Thursday, July 2, 2026

Silent Hill: Townfall Continues To Revitalize the Series in New, Horrifying Ways | IGN Preview

Silent Hill has been going through a sort of revitalization in recent years. After leaving it dormant for far too long, Konami is finally doing what I'd like to see with more legacy series – letting talented external studios take a shot with their vision of what the series could be while having creative freedom. While Bloober Team did a faithful (and fantastic) remake of Silent Hill 2, NeoBards and writer Ryukishi07 made something truly special with Silent Hill f, which was an original story that was true to the series' core tenets. Sure, there have been absolute misses like the laughably bad movie adaption and a spinoff game in The Short Message, but hey, at least ideas are being thrown out there. However, I'm happy to report we might just have another banger on our hands with the latest example of the franchise’s revival: Silent Hill: Townfall. I only saw a hands-off gameplay walkthrough this time, but now I know that it's tapping into the style of horror we know to be Silent Hill with the tension of a slow-paced first-person thriller.

Townfall takes place in a port town called St. Amelia in Scotland, which is the home country of developer Screen Burn. The team was formerly known as No Code and made a splash with the eerie space adventure game Observation, and it seems that it's taking its horror-tinged strengths, applying them to Silent Hill, and also drawing from its own real-world inspirations. As expected, Townfall drops you in without much explanation and asks you to piece it together as you go along. You play as Simon Ordell, who I'm not even sure what he's doing in the St. Amelia cobblestone streets, covered in a fog denser than what Scotland's coastal community of St. Monans would normally face.

One of the games Silent Hill: Townfall's director Jon McKellan previously worked on was Alien Isolation, and it shows. Yes, there is combat in Townfall, but it is a very dangerous endeavor and a last ditch effort if you're caught by the town's deranged, grotesquely transformed humans. From what I saw, he only has a small complement of melee weapons, one of which is just a wooden plank wrapped in barbed wire. Townfall heavily emphasizes stealth, and it appears better for it – especially if it's drawing from Alien Isolation.

One of the games Silent Hill: Townfall's director Jon McKellan previously worked on was Alien Isolation, and it shows.

The key here is Simon has what's called a CRTV, a handheld radio with a screen that also visualizes incoming signals. A big part of what you'll be doing gameplay-wise is tuning the CRTV to figure out where to go, find solutions for puzzles, and track enemy movement through walls. It's not as easy as hitting a button to scan your surroundings; rather, the CRTV must be directed toward them and you have to pay attention to the little screen on it as it works like an ultrasound. I watched the demoist follow the enemy patrol pattern around the corner of a building to then time their movement to dash safely in order to progress.

It's a neat and clever way to make the core gameplay diegetic, giving you a more intimate way of engaging with the world itself while fitting into a story that takes place in 1996. For example, tuning the signal will feed you images of where you're supposed to go and you have to really pay attention to the environment. Are you looking at the right building, going through the right alleyway, or banging on the right door? All that is shown in static images on the CRTV as seen in the live demo. I think it adds to the tension and atmosphere when you have to rely on an in-game tool's function instead of having a HUD or markers; it’s a sensible approach for Silent Hill's brand of horror.

Stealthing your way through terrifying situations and piecing together clues about where to go is only part of the deal. As with other Silent Hill games, there's a deeper mystery that deals in subtleties, and all we really know so far is that Simon’s investigating the past to figure why St. Amelia has been completely abandoned. The hints lead him to the house of a nurse named Zoe Ellis, who initially contacts Simon through the CRTV, and here is where Townfall goes into more of an exploration/adventure style of game where you're carefully inspecting your surroundings – reading notes left behind, digging through cabinets and drawers, going through files on a DOS-based PC, listening to old phone messages, etc. And if you're stuck, instead of being shown what you need to do directly or having Simon talk to himself to give hints to the player, he'll have thought bubbles off to the side to both show what he's thinking and perhaps give you the nudge you'd otherwise need.

This was a brief demo, so the more horrifying elements and headier puzzles are still under wraps – and I can only imagine how terrifying it'll be to explore the town when the skies turn a blinding red, as shown in previous trailers. I'm still curious about what all the dropped protest signs in the town square imply about St. Amelia's demise; it's easy to theorize that either a corporation or governing body overran the townsfolk for an initiative that had a grave impact on their environment. Maybe the IV stuck in Simon's arm the entire time, and the fact that Zoe's a nurse, foreshadows where this seemingly sad story is headed.

This is the kind of storytelling Silent Hill has historically done extremely well, and seeing it played as a more tempered first-person horror-adventure has me as intrigued as when I first saw Silent Hill f before its release. We won't have to wait long, since Silent Hill: Townfall is set to launch on September 24 for PlayStation 5 and PC.

Michael Higham is an editor at IGN who regularly contributes with reviews, previews, features, and news in written and video form. He's usually entrusted with covering long RPGs and tech products, but he's got range when it comes to games. You'll also catch him at events and hosting video content, including IGN's weekly podcast Unlocked.



from IGN Video Games https://ift.tt/5O1MI9z
via IFTTT

Hellraiser: Revival Is a Horror-Action Game That Borrows from Resident Evil and P.T. | IGN Preview

I don't remember much about Hellraiser, being much too young to watch the original even if the image of Pinhead superseded any affinity for the movie series. But I had been assigned to get hands-on with the upcoming horror-action game Clive Barker's Hellraiser: Revival, and I came away with two prevailing thoughts experiencing it on its own terms. One, holy hell I got acquainted with its brand of body horror, and two, it makes a hell of an impression from the 30-minute demo I played. It's borrowing from several other games – think modern Resident Evil with a little P.T. – and fusing them together into what feels like a solid, cohesive survival horror-action game that seems, in part, to align with the Hellraiser series.

I had to quickly get up to speed on the main character Aidan (voiced by renowned indie game developer Xalavier Nelson Jr.) whose girlfriend Sunny had her soul snatched by the Cenobites, and at times he's going through literal Hell to find her. Through that, you see flashes of a tumultuous relationship between the two of them, who are basically crashouts; it's passionate and intense, laden in BDSM accompanied by the horrifying image of what the Cenobites have done to her. As someone who didn't really know what to expect, I was like, "Oh…okay." I'm not a prude, so I carried on knowing that stories that are violent and/or sexual in nature can have a place in games, too, when told with purpose and not with direct malice.

This demo was a slice of what's roughly in the middle of Hellraiser: Revival, and the first section thrust me into a Resident Evil-style section in a theater venue (or museum?) that's been outfitted as an HQ for a violent sex cult. There are guns, combat, and environmental puzzles to progress along with some good old-fashioned inventory management – even with my limited understanding of Hellraiser, guns and shootouts aren't exactly part of its identity, but hey, it's a video game and I suppose it needs combat. While it's not as polished or tight as a Resident Evil at this stage, controlling Aiden in first-person and scavenging for any weapon or number of bullets felt familiar and sensible for what it's going for. These cultists seem to be chasing after you and they'll pop out at surprising moments that jump-scared me during my demo (I could feel the gaze of everyone in that room).

The Genesis Configuration is the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style.

I'm not sure how this fits narratively, but I got a feel for the slower-paced gunplay after I burned through all the ammo I could find (including a submachine gun that was left behind reception, hmm). It wasn't enough for the encounter, so after frantically running through the backrooms of this theater, I remembered to use the thing that Hellraiser: Revival revolves around: the Genesis Configuration. It's the magic puzzle box object that Aidan holds in his off-hand and it effectively lets you do telekinesis, BioShock-style. I could then get a little more creative, pulling fans from the ceiling or wooden planks from shelves, or wielding fire from a burning torch, to then blast enemies with. Again, these are elements we've seen before, but they're fluid, and when done well, it complements the exploration and environmental inspection that comes along with finding the right key for the right door or deciphering a code from a note left behind.

What's more interesting is that past this section, Aidan goes into a sort of psychosis and is taken back to nightmare scenarios in his house. This is where the P.T. influence is abundantly clear. You walk down a dark hallway, turn the corner, walk upstairs and go through a door in his house at night. The cycle will continually repeat until you do certain things in sequence, however, such as looking through text messages on an old Nokia cellphone left on the table, hitting your printer that spits out a disturbing image of Sunny, or opening a closet door that leads to a room with chains hung from the ceiling. It's creepy as hell, and plays into the sort of supernatural horror that aligns with the touchstones of Hellraiser.

When all things are done correctly, the door at the end of the upstairs hallway turns into a gate into the Labyrinth, which in Hellraiser is this extradimensional maze-like hellscape where the Cenobites come from. Here, I saw another wrinkle in its gameplay – manipulating the physical space of the Labyrinth with the Genesis Configuration. It plays out like a sequential pathing puzzle where the walls and ground move like gears and you need to lock them into place to create a path forward. Like its other gameplay aspects, these sequences aren't necessarily groundbreaking, but they break up the pace and ask you to engage with its grimey, disturbing world in different ways.

Hellraiser's brand of horror isn't ordinarily my jam, but I can at least tell from getting hands-on with the demo that the development team have a strong grasp of what makes modern horror-action games click. Drawing bits and pieces from other games and melding them together seems to be a smart move judging from my short time with it. And if Hellraiser sickos don't know yet, the original actor Doug Bradley is voicing Pinhead here in Hellraiser: Revival, and Clive Barker isn't just slapping his name on the box – the team confirmed that he consulted on the project.

I can see all of that fitting nicely into what's said to be an 8- to 10-hour campaign, which we'll be able to play on October 8 this year when Clive Barker's Hellraiser: Revival launches for PlayStation, Xbox, and PC.

Michael Higham is an editor at IGN who regularly contributes with reviews, previews, features, and news in written and video form. He's usually entrusted with covering long RPGs and tech products, but he's got range when it comes to games. You'll also catch him at events and hosting video content, including IGN's weekly podcast Unlocked.



from IGN Video Games https://ift.tt/lZfmC3j
via IFTTT

Wednesday, July 1, 2026

Love and Deepspace Fans Tearfully Hold 'Funeral' for Valko at Infold HQ After Company Suddenly Drops Character

Love and Deepspace fans are holding memorial services for Valko after Infold, the game’s developer, pulled the plug on the wolfy love interest mere days before his debut.

Chinese LADS players are showing up to Infold's Shanghai HQ in droves, bringing with them flowers, candles, and tears as they mourn the loss of a character they were excited to romance come July 9.

Videos of sobbing fans at the office building are taking social media by storm, but this isn’t the only way players are showing their disapproval of Infold’s choices — they’ve also signed a petition demanding the developer reverse their decision and bring Valko back.

At the time of writing, the petition boasts over 78,000 verified signatures and over three thousand comments from players desperately pleading with Infold to release the game’s sixth love interest.

“This is devastating,” one fan wrote. “Removing Valko from the game is NOT an acceptable solution. I am deeply disappointed to see Infold choose to erase a long-awaited LOVED character.”

“Many players spent money believing the game would continue expanding its romantic routes. Canceling Valko feels like a bait-and-switch and a material change to the game after monetization,” another explained.

Thus far, Infold has not given a public response to the backlash surrounding this decision.

Valko was initially slated to launch in Love and Deepspace on July 9 as the game’s newest romanceable character, but on June 30, Infold made an announcement revealing they were not moving forward with him as previously planned.

“After reflecting on recent events, we recognize that we moved forward with the introduction of Valko before we were truly ready," the company said.

"In doing so, we let down the players who have supported us from the start, and we also fell short of delivering the experience that players anticipating Valko deserved."

For both hardcore fans and those new to Love and Deepspace, check out IGN's Love And Deepspace guides.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.



from IGN Video Games https://ift.tt/tW8Ix7y
via IFTTT

Virtua Fighter Crossroads Producer Says the Game Was Inspired by HBO's Watchmen Series

Riichiro Yamada, producer of Ryu Ga Gotoku’s Virtua Fighter Crossroads, opened up about his surprising inspiration for reviving the highly-anticipated fighting game series after so many years.

Speaking with GamerBraves, Yamada revealed that his creative spark for the newest Virtua Fighter title was lit by none other than HBO’s Watchmen series, calling it his “biggest inspiration” for the game – less so because of the story itself, but more so because of how it managed to bring a 33-year-old comic back into the mainstream.

Virtua Fighter, the series, has been very long. It has its own lore, it has its own settings that have been there, but [it] has never been used for decades and for 20 plus years,” he told the outlet.

“Watchmen was a very old American comics story which was revived as a drama 40 years-plus after,” he continued. “For me, I thought it was very similar to the situation with Virtua Fighter, and it told me a lot about how to modernize the old settings, the old story, and then revive it.”

From what we’ve seen thus far, Virtua Fighter Crossroads will boast an narrative-driven story mode helmed by a team of industry veterans. Yamada explained that RGG wanted to branch out from its usual storytelling methodology with this game, saying they wanted to expand Virtua Fighter’s existing lore.

“We wanted to do something different from RGG in terms of style or method of the story,” he said. “We wanted to tell the story more, and we wanted to have the player be more immersed into the game and feel the narrative.”

Those who are cutscene-averse need not worry, though; Yamada clarified that he wants fans to experience the story themselves through gameplay, rather than relying on cutscenes alone to tell the tale.

“A lot of people won’t be just satisfied with nice cuts in the game, and pretty scenes or pretty cinematics,” he said. “It’s way better if you can play through it and understand the story by yourself.”

He went on to confirm that Crossroads takes place “10 to 20 years” after the events of Virtua Fighter 5, with a focus on showing the “comeback” of the series’ classic characters after being “almost forgotten” in the game’s universe.

Virtua Fighter Crossroads is set to release in 2027, though no specific date has yet been established.

Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.



from IGN Video Games https://ift.tt/rgfNaQb
via IFTTT

Tuesday, June 30, 2026

ESA Claims Private Minecraft Servers Are 'Illegal' and 'Piracy' in Stop Killing Games Hearing

The ESA has made the head-scratching claim that private Minecraft servers are "illegal," arguing that they're considered a form of "piracy" in a recent hearing.

During a California State Senate hearing over the Protect Our Games Act (a Stop Killing Games bill that would force game publishers to ensure games remain playable if servers are shut down), Assemblyman Chris Ward was questioned by the committee about how feasible it would be to keep games running on private servers if official support concluded. Ward noted that both Minecraft and Call of Duty utilize community servers, meaning it's a solution that already exists in some cases.

However, ESA’s VP of State Government Affairs, Jennifer Gibbons, objected to his claim and stated that these are not officially sanctioned servers. In fact, according to Gibbons, they're illegal.

“They’re illegal,” Gibbons responded. “They are not in any way affiliated with Microsoft. Microsoft, for Minecraft, has gotten a lot of criticism because of those community servers not employing the same safety standards that Microsoft does on their Minecraft servers.”

Gibbons was asked by a committee member if private servers are akin to a "black market" for video games, and Gibbons answered yes. The ESA executive went on to state that they even consider these servers as "piracy" and have lawsuits pending against private servers right now.

“Yes," said Gibbons. "In fact, we consider it piracy. We have lawsuits, two pending lawsuits, against private servers right now, and the United States Trade Representative (USTR) in their Notorious Markets Reports on counterfeiting and piracy has named some of these big private servers as a notorious market.”

To be clear, in the case of Minecraft, this isn't true. Minecraft has multiple pages on its website where it encourages players to set up their own servers or browse third party servers. These servers are also verified and approved by Minecraft's team to ensure they follow standards and guidelines.

"Each server offers its own brand of fun and uniqueness," reads an excerpt about community servers on Minecraft's website. "Find your favorite with our Server List Site, where all listed servers have been reviewed and verified as following our community standards and guidelines."

IGN sent the ESA a link to this page and noted that it was encouraged by the Minecraft team when requesting a comment. An ESA representative responded with the following:

"Private servers infringe on the intellectual property (IP) rights of game publishers. Publishers reserve the right to exercise their rights against them. The provision in CA AB 1921 that proposed these servers as a legitimate alternative to keep games running raises concerns about a publisher's ability to enforce their IP rights. In addition, private servers operate with no oversight from the publisher and do not uphold the same trust and safety standards. This could create an unsafe environment for players and be counter to the industry's commitment to fostering safe and fun game play for all players."

PC Gamer also noted that the UTSR's Notorious Market Report referenced by Gibbons doesn't specifically single out random community servers so players can play with friends, but rather ones that allow users to bypass games that require subscription services, such as World of Warcraft. Those servers allow players to get around a key piece of the game, rather than serving as an extension of the exisiting experience.

Ultimately, the Protect Our Games Act did not receive the necessary amount of votes to move forward, but it was granted a reconsideration, so it still has another chance to make its case. A Stop Killing Games campaign volunteer took to Reddit to address the situation, noting that "every one of these claims was designed to scare a busy legislator who does not have time to fact-check a well-dressed lobbyist in real time.

"It worked just well enough this round," they continued. "It will not work when we are standing in the same room, with developers and players beside us, ready to answer every single claim as it happens. Here is what happens next. We are not stopping. Not even close. Next session, we come back with an in-person lobbying presence, the funding to do this properly, and a long list of organizations and developers signed on in support."

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



from IGN Video Games https://ift.tt/rpc3H0X
via IFTTT

Monday, June 29, 2026

Why The Back-to-Back Street Fighter 6 Evo Champion, MenaRD, Switched Off His Main in the Finals

You certainly could make a case for MenaRD being the best Street Fighter 6 player in the world right now. His win at Sunday's Evolution Championship Series in Las Vegas brings him up to four total Evo wins, with two back-to-back wins at Evo in Las Vegas (2025-2026) and two back-to-back wins at Evo Japan (2024-2025). And while his Blanka looked dominant throughout the tournament, one of the more interesting stories that came out of the Street Fighter 6 top eight was the fact that in his most crucial matches, Mena opted against using the character that he's most well known for.

In Winners Semis, Mena started off by using M. Bison, going 2-2 with Shigematsu's Blanka. After swapping to Blanka for the mirror match in the deciding game, Mena won a hard fought game that ended up going to the final round, sending Shigematsu down to the losers bracket.

Shigematsu wouldn't be denied his runback however, as he ended up fighting his way through Dogura, Craime, and Kilzyou to reach Grand Finals for what we all assumed would be a Blanka vs Blanka mirror match, right from the start. But once again, Mena opted for the Bison, and played out the whole first set with the character. Shigematsu ended up resetting the bracket against Mena's Bison with a score of three games to one, and sure enough, after the reset Mena finally decided to bring out the Blanka. It was short work from there as Mena took next set 3-0, winning his fourth Evo Championship.

My Bison actually produced better results against the Blanka players that I practiced with.

But why did he decide to choose Bison in the first place? After the match, Mena responded to the question by saying, "Honestly, it was a matter of Shigematsu [being] a teammate with another top Blanka player from Japan called Takagi. So I took that into account and I had confidence in my Bison after practice. And my Bison actually produced better results against the Blanka players that I practiced with. But I also had the suspicion that his style was a little bit different. A little more aggressive, and had a lot of tricks."

After the close call in Winner's Semi's, Mena still felt like he could have won with Bison, and since he was on the winner's side of Grand Finals, he could risk losing a set, so he decided to try it again. But after Shigematsu took the first set off him, he realized that he had to switch to his bread and butter.

Mena credits his training in Japan as being very helpful in his improvement as a player. "I'm staying in Japan right now. I'm playing in the Street Fighter League. My teammates in the Zeta Division: Momochi, Higuchi, and Yamaguchi, they're all amazing players and I see them every day."

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit



from IGN Video Games https://ift.tt/hiJHsnm
via IFTTT

'We're Done Paying for Executives' Failures' — Unionized Xbox Developers Hold Press Conference to Make Their Point as Microsoft Reportedly Readies Massive Layoffs

Unionized Xbox employees are pushing back against the company's looming layoffs and have outlined various demands.

Earlier today, the CWA (Communications Workers of America) held a press conference in which various unionized Xbox employees spoke out against Microsoft. The conference was held ahead of reported layoffs at Xbox, which insiders have stated will be a "bloodbath."

It's also a painful reminder of last year's layoffs at Microsoft, where 9,000 people lost their jobs across the entire company (not just Xbox) and resulted in multiple projects being cancelled, including the long-awaited reboot of Perfect Dark. The studio behind that game, The Initative, was also shuttered without having ever released a game.

The upcoming layoffs reportedly puts more studios, such as Double Fine and Ninja Theory, at risk of closure. South of Midnight developer Complusion Games is also reportedly at risk of shutting down, despite winning a Peabody Award earlier this year. New Xbox boss Asha Sharma celebrated the win on her socials, months before the studio's reported demise: "A well-deserved recognition for storytelling that truly matters!"

These developers are reportedly negotiating with Microsoft to find new owners or to go independent, but it remains to be seen what exactly will happen. Microsoft hasn't explicitly confirmed layoffs or studio closures to the public, but Sharma did state in a memo that the company will be performing a "reset" in order to better situate the company for the future. As a result, Xbox developers are fearful of their future.

During the CWA press conference, speakers stated that they were growing frustrated as Microsoft hadn't given all of the union reps time to bargain, with one CWA member stating that Microsoft had sat on a proposal for four months. One member did give credit to Microsoft after the World of Warcraft bargaining team at Blizzard saw "real gains" this past weekend.

The speakers also outlined what they want from Microsoft, including advance notice of layoffs, two years recall rights (the ability to be rehired if their position is reopened after layoffs), adequate severance, voluntary severance to avoid involuntary layoffs, and for Microsoft to transfer impacted staff to other studios or roles within the larger company. They're also hoping to cement protections for all workers, not just those who are unionized.

A Microsoft spokesperson told IGN that it is working with the CWA to find an appropriate agreement. "We respect the right of our team members to make their voices heard," said the spokesperson. "We have a long track record of good faith partnership with labor organizations, as demonstrated by the several finalized bargaining agreements our teams have reached with the CWA and our labor principles. We are continuing to negotiate in good faith with the CWA to reach agreements across XBOX."

During the press conference, speakers said they felt "expendable" and "dispensable."

"We refuse to be left in the dark as the company decides to restructure in a way that seriously affects us all," said ZeniMax Online Studios senior encounter designer Morgan Goin. "We're being treated as expendable, valued one week, and cut the next. Why would a game developer bother to put forward their best work under these conditions? Hard work and great games do not save you from layoffs under Microsoft. That's why we're coming together across Xbox to make our voices heard and to demand real accountability."

Goin claimed that Microsoft's own actions have created problems others are now paying for. Last week, Xbox announced yet another price hike on consoles, which has been sparked by a component crisis. Heavy investment into AI has led to massive price increases on RAM, which in turn has caused issues with producing affordable consoles, and Microsoft is a significant player in the AI space.

"Even as the company calls us too costly to keep, it is raising console prices on players again, citing a RAM shortage that Microsoft itself has exacerbated," Goin continued. "Layoff rumors are swirling, players are paying more and executives are calling it a reset."

Diablo senior environment artist Mahreen Fatima echoed this sentiment, pointing out that Microsoft's investment in AI proves that the tech giant has plenty of money to go around. "Leadership points to revenue and margins to justify cutting us and then [last] week, raised console prices on players for the third time since 2025," said Fatima. "They are not short on money. Look at the billions that they're using to invest in AI. They're just choosing not to protect us."

Blizzard senior editor Alison Veneto stated that the lack of protections and looming layoffs make it harder for people to do their jobs, creating issues for those trying to make great games.

"My coworkers just want to focus on making amazing games for players," said Veneto. "They do not want to spend every day worrying about whether another round of layoffs is coming. It drains away the energy we should be using to be creative. We want layoffs to be treated not as a quick fix to a quarterly balance sheet, but only as an absolute last resort. But if they're truly unavoidable, we are asking Microsoft for common sense protections around layoffs and a real effort to lessen the burden on affected employees, not only for the workers at the bargaining table, but for everyone who will be affected by Xbox layoffs. Our game developers deserve that."

It remains to be seen what will come of this, but Activision QA tester Andrew Snell and Fatima both made it clear that Microsoft's actions don't just impact workers, but also the players: "Workers and players are on the same side of this and we're done paying for executives' failures," said Snell.

"We, the developers, demand that you respect our labor and our games," added Fatima. "Together we've built a huge community and touched the lives of millions of gamers everywhere. Don't disrespect the developers. Don't disrespect the gamers."

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



from IGN Video Games https://ift.tt/UwQI3BJ
via IFTTT

Silent Hill: Townfall Continues To Revitalize the Series in New, Horrifying Ways | IGN Preview

Silent Hill has been going through a sort of revitalization in recent years. After leaving it dormant for far too long, Konami is finally do...