PS5 File Size Revealed and It's Good News appeared first on PlayStation LifeStyle.
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When you buy through links on our articles, Future and its syndication partners may earn a commission. It's no secret that Hideo Kojima is a cinephile. He constantly posts his thoughts about the latest films over on social media, Metal Gear Solid cutscenes are sometimes infamous for how long and indulgent they can be, and the cast list of Death Stranding 2: On the Beach is stuffed with notable Hollywood names. But the famed game director was apparently convinced to not pursue filmmaking by none other than Guillermo del Toro. Kojima said as much in the latest issue of Edge Magazine - out now - where he recalled a chat he had with Nicolas Winding Refn (director of Drive and an actor in Death Stranding 2) and Guillermo del Toro (renowned for classics like Shape of Water and Pan's Labyrinth, and, also, Heartman in Death Stranding.) "I am reevaluating my priorities about what I should do," Kojima told Edge, recalling that the meeting he had with the two filmmakers turned into a talk "about how much time we have left to create" in life. "I have always harboured an ambition to direct a film, and falling ill made me think: if I wanted to make a film, I would have to do so in my 60s, which will be so physically tough to do." That's when del Toro apparently told Kojima to rethink his film ambitions. "'You don't have to do live action films. What you're doing now [in games] is like a live-action film. Don't do this old-media thing of going into filmmaking – just do what you've been doing.'" "But I'm always thinking about the next ten years," Kojima added. "Because this is comparatively a small company, unlike other corporations in this industry like Sega or Nintendo, I must tell the staff where we are headed in the next ten years." Kojima will at least partially be involved in A24's upcoming Death Stranding film, and his odd horror game OD also has a stacked list of Hollywood collaborators, including Jordan Peele, so I wouldn't feel too sorry for the guy. Hideo Kojima doesn't want more than 150 people working on games like Death Stranding 2 thanks to a sheep herding tip from Mad Max director George Miller